Experience
At character creation, you pick one of the special abilities listed below which represents your character's journey in life up until now. When you get a playbook advancement, you can pick the Experienced special abiity to choose an additional special ability from the list below.
Why does your character have the chosen special ability? Is it ancestral? Is it a result of where and how you grew up? Is it something you picked up on the road?
Experience Special Abilities
Boisterous
You get +1d to influence others when being loud.
Elemental Resistance
Choose one type of elemental effect (fire, cold, electricity or acid). You reduce harm from effects of that type.
Strong-willed
You get +1d when rolling resistance with Resolve.
Honeyed Words
You get +1d when trying to convince someone of your point of view.
Light-footed
You get +1d when attempting to balance or sneak.
Keen
+1 effect when observing a target or object.
Alacrity
You get +1d when rolling resistance with Insight.
Ferocious
You get +1d when taking aggressive actions from a Desperate position.
Cutting Corners
When crafting, you may take -1 quality for You get +1d.
Intimidating Visage
You get +1d when trying to intimidate others.
Stand And Fight
Expend special armor to reduce any physical harm.
Destructive Affinity
You get +1d when attempting to destroy objects.
Tricksy
You get +1d to lie, deceive or trick others.
Studious
You get +1d when investigating or researching.
Natural Antidote
Reduce harm caused by poisons and similar concoctions.
Sure-minded
Expend special armor to reduce any mental harm.
Hardy
You get +1d when rolling resistance with Prowess.
Lucky
After you make a roll, but before the roll is judged, you can choose to spend 3 stress to reroll one die.
Darksight
See and operate as well in complete darkness as in bright light.
Jack Of All Trades
Take 2 stress to roll your best action rating while performing a different action. Say how you adapt your skill to this use.
Mule
Your load limits are higher. Light: 5. Normal: 7. Heavy: 8.
Physicker
You can Tinker or Finesse to treat wounds or stabilize the dying.