Special Traits
Some Ability traits don't fit the usual mold of describing fixed capabilities arrayed across the dice steps,
others are unusual in that they allow a character who has them to
emulate other Ability traits, and some are just so potentially disruptive to game play that they warrant
additional consideration on the part of the GM.
Special Ability traits can be quite powerful, and even game-wrecking at the higher die ratings if used irresponsibly.
GM's concerned by this may prefer to disallow some or all Special Ability traits or place certain restrictions upon
their usage, or tone down their levels of effect, or require characters to take at least one Limit restricting their usage.
It is also allowed for players and GM's to work together to define custom Ability traits that
bend the normal rules of the game, combine elements of other Ability traits into unusual combinations,
or introduce a complex concept specific to a given setting that doesn't fit nicely into the standard
Ability trait model.
While Ability traits like this may also fall into other categories (for instance, Spells is also in the
Mystical category), they are still considered to be in the Special category.
Players wanting to take a Special Ability trait must get GM permission first, and the usage of such abilities
typically relies on greater than usual GM discretion or interpretation.