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Overview

Extra-Normal Perks

AX.C.08.03 (Odd Talent-based)

Extra-Normal Perks govern access to Odd Talents, the supernatural, super-human, syonic, technological or any otherwise unexplained power systems that exist beyond the normal Talent library. Extra-Normal Perks essentially operate as gateways. They define whether a character has access to and can improve a specific category of power.

The Odd Talent itself, its mechanics, dice pool, and application, is governed by AX.C.04.

A Genre Catalog creates a fiction specific application of the Universal Categories e.g. the Andrus Elemental Traditions, the Hidden World's Power Traditions and the Iron Lattice's Harmonic Traditions. These details will be found in the 08.xx section(s) of each catalog.

This section defines the essential access mechanism and the Universal Category framework.

Extra-Normal Quick Reference

Access Rules Summary

Situation Result
Duplicate access from two sources Receive the Odd Talent at 1D, no Talent budget cost
No access granted Cannot purchase or use Odd Talent traditions (see note)
Genre Catalog downtime access grant Setting-specific; defined in Genre Catalog

No Access Caveat

Genre Catalogs may provide methods by which characters can gain access to Odd Talents. Training, rituals, exposure to energies or some other genre specific criteria.

Three Universal Categories

In planning a genre neutral core-rule system we surveyed a large number of extra-normal abilities present in the TTRPG space. As we reviewed the systems, common themes became apparent leading to the adoption of our broad universal category framework. It allows creators to build new systems or adapt existing systems to AxiomRPG with a clear grounding for how the powers apply mechanically.

Category Domain Default Attribute Backlash Tendency
Force Energy, information, physical causation Wit Energetic, force turns back on practitioner or environment
Resonance Probability, time, consciousness, hidden information Wit or Speed Perceptual, overwhelm, confusion, perception trap
Form Physical transformation of biological, material, or constructed subjects Body or Wit Structural, lasting physical traces, failed or locked transformations

Fully Defined Special Abilities

Ability Category Key Mechanic Recovery
Danger Sense Resonance Adjacent Never surprised; +1D Initiative and Speed Saves Passive
True Seeing Resonance Adjacent See through active concealment; sincerity detection Passive / 1×/scene
Shapeshifting (Tier 1) Form Alter superficial features; Threshold 2 Short Rest
Shapeshifting (Tier 2) Form Alter significant structure; Threshold 3 Long Rest
Shapeshifting (Tier 3) Form Full form replication; Threshold 4 Full Rest
Shapeshifting (Tier 4) Form Mass/state shift; Threshold 5+ Full Rest
Luck Resonance Adjacent Reroll entire Challenge once/session Session

Access

When a Lineage or Profession grants access to an Odd Talent:

  1. The character can train the granted Odd Talent like any other Talent.
  2. The character may improve the Odd Talent through normal Advancement (AX.C.12) at the standard cost: current value × 2 XP per die.
  3. The character may purchase a Focus within the Odd Talent at Focus cost (current Talent value in XP per Focus die, max 3D), following standard Focus rules.

Without Access: A character who has not been granted access to an Odd Talent tradition may not train or use a Tradition, regardless of available XP or training time. Access must be granted by a Lineage, Profession or a specific Progression Track unlock; it cannot be purchased independently.

Multiple Access Grants

At generation, if a character receives access to the same Odd Talent from both their Lineage and their Profession, the duplicate access grants 1D in the tradition (the character begins with 1D at no Talent budget cost).

If a character receives access to two different Odd Talents (one from Lineage, one from Profession, or a Progression Track unlock), they manage both Talents independently. Each is purchased and improved separately.

Progression Track Access

A Profession's Progression Track may grant access to a specialized Odd Talent or Special Ability in place of a standard Earned Perk. The details of the Stage Perk provides details on how the Odd Talent or Special Ability applies in play.

Universal Tradition Categories

Odd Talents in AxiomRPG fall into one of three universal categories. These categories define the domain of reality the Talent manipulates, its default Attribute tendency and its design scope.

The three categories are Force, Resonance, and Form.

Genre Catalog Odd Talents are defined by one of these three categories. The category does not restrict mechanics; it provides a familiar reference point and ensures cross-catalog compatibility if characters from different settings interact.

Genre Catalog Special Ability Reference List

The following abilities require setting-specific fiction or mechanics to be fully defined. Genre Catalogs should specify the full mechanical entry using the format established in 07.1 and 07.2 when implementing these. Brief descriptions are provided for reference.

Ability Category Brief Description
Astral Projection Resonance Separate consciousness from body; interact with a non-physical layer of reality. Mechanics depend on what that layer is in the setting (astral plane, Silicon Demi-Plane, etc.)
Time Dilation Force/Resonance Alter personal temporal experience relative to environment. Requires setting definition of how time manipulation works and its limits
Phasing Form Pass through solid matter. Requires definition of what "solid" means, energy cost, and interaction with solid-matter combat
Energy Conversion Force Absorb one energy type and re-emit it as another. Requires setting definition of available energy types and conversion limits
Perfect Memory Resonance Total recall of experienced events. Primarily a narrative ability; mechanical application depends on how information works in the setting
Aura Reading Resonance Perceive the Odd Talent activity, emotional state, or alignment of a creature. Requires setting definition of what "aura" contains
Immortal Form Cannot die of age; may be immune to some or all lethal damage types. Requires setting definition of what kills an Immortal and what the social/narrative cost is
Clone Network Form Maintain multiple simultaneous physical bodies. Requires setting definition of consciousness distribution and what happens when a clone is destroyed
Quantum Existence Form/Resonance Exist in multiple probability states simultaneously. Requires setting definition of how quantum states interact with standard physical reality
Void Walking Force/Form Move through dimensional space between locations. Requires setting definition of what "void" or dimensional space is
Beast/Spirit/Machine Speech Resonance Communicate with non-sapient category of entity. Mechanic is simple (Wit + Attunement vs variable Threshold); what entities are available depends entirely on setting
Hive Mind Resonance Share consciousness with a networked group. Requires setting definition of network size, privacy, and what shared perception means mechanically
Curse/Blessing Immunity Resonance Cannot be targeted by specific power type. Requires setting definition of what constitutes a Curse or Blessing in that genre
Wild Shape Form Transform into a specific category of creature (animals, machines, constructs). Sub-type of Shapeshifting, use Shapeshifting tiers with Genre Catalog creature list

Design Notes

Special Abilities vs Traditions: A Tradition (like Temporal Harmonics or Arcane) generates many effects from a small set of Disciplines. A Special Ability does one specific thing. If a power system is generating more than five or six distinct named abilities, it is probably a Tradition and should be defined as such. If it does one specific, powerful, narrow thing, it is a Special Ability.

Balancing Special Abilities: Every Special Ability assigned to a player character should carry a meaningful limit: usage frequency (once/session, once/rest), scope restriction (self only, Near range maximum), activation cost (Primary Action, Full Round), or setting/social consequence. The Genre Catalog is responsible for defining this balance for setting-specific Special Abilities. The four Fully Defined abilities above have their limits built in, do not remove them when implementing.

The Genre Catalog's responsibility: This section defines the framework. Genre Catalogs define the content within it. A Fantasy Genre Catalog fills in Force Traditions with Arcane Philosophies, defines Celestial/Infernal as sub-types, and implements Wild Shape as a Form Tradition Special Ability. A Sci-Fi Genre Catalog fills in Force Traditions with energy-type manipulation and psitech, defines Clone Network mechanically, and may have no Faith-labeled traditions at all. Both are using the same three-category scaffold correctly.