Lost World Adventures
The Gifts in Action
A gift can be anything as broad as infiltration or as specific as lock picking. There are no specific rules for how a gift can or cannot affect game play. The player is expected to select 1 or 2 words that describe the Heros talent and then look for opportunities and creative ways the talent can be used.
The lead player will determine whether the player is using the Heros gift in a reasonable and believable way. He or she may alter a rescue check or a task mark to reflect the Heros superior skills. They may eliminate a check altogether and allow the hero an automatic success. They may require the player to describe or dialogue his way through a particular challenge and prove his Heros skills. They may allow the hero access to places and peoples or attempt something that would simply be impossible for the other characters in the story.
However the gifts manifest themselves, they should distinguish the hero in some way giving him abilities or superiority in a particular way, whether general or specific, over other beings in the same circumstance who do not have the same gifts. As a general rule, The Lead Player should be more generous in the use of the hero’s gifts in the chosen wording of the gift is more specific. For instance, if a hero were attempting to unlock a locked door with a gift of infiltration, the LP might grant him a +1 to his task mark. But with the gift of lock picking, the same hero might get a +2 or even a +3.