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Feats

Feats List

Below are all available normal feats with their requirements, as well as hindrances (click to scroll to the appropriate list). All requirements are minimums (i.e. you need the requirement or better to get the feat).

Note: this does not include fable feats, which are acquired through a unique system and have varying requirements — visit this page for more information.

* Feats marked with Limited can only be used once per turn, and only one Limited feat ability can be used in a turn.

View your character's feats in-game by typing /character feats.


Contributions by magic_intern, Dee, Chiarophinx, Vigilance, Avajain, electric, DerKommissar and Fryzbee.

Feats


Combat

Aberration Slayer

Effect: A long history with slaying aberrations leaves them trembling in your wake, able to sense your deeds. Choose one of the following: Fae, Beast, or Undead. Whichever the holder chooses will generally avoid you unless they have a superior force, and when fighting them, do +1 extra damage on a successful hit.

Backline Flanker

Effect: You have a knack for spotting the right moment to attack a distracted foe while working in synergy with a friend. While Hidden, whenever you make a Skirmishing or Melee weapon attack against a target in melee distance of one or more of your allies you do so with deadly efficiency. If your attack lands, it deals +1 damage to that target; if it misses, you make your next conceal action without the -3 penalty.

Combat Acrobat

Effect: You can make a vault action, which acts as both a dash and an evade.

Control

Effect: Once per turn after landing an attack with a polearm, greatsword, or large shield, you may take 4m (blocks) of free movement and leverage your weapon to push the target wherever you move. If the target ends up adjacent to a wall or stable structure any subsequent attack in the same turn will deal +1 damage. This movement does not trigger Steadfast Defender against your target, nor does this move apply while in uneven terrain.

Dual Striker

Limited

Effect: With any combination of two: small blades, arming swords, finesse blades, meteor hammers, whips, maces, or fists (unarmed), you can dual attack as a single limited action. Each aim roll has a -1 penalty added to the weapon's normal aim roll. For any mechanics or feats that this interacts with (e.g. Riposte or Death Saves), it counts as only one attack action. You can also draw, stow, or swap both Dual Striker weapons at the same time using your one weapon swap.

Evasive Tactics

Effect: Dodge and weave. When critical, the first grazing hit you take each round does not trigger a Death Save (including those that normally bypass grazing). Additionally, you may make Riposte Attacks or Parry without triggering a Death Save. Cannot be taken with Death's Dance or Second Wind.

Feint

Limited

Effect: Your fists are fast, and your reactions even faster. You learn to throw your weight in unexpected ways, surprising your opponent. As a limited action you may make an unarmed attack or non-limited maneuver that ignores bonuses from Shieldmaster and Quickfooted.

Forward Charge

Effect: Carry forward, always. After landing an attack with a greatsword, polearm, or staff, your next Topple or Shove maneuver in the same turn cannot be evaded or blocked. If the maneuver is successful, you may immediately move forward 3m (3 blocks). This effect bypasses immunity to pushing and being knocked prone. Alternatively, after successfully Blocking with a shield you may move forward 3 blocks before performing a shield bash if you are capable.

Hamstring

Limited

Effect: You focus on a target with a whip, recurve, or crossbow - aiming not to kill, but to stall. This attack, made with a -1 to aim, cripples the target for one round, reducing all forms of movement by 2 blocks and applying a -2 penalty to Evasion.

Hilt Strike

Effect: You've mastered the use of every part of your weapon, even its handle. As an action before Lifting or after Striking with a two-handed melee weapon you can strike with the weapon's haft or hilt for half (non-AP) damage. Hilt Strikes do not trigger quickfooted, and bypass Grazing.

LW: Elemental

Effect: Select one of the following elemental effects: fire, lightning, ice, acid, or force. Your lineage weapon can attack with this elemental effect, with a visual flair matching the element. The effect of the element is at DM discretion.

LW: Lacuna

Effect: Once per scene for two actions, you can unleash the destructive power of your weapon. Pick a block within the range category of your weapon; all enemies within Melee distance of that block take damage equal to your number of Lineage Weapon feats. All enemies within Skirmishing distance of that block are knocked prone.

