Attributes, Abilities & Specialties

Attributes

StrengthCharismaPerception
DexterityManipulationIntelligence
StaminaAppearanceWits
Note that Attributes don’t grant Specialties.

Abilities

AlertnessAnimal KenAcademics
AthleticsCrafts1Bureaucracy2
AwarenessDriveComputer2
BrawlEtiquetteCosmology
EmpathyFirearmsEnigmas
ExpressionLarcenyFinance2
IntimidationMeleeGremayre
KenningPerformance1Investigation
LeadershipSecurityLaw2
Primal-UrgeSurvivalMedicine2
StealthTechnologyOccult
StreetwisePolitics
SubterfugeRituals
Science2
1 This Ability gives a free, mandatory specialty at level 1. This specialty does not grant them the 10-again bonus. Non-specialized use of this Ability is considered untrained.
2 This Ability has special requirements (typically years of professional training) and is difficult to raise past 1-2 in play. Consider making expertise in this area a focus of your initial application, instead.

Secondary Abilities

  • There is no overlap between Abilities and Secondary Abilities (i.e., Seduction is always used to seduce, not Subterfuge.) They also cost the same, both in Experience during play, and in Freebies during Chargen, as regular Abilities.
  • They are only separated into a Secondary list to give players a better grasp of which Abilities have a more niche functionality (indeed, some like Intrigue or Networking are virtually never rolled in play – just handled behind the scenes in jobs or during downtime).
Artistry1AcrobaticsArea Knowledge1
BlatancyArcheryCovert Ops2
CookingDemolitions2Cryptography2
DiplomacyElusionEsoterica1
Fortune Telling3Energy Weapons3Forecasting3
High Ritual1Fencing3Herbalism
InstructionGamblingMedia
IntrigueHypertech3Military Science2
IntuitionMartial Arts3Poisons
Lucid DreamingMeditationPower-Brokering
ScroungingMicrogravity Ops2RD Data
SeductionNetworkingSubdimensions
StylePilot1Vice
1 This Ability gives a free, mandatory specialty at level 1. Non-specialized use of this Ability is considered untrained.
2 This Ability has special requirements (typically years of professional training) and is difficult to raise past 1-2 in play. Consider making expertise in this area a focus of your initial application, instead.
3 This Ability is capped by your progress in another Ability (see the respective Ability entries for clarification).

Specialties

  • Specialties provide a character with +1 success for every result of a ’10’ when rolling a specialized dice pool. They also sometimes unlock additional functionality for certain Abilities.
    • A few rare Specialties that gatekeep major gameplay mechanics (like Athletic’s Flying, or Firearm’s Heavy Weapons) do not benefit from the extra successes. They provide enough benefit by making such things possible in the first place.
  • Specialties only apply to Abilities (Attributes never have specialties), and can be taken at any time. They are not automatically granted at the 4th dot in an Ability, as in past editions.
  • Specialties cost 1 freebie when taken in chargen. They cost 10 XP in play.
  • Some Abilities give a free, mandatory specialty at level 1 (Such as Artistry, Crafts and Esoterica, etc). Non-specialized use of these Abilities are considered untrained.