Special Powers

Special Vision

Low-Light Vision (1 pt): Nightvision; Does not Work in Total Darkness (-1/2), Only to 4" (-2). Beyond 4" the darkness penalty depends on the light within the 4". A candle allows -2 from 5"-8", a torch -1 at 5"-8" and -2 9"-16", and a campfire is -0 at 5"-8" and -1 at 9"-16" and -2 at 17"-32".

Darkvision, Limited (2 pts): This is the ability to see in total darkness without any light source. However, vision is limited to black and white and does not include the Analyze adder. This means it isn't possible to clearly distinguish items other than based on size, shape, and objects they are wearing/carrying without a PER roll. This version of Darkvision is limited to 8m. This sense is affected as sight.

Darkvision, Full (3 pts): As above, but without any specific range limitation.

Signature Abilities

These are the abilities attributed to your style of character. Such abilities do require time and training but generally do not require instructors. They represent the power of your character as they grow in experience and ability.

Developing a new ability takes 10 hours per active point and does require a learning check. The maximum active points you can develop is based on a signature skill, usually a PS or KS associated with your archetype. At 17- there is no limit.

(Skill-10) x 10 Active Points

So, a character with a skill of 13 could develop up to a 30 active point power.

Enhancement Powers, i.e. powers that increase the base effect of weapon, have their active points doubled for purposes of this calculation.

Improving an existing ability is done normally (i.e. 1 increment per XP award). However, training can be done as well at the difference in time between the two.

Signature Items are Signature Abilities that have an item as a Focus (with appropriate limitation). Such items require a story to be created, usually as part of an adventure.

In general characters don't pay CPs for equipment. It's D&D, equipment, even magical, costs money. Signature Abilities/Items can grow in power, with the character, with all powers subject to GM approval. There are a couple of guidelines I use for such powers:

    1. Powers can't be purchased just because they can be built.

    2. Powers that break the medieval fantasy genre are not allowed (e.g. 15" of Tunneling)

    3. Powers that walk the line between fantasy adventurer and superhero are not allowed (e.g. 6" Flight at will)

    4. For ideas, just look at the d20 artifacts. Powers that track in that direction are okay since that is what the character is essentially creating.

No player should start with such abilities or items, or generally cannot. Items have a history and a craft, and while some can be "heirlooms", there should be story around them.

Multipowers are not allowed unless they reflect multiple utility of a single power (e.g. a swingline that can entangle could be a multipower with swinging and entangle as slots but couldn't also add darkness). Effect levels need to be grounded in story. A magical swingline that is 100m long might be a bit much. 10m might be more practical.

Wilderlands is a model of D&D, and items/powers that you are unlikely to find in D&D are not generally allowed.