LW: Questing Bane

Effect: 'It grows as you do.'
Lineage Weapon's bonus is upgraded to a +2 when facing a creature that belongs to a distinct species that it has assisted in slaying in a previous scene / event. Note down each unique species your Lineage Weapon has defeated.

Mighty Strike

Effect: Your athletic prowess has the potential to reshape the battlefield. Your attack actions (not reactive attacks) using a Sling, Staff, Crossbow, Mace, Large Shield, Unarmed, or Hilt Strikes may now knock the affected targets back 3 blocks.

Patient Flow

Limited

Effect: As a limited action with at least one hand free, you Evade and enter a Flowing Stance. While in this stance, if you Evade an attack made from a Melee or Skirmishing weapon and there is another target (besides your attacker) within Melee range, make a Riposte or Unarmed attack roll against them with a -2 modifier. On a success, the incoming attack and its effects are redirected to that alternate target. The attack roll used to redirect does not deal damage. The new target may still Evade or Block the redirected attack, but cannot make a Riposte Attack or Shield Bash from it.

Quickdraw

Limited

Effect: While wielding a longbow, crossbow, or sling, you may take a Quickdraw action. This can act as either a Dash and Loose or Evade and Loose and must be declared. Quickdraw attacks are made with a -2 penalty and do 1 less damage than normal (4 AP for crossbow, 5 damage for longbow & sling).

Rakish Combination

Effect: You are renowned for your ability to build and maintain momentum with every blow. After successfully landing an Unarmed attack, your next Unarmed attack action is either made with a +1 bonus to aim (does not stack) OR deals a full 4 damage, regardless of your STR: Athletics.

Reactive Stance

Effect: You have trained in the art of using your enemy's momentum against them. While unarmed, if you successfully evade a hit you can take a free, immediate Maneuver action (including limited Maneuver actions) against the person that attacked you so long as they are within your range (cannot be used at the same time as Riposte).

Rousing Inspiration

Limited

Effect: Your presence inspires others to persevere in the face of death. As a single limited action using your voice, playing an instrument, or with a motivational command, you can bolster all allies within skirmishing range. They gain temporary HP equal to your HAR +2, but may only be bolstered this way from any source once per scene.

Sentinel

Effect: You can now wield a polearm with a shield. Once per round after you have taken the lift action on your turn, and after you successfully block an attack with your shield, you can strike in retaliation using your polearm or javelin in place of a regular shield bash (you must lift again to attack on your following turn). You are able to make regular shield bash attacks for the remaining time until your next turn. This attack can be blocked or evaded, but does not trigger other reactions.

Shield Wall

Effect: Form a line with another large shield user directly adjacent to your left, right, or both. While positioned this way, each of you add +1 to your Sentinel or Shield Bash attack aim and to block rolls made against ranged attacks. If your line holds its position this effect extends to Steadfast Defender attacks as well. The shield wall can be extended by others with this feat, however its effects do not stack.

Skirmishing Party

Effect: When in a group, all allies within Skirmishing distance of you make DEX: Stealth checks with a +1 modifier until your party is discovered. If your party attacks first, each member adds a +2 bonus to their initiative.

Strategic Archer

Effect: If higher than 3m (3 blocks) above your target, any hits with a ranged weapon do an extra +1 damage on a successful hit.

Two Birds One Stone

Limited

Effect: As a limited action, whenever you fire a Crossbow or use a Spellbook you can choose to have your bolt pierce one enemy and hit another behind them as long as they are in-line with you. Both targets must be within 5m (5 blocks) of each other and the second target does not take AP damage.

Volley

Limited

Effect: With a recurve bow or longbow, you can take two rapid shots in quick succession in the same time as a normal attack (1 action for recurve, 2 actions for longbow). Each aim roll has a -1 penalty added to the weapon's normal aim roll. Can only be used once per turn.

Always Ready

Effect: You get a +3 to your initiative. When surprised or ambushed, you lose this bonus but may instead negate any additional received penalties (lost actions, attack penalties, etc.).

