Lady Luck’s Chosen Few: Aptitudes

In the Special Aptitudes list, two things are listed in parentheses after the title of the aptitude: The luck cost and any prerequisites. If prerequisites are separated by plus signs (+), they require all listed aptitudes; if they are separated by commas, they require only one of the listed aptitudes.

Basic Aptitudes

  • Bravery: Add 1 to any roll to resisting fear
  • Brawling: Add 1 to any roll involving punching, kicking, or grappling
  • Charisma: Add 1 to any roll where someone can be influenced by a forceful personality
  • Constitution: Add 1 to injury rolls or resisting physical ailments such as poison and disease
  • Coordination: Add 1 to any roll involving coordination of the body, such as a weapon swing, tumbling, or balancing
  • Creativity: Add 1 to any roll involving coming up with unique ideas or concepts for works of art
  • Dexterity: Add 1 to any roll involving fine motor movements of the hands, such as picking locks and pockets
  • Empathy: Add 1 to any roll to attempt to understand how another person is feeling or whether they are lying
  • Endurance: Add 1 to any roll to stay awake or push through exhaustion
  • Faith: Add 1 to any roll to appeal to a higher power or in dealing with a religious individual
  • Flexibility: Add 1 to any roll involving bending of the whole body, such as fitting into a tight spot
  • Hearing: Add 1 to any roll involving attempting to hear noises that are not immediately obvious
  • Intellect: Add 1 to any roll to retain information after learning it (adding to knowledge list)
  • Logic: Add 1 to any roll attempting to discern the meaning of codes or process incomplete information
  • Might: Add 1 to any roll involving physical strength or brute force
  • Perception: Add 1 to any roll involving processing sensory information
  • Reaction: Add 1 to any roll to determine if a character can react to something in due time
  • Sanity: Add 1 to any roll to avoid being affected by trauma
  • Smell: Add 1 to any roll involving tasting or smelling something
  • Speed: Add 1 to any roll that has to do with moving (not reacting) quickly
  • Steadiness: Add 1 to any roll that requires a steady hand or body
  • Vision: Add 1 to any roll involving being able to see something that is not immediately obvious
  • Willpower: Add 1 to any roll requiring the character’s force of will

Special Aptitudes (WIP)

  • Dodge (1L; Speed + Reaction + Coordination): Increase your Defense threshold by 1
  • Dual Wield (2L; Coordination + Dexterity): A character can effectively wield 2 weapons at a time, and is capable of attacking with each weapon once per turn (thus having two total attacks).
  • Power Strike (1L; Brawling): The base threshold for Resilience rolls resulting from unarmed strikes is 3 instead of 1
  • Deadly Strike (2L; Brawling + Power Strike): Unarmed strikes can call for base 1 Constitution rolls instead of base 3 Resilience (causing injuries instead of fatigue)
  • Fortuitous (1L; Might): Required to wear any armor other than Gambeson
  • Heavy Hitter (1L; Might): Required to wield certain weapons
  • Packer (1L; Might): Increase max carrying capacity from 6 items to 7
  • Sensitive Nose (1L; Smell): You can taste and smell things that are generally considered tasteless or odorless (poisons, etc.)
  • Runner (1L; Speed): You can move to an additional Area in each combat round
  • Low-Light Vision (2L; Vision): Treat dark Areas as dim and dim Areas as bright
  • Extrasensory Perception (2L; Perception): Obscured areas do not incur the usual penalty
  • Barbaric Resolve (2L; Might + Willpower + Constitution): Increase your Constitution rolls by 1
  • Tough Skin (2L; Might + Constitution): Increase your Defense threshold by 1
  • Immunity (1L; Constitution): +1 to all drug resistance rolls.
  • Slowed Metabolism (1L; Constitution): Drug resistance rolls are made after double the normal time.
  • Addiction Resistance (2L; Constitution + Endurance + Willpower): +1 to rolls to resist addiction.