Specials
š Specials are notable things a Character can do which are not standard for the Campaign's assumed baseline default type.
For example, a humanoid can walk, but to teleport they must use a š Special.
Active and Passive Specials
š Specials can be Active or Passive.
- Active š Specials are used only when deliberately activated.
- Passive š Specials automatically activate whenever they are applicable.
š Specials which cost resources to use (such as Willpower) are always Active.
Sometimes a Character can choose whether to hold a š Special as Active or Passive.
If not known, always assume a š Special is Active.
Passives are rarer since they require more effort to remember whether they should trigger.
Detrimental Specials
š Specials which have an undesirable effect usually:
- Are Passive
- Grant š±Growth
They are passive because they won't ever be voluntarilty triggered by the Player if it doesn't benefit them.
They grant š±Growth when obtained, meaning they increase the Current š±Growth, but not the Total š±Growth.
Template Specials
Some š Specials allow specifying extra details about them when they are acquired.
For example, a š Special which defines a personal passion would allow the Player to define what that passion is actually for.
The š Special could be called āPassionā, and the Player fills in āCookingā when they acquire the š Special.
This š Special can be recorded as āPassion: Cookingā.
There are sometimes other necessary steps when a š Special is acquired before it can be used.
Sometimes these steps are done by the Player, sometimes by the Storyteller.
Verbiage
š Specials cover what can otherwise be called āTraitsā, āPowersā, āAbilitiesā, etc.
It should be assumed safe to use these words interchangeably, and so no š Special should actually be named one of these.