Bastion Stance

Limited

Effect: The majority of your focus shifts to defense as you hunker down using your large shield like a protective wall. As a limited action when you block you become immune to knockback, pulling, pushing, and prone until the start of your next turn. While in your Bastion Stance, shield bashes are made with a +1 bonus, and successful bashes knock the enemy Prone.

Commanding Inspiration

Limited

Effect: Your words and performance are enough to guide others through the heat of battle. As a single limited action using your voice, playing an instrument, or a motivational command, your efforts grant allies a +1 to weapon aim rolls up to +2 when stacked with another until the start of your next turn.

Death's Dance

Effect: You fight on, even when your lifeblood drips upon the ground. While critical, once per turn, you can use any action (i.e. not only dash / evade) without triggering a Death Save. Cannot be taken with Evasive Tactics or Second Wind.

Dueling Stance

Effect: When wielding only a single small blade, finesse blade, or arming sword for your entire turn, you adapt a more refined style of swordplay. When evading, whenever you take a Grazing hit you can Parry with that weapon (mutually exclusive with Riposte Attacks). A parry can only be performed when your enemy is in your weapon's range. After a successful parry, your non-limited single-weapon attacks deal +1 damage on your next turn so long as you remain single-wielding.

A Parry is a regular weapon roll made with a -1 modifier. The attacker must be within your weapon's range to parry.

Fanning Blade

Limited

Effect: When wielding a throwing knife, meteor hammer, sling, or arcane wand, you spread your attack as a Limited Action: make one attack roll for every target in a 5x5 area in front of you, each with a flat -1 penalty. Any allies in this zone are also at risk of being hit and you must target everyone within the area.

First Strike

Effect: The bonus from Always Ready is increased to +5. During the first turn of combat, you act with three actions instead of two.

Galestorm Stance

Limited

Effect: You adopt a stance that channels the force of your dodges into your attacks. After successfully evading one or more attacks while wielding a greatsword, polearm, or staff, you may make a Galestorm Strike as a limited action instead of a regular Strike on the following turn with that weapon. Galestorm adds an additional attack roll for each successful evasion on the prior turn in addition to your base strike. Each hit after the first on the same target has its damage halved, rounded up (e.g. 6 damage -> 3 damage -> 2 damage -> 1 damage for four attacks). Attacks against different targets do full damage. Additional hits from a Galestorm on the same target do not trigger additional reaction attacks.

Harmonized Arsenal

Effect: Bladed small weapons now double as throwing knives/hatchets. Throwing knife attacks made with these weapons receive +1 to their aim. Aim bonus does not stack with Lineage Weapon.

Lineage Weapon

Effect: Select one template weapon (excluding unarmed) to become your lineage weapon; it gains a permanent +1 aim modifier when used by you. The weapon may be visually remarkable in some mundane or low-magic way (e.g. glowing, exceptional metalwork, engineered design, coated in embers).

LW: Flexible Design

Limited

Effect: Select an additional weapon template. Your Lineage Weapon can switch between the two templates freely on your turn.

LW: Mastery Of The Elements

Effect: Your lineage weapon can attack with any of the five elements (fire, lightning, ice, acid, or force), with a visual flair matching the element. You must attune the weapon to a specific element when entering combat and it takes one action to switch it to a different element while in combat. The effects of the element are at DM discretion but are greater than they would be normally.

LW: Skewer

Limited

Effect: As a limited action, strike all enemies along a 2m (2 block) wide line stretching out 6m (6 blocks) behind the first target you hit or from a point within your weapon's range. For every additional enemy you hit after the first, you deal 1 less damage to all of them.

Momentum

Limited

Effect: You become adept at directly converting the energy of your movement to that of your fist. After taking a Dash action, on the same turn, you may make an unarmed attack with +2 damage as a limited action. You take 1 AP damage from the extreme force you exert.

Piercing Strike

Limited

Effect: You throw your weight behind your blow, half-sword, or strike at a gap in armour. When wielding an arming sword or small weapon, you can make an armour-piercing attack as a single limited action. If the target has AP immunity, the strike does +1 damage instead. After attempting a piercing strike, attacks made against you are made with a +1 modifier until the start of your next turn.

