Specials

šŸ’ 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 šŸ’ Special.

Active and Passive Specials

šŸ’ Specials can be Active or Passive.

  • Active šŸ’ Specials are used only when deliberately activated.
  • Passive šŸ’ Specials automatically activate whenever they are applicable.

šŸ’ Specials which cost resources to use (such as Willpower) are always Active.

Sometimes a Character can choose whether to hold a šŸ’ Special as Active or Passive.

If not known, always assume a šŸ’ Special is Active.
Passives are rarer since they require more effort to remember whether they should trigger.

Detrimental Specials

šŸ’ Specials which have an undesirable effect usually:

  • Are Passive
  • Grant 🌱Growth

They are passive because they won't ever be voluntarilty triggered by the Player if it doesn't benefit them.

They grant 🌱Growth when obtained, meaning they increase the Current 🌱Growth, but not the Total 🌱Growth.

Template Specials

Some šŸ’ Specials allow specifying extra details about them when they are acquired.

For example, a šŸ’ Special which defines a personal passion would allow the Player to define what that passion is actually for.
The šŸ’ Special could be called ā€œPassionā€, and the Player fills in ā€œCookingā€ when they acquire the šŸ’ Special.
This šŸ’ Special can be recorded as ā€œPassion: Cookingā€.

There are sometimes other necessary steps when a šŸ’ Special is acquired before it can be used.
Sometimes these steps are done by the Player, sometimes by the Storyteller.

Verbiage

šŸ’ Specials cover what can otherwise be called ā€˜Traits’, ā€˜Powers’, ā€˜Abilities’, etc.

It should be assumed safe to use these words interchangeably, and so no šŸ’ Special should actually be named one of these.