SnowDog said:
You must share the comparison when the book gets out.
Not sure I'll be getting Dredd book any time soon. Cash bit limited(no kidding. 40e is my bank account ATM

) and Dredd isn't my favourite settings(not that I hate it. I just have very, very, VERY little idea about it apart from basics) and I have too many settings as it is ;-)
But for example ATM I have special in pretty much all careers personal development(which I have always felt is least useful development area and therefore could do with bit of a boost) on 6. There's also few specific specialities given in term events or even rank benefits(temptress has smouldering temptress ability when reaches rank 1 for example). Few specialities ATM in list(note no playtesting has yet been done. ATM I'm more of brainstorming ideas for special abilities).
Blood rage – Must have at least one term as barbarian
Barbarian who is under blood rage is nearly unstoppable with sheer rage providing him strength and endurance beyond his normal capacity.
Once per day character may enter blood rage. It takes one standard action for character to whip himself into the frenzied state. While frenzied character gains +2 strength and +2 endurance but suffers -1 for defences. Frenzied state lasts for 2d6 minutes before wearing out.
Defensive combat
You may take -1DM for attack rolls and gain +1DM for all parry or dodge rolls until your next round.
Sweeping blow – Str 10+
Your strikes cleave through your target and straight to another poor victim. If your hit cause damage equal to opponents endurance or he dies you may strike against another target at -1DM.
Greater reserves
You can temporarily have up to three times the amount of magic power as you normally have. This power dissipates as normal.
That sort of stuff. There's also stuff like blind-fight(helps if you are blinded. You aren't TOTALLY as good as with full sight but you suffer less of penalties), ability to get extra "oomph" when sacrificing somebody(sacrifice in turn gives you more psi-points or magic power as I call them) and ability to carry more exotic weaponry or heavier armour than you are normally capable of carrying without penalties(base types are determined by which career terms you have served. Some thief isn't going to be very good at walking around in full plate mail armour!).
ATM tad over 2 pages. Won't have tons of these so probably 3, maybe 4 pages total. Some which aren't neccessarily available for players requlary like daemonic endurance which is ability daemons posses(though sorcerer player characters CAN get that one if they know daemonology spell type and cast daemonic form spell). Figured this is good way to provide also some special abilities more fantastic creatures might posses.
Basically they should provide bit more colour and allow bit more heroic deeds than reqular characters can do. Appropriate IMO for sword&magic where they might face fearsome beasts and unnatural creatures like daemons. I have tried to kept them simple enough that they don't slow the game and tried to kept amount character receives limited(and not even quaranteed neccessarily) so they don't dominate too much. We'll see how it works once I get playtesting started. Base work is now more or less done. Spell list and bestiary are about biggest things left to do. For spells 19 spells(of which 1 has atleast name and basic idea) are left to do(from total of 72 I have put as a goal...) and for bestiary yet undecided amount. Then for mass combat rules which follow the format from mercenary.