Quickfooted

Effect: When evading, add a +3 evasion bonus against attacks from unarmed, maces, greatswords, polearms, slings, javelins, and longbows. Does not take effect if you are holding a large shield or wearing heavy armour. Upon fully evading any attack, you may immediately take 2 blocks of free movement.

Ranger's Gambit

Limited

Effect: As a single limited action while wielding a recurve bow or longbow, you can make a point-blank shot with that weapon at a target in melee distance with -2 to the aim roll. This shot is AP, bypasses grazing hits, and can push the target back 3 blocks in the direction away from you. Whether you hit or miss, all attacks made against you with a melee weapon have +1 to their aim roll until the start of your next turn.

Riposte

Effect: While holding a small weapon, finesse blade, or arming sword, if you successfully evade a hit you can make a free, immediate Riposte Attack with that weapon against the person that attacked you so long as they are within your range. A Riposte Attack is a regular weapon roll made with a -1 modifier that cannot be evaded or blocked.

Second Wind

Effect: You shall not falter. Once per fight, during your turn, you can use an action to give yourself temporary HP equal to your STR: Fortitude + 2. Cannot be taken with Death's Dance or Evasive Tactics.

Shield Bash

Effect: While holding a small or large shield, every successful block allows you to make an immediate, free Shield Bash attack against your attacker with that shield. A Shield Bash is a regular small/large shield attack roll (/roll smallshield or /roll largeshield) that cannot be evaded or blocked.

Shieldmaster

Effect: You are adept with a shield. Blocking against unarmed, arming sword, small weapon, finesse weapon, meteor hammer, whip, throwing knife, staff, or recurve bows all get an extra +3 to your block roll. Ranged attacks are blocked with an additional +1 modifier.

Steadfast Defender

Effect: When ending your turn without having moved and with a polearm, greatsword, or meteor hammer in hand, you brace and prepare. While in this state you are immune to knockback, pulling, or pushing. If any foe enters or exits your attack range before the start of your next turn, you get an immediate free attack against them with a -2 aim penalty. In the case of a meteor hammer you can make a second attack as they enter melee range from skirmishing. This free attack can be blocked or evaded, but does not trigger Riposte Attacks.

Trick Shot

Effect: Three times per scene, a ranged attack may use both actions to add one of the following effects: Bodkin (armour piercing); Whistling (bypasses grazing hits); Dazzling (-3 to spellcasts for one round); or Incendiary (target + those in Melee range take 3 damage from an explosive blast).
The effect must be declared before the attack and is considered spent regardless of success. Trick Arrows used to interact with the environment outside of combat do so better than normal ones, with a +2 to those rolls.

Vicious Mockery

Effect: Instead of serving as an inspiration, you channel your talents for ill. As an action, you can direct a scathing song, sonnet, or quip at a target within Ranged distance. They receive a -1 penalty to their skill checks OR attack, block, evade, & spellcast rolls for one round. This effect stacks with others up to a maximum of a -3 penalty.

Whirling Devil

Limited

Effect: As a single limited action, you can strike at every enemy you pass with a melee weapon in hand. Roll to attack for each unique target you become adjacent to for the rest of the turn with a -1 modifier. Whirling Devil attacks can be blocked or evaded (triggering retaliatory attacks), and Whirling Devil attacks made with a two-action weapon deal half damage, rounded up.

Utility

Animal Kinship

Effect: You gain ownership and bond with a small creature (e.g. cats, stoats, snakes), which while unfit for combat can be useful for the right tasks.

The pet is capable of following simple commands (go, stay, follow, fetch); more complex commands can be made with a successful HAR: Nature check. Their natural abilities allow them to fit through small spaces, produce simple sounds to warn of distress/interlopers, and carry small objects.

Bardic Inspiration

Effect: You've mastered the art of inspiring others to the point of improving their performance. As an action using your voice, playing an instrument, or a motivational instruction, you grant allies who hear it a +1 to skill checks (excluding spellcasting, evasion, blocking, attacking, and death saves) for one round. This effect stacks with others up to a maximum of +3.

Elementary

Limited

Effect: You can briefly test an action in your mind before committing to it. Once per round on your turn, when you take an action that requires a roll, you may make an Intelligence check first.

