So far the character sheet has been defining the average man, the things that virtually all people have in common. With the hooks however, now we get into what makes your character different from all the others. Hooks cover special abilities, powers and super-advanced skills, allies and equipment, things that not everyone has access to. But most characters are not common people, so most characters you make will have one or more Hooks.
There are 10 Hooks total, divided into two sets of 5 – the Metaphysical Hooks cover things that are based on magic or special powers and abilities, as well as relationships, study and dedication. The Special Item Hooks cover equipment, things outside the character (though possibly implanted in them), and how the character uses outside items. Within each Hook there are several Types and Categories, which I'll describe later in the more detailed Hooks chapters. For now, here is an overview of the 10 Hooks:
The Metaphysical Hooks
Extraordinary Abilities (EA) – powers, super-human abilities, leaping tall buildings and out-running trains all fall under this Hook. You may have been born with these abilities, or perhaps some accident or experiment gave them to you. Regardless, they are now a part of you, as natural as breathing or moving.
Martial Arts (MA) – some are not born great, some make themselves great. The Martial Artist is one who has dedicated themselves to the pursuit of perfection – weather in combat or in their own development, perhaps in mastery of a skill. From bare-fisted warriors and master trackers to enlightened sages and trick-shooting circus performers; MA is all about improving oneself and one's abilities.
Pattern User (PU) – wizards, priests, those who have learned and studied how to bend reality fall under this Hook. This is part EA and part MA, it is a learned Hook, one of study and dedication, but also one of incredible semi-innate powers and abilities.
Split Being (SB) – EA is all about the powers and abilities that are added to your character – but what if your abilities come from the fact that you are no longer the same type of being you used to be? The Split Being Hook covers characters who have been changed: from vampires and werewolves to a fragmented psyche that turns you into an enormous green rage-monster.
Allies & Influence (AI) – having the right friends can be a power in itself. From companions who follow and assist you to super-secret spy organizations that outfit you in high-tech gadgets. With AI it is your relationship with someone or something else that gives you power.
The Special Item Hooks
Cybernetic Implants (CI) – with this Hook, something foreign has been implanted into your body. We have this Hook today, artificial hips allow people to move after injury. But it could also be a symbiotic organism or even a magically-grafted demon's arm.
Weapons & Equipment (WE) – having the right tool for the right job is a power as well. The WE Hook covers everything from bone clubs to supercomputers and even magical objects like flaming swords and crystal balls.
Vehicles & Constructs (VC) – vehicles from a sailboat to a starship sailing between the stars all go here. But so do houses, bases and other buildings – even pocket dimensions.
Fabrication & Harvesting (FH) – while the other Special Item Hooks are about having some item the FH Hook is about making your own items. With this Hook you can craft/create any of the others yourself.
Hacking/Cracking (HC) – lastly, the HC Hook is all about being able to manipulate other objects and even people and things. From the computer hacker to the time-traveller ('hacking' time/space), from master spies ('hacking' organizations) to psychological warfare ('hacking' people) – this Hook is all about taking something else, something not yours, and using it to your advantage.