On a success, you roll for the action as normal, then decide:
- Follow through with the action and keep the result
OR
- Cancel the action and choose something else instead

If you cancel, you cannot repeat the same action that triggered Elementary this turn.

Lightning Speed

Effect: You are quick on your feet. If travelling on flat / even terrain, your passive movement is increased from 5 to 8. If travelling in uneven terrain or uphill, your movement is only increased to 6.

Pathworker

Effect: Some consider you 'in tune' with the roads; Whenever engaging in significant overland travel you seem to always reap some boon, a DM may choose to give you a useful rumour, encounter, bonus, item, positional advantage, or similar when you declare this feat.

Ready Disguise

Effect: You always have the right fashion and makeup to forge a quick disguise. Once during a given scene/combat, you can fashion disguises for you and your party that fit a broad role (e.g. soldier, servant, bard) and receive the natural benefits of.

Soaring Leap

Effect: You can freely summit on top of walls up to four (4) blocks in height in a turn, without movement penalty or cost. For taller walls that can be climbed, you can leap four blocks up then proceed with normal climbing. You can also leap across gaps up to three (3) blocks wide, though this costs movement.

Spotter

Effect: Your keen eyes are well adjusted for keeping watch. As an action, you can make an INT: Perception check of your surroundings with a +2 modifier, and can see through obfuscation such as light fog, smoke, dense foliage, or near-darkness (dim lighting). You may still check through more intense conditions, such as Darkness, without penalty or bonus. This action may be used to spot Hidden targets so long as they are not fully concealed behind a solid material.

Waking Dreamer

Effect: Closer to the Nocturne than most, you suffer from waking dreams and ticklings upon your hindbrain. A listener to the wakes of the conscious unconscious. Nothing is guaranteed, but anything is possible, you will be privy to whispers faraway, and stirrings of the world; But what is prophecy and what is nightmare?

(Feat-owners will be given access to a private channel where semi-prophecies will be given by DMs, in addition to anything extra that may be given during events.)

Arcane Bloodline

Effect: An ancient mage with magic in their blood lay in your heritage. You gain the ability to use a single general cantrip (not a branch cantrip) even as a non-mage, and can cast it without limitation. A patron cantrip can only be used if an agreement is reached with that patron.

Bonded

Effect: Choose someone else that also has this feat, you two are bonded (the bond may be changed semi-regularly). You and your bonded benefit from the following:
You share the same initiative in combat, taking the higher of your two rolls and discarding the lower - you can act at the same time;
When one of you succeeds against a save test that includes both of you, you both succeed; and
You act with a +1 on actions that directly apply to the other (healing, aid, etc.).

Hostile Architecture

Effect: You have a penchant for demolition; locked doors, walls, supports, chandeliers, etc. are no match for you. When using two actions with a suitable tool or spell, you may cause significant damage to an inanimate structure or surface at DM discretion. The destructive act will rarely directly harm you or your allies, but may lead to unexpected consequences. If any of the broken pieces are used as an improvised weapon, it functions without penalties.

Linguistics Expert

Effect: You have the ability to speak and understand all common languages. If you have an unobstructed view of someone's mouth, you can interpret most of what they're saying. Finally, you are able to craft ciphers that can only be understood by your intended targets, so long as you have significant history with or understanding of those targets.

Physician

Effect: You're a master of medicine, whether in a controlled environment or in the field. It only takes you one action to attempt to stabilize a target in Bleedout, and once per turn you can attempt to stabilize yourself as a free action. Additionally, all healing checks or checks to diagnose a target are rolled with an added +2 modifier.

Saboteur

Effect: As an action, you can make an INT: Research check can be made to investigate any physical item (not a person). On a success, a subsequent DEX: Thievery check to disable, lockpick, or sabotage the item is made with a +3 modifier.

Softstep

Effect: You are light on your feet. When wearing light or no armour, you leave no footprints, avoid stepping on noisy terrain (branches, creaky floorboards, etc), and leave minimal to no trace of your presence. While Hidden, you can move undetected without needing a DEX: Stealth roll unless someone is keeping watch.

Tinkerer

Effect: You always seem to carry a menagerie of miscellaneous materials, and you have the know-how to employ them in creative ways. With a few minutes and the right inspiration, you can create an improvised version of nearly any tool. Make an INT: Research check with a -1 modifier. On success, you improvise that tool for the duration of the scene. If you fail, you're unable to plan out how to improvise that tool or don't have the parts you need. You can't try to make it again for the duration of the scene or event.

Well-Organized

Effect: You know how to organize your gear so perfectly that you can carry twice as much as others with the same amount of space. You double the amount of Tools and Consumables you can carry to four (4) each.

Mutation

Acidic Blood

Effect: Your blood becomes harmful to others. When engaged in a fist-fight, anyone who lands a hit on an exposed part of your body takes 1 dmg from an unarmed attack. Making contact with your blood burns others akin to fire, dealing 1 dmg. This can apply if blood is drawn and splattered from an injury.

Corporeal Weapon

Effect: As an action per hand, you can reshape the flesh and bones of your arms until they resemble one handed melee weapon templates of average quality, which still utilize the default stat requirements. Corporeal weapons count in place of unarmed for other mutant feats and carry acidic blood if the user has it (this does not stack with Rage). Corporeal weapons cannot be used for Riposte Attacks, cannot be a Lineage Weapon, and taking this feat will permanently reduce the number of weapons you can carry by 1.

Mutant

Effect: Your character takes on a Hindrance from the list of Hindrances. In addition, over the course of their mutation, their skin splits and stretches, leaving some permanent scars along their face and torso. They are able to carry an extra weapon of any type.

Precise Senses

Effect: You have a supernatural relation to your senses. You incur no penalty in Dim lighting, roll all scent-and-sound-related perception checks with an additional +1 bonus, and can use an action to determine the direction of any smell without requiring a roll. When any target within ranged distance does a Concealed action or Hides, you can make a free INT: Perception check to notice them.

Unyielding Reflex

Effect: Supernatural reflexes empower you. You can make Riposte Attacks with a -1 modifier if your evade failed or was a grazing hit. If you fail to evade (or are grazed by) a ranged attack, roll an unarmed attack to attempt to catch or swat away the projectile. On a success, take no damage. Your Riposte modifier on successful dodges remains -2 unless modified by Dueling Stance.

Adrenal Rush

Effect: You tap into unnatural strength at your most dire moments. Once per round while Critical, immediately take any single action. This action does not provoke Death Saves. Additionally, you don't provoke Death Saves when taking self-inflicted damage (e.g. Rage). While in critical, if you critically succeed any check, you stabilize at 1 HP.

Inhuman Resilience

Effect: Your skin thickens; your bones harden like steel. Your body acts as medium armour, or heavy if you have 4 or more mutant feats, excluding this one (does not stack with other armour rolls). You still incur all the regular armour penalties (except movement), but do not need to meet the normal requirements to use that armour type. Any damage mitigated can be flavored as rapid regeneration and you seem to heal from minor, superficial injuries in a matter of minutes.

Pounce

Limited

Effect: As a limited action, freely move adjacent to a target in Skirmishing range and perform an unarmed attack. If the target is 3m (3 blocks) or lower from your initial position, deal an additional +1 damage.

Rage

Effect: You are able to spend an action to enter a rage-filled state for the duration of combat or the present situation. Once you have incited your rage, you take 1 HP damage on each turns after the first. In exchange, you deal +1 damage to every successful hit, and roll all STR (including blocking) and DEX-related checks with a +1 until the rage subsides. All INT-related checks however are made with a -1 penalty. Once it has started, the rage cannot be stopped until combat / the situation ends.

Backgrounds

Courtly Esteem

Effect: Your bearing and appearance hold the likeness of nobility. When interacting with nobles and their courts their tone may retain a degree of respect regardless of their personal opinion of you. You have an easier 'in' to social events that require high repute. You additionally have myriad connections throughout the realm. At the start of an event, you can call in a favour with a professional (e.g. an investigator, appraiser, scout, scholar) for information relevant to the event. It is at DM discretion what this professional can learn.

Folk Hero

Effect: Be it through story or song, your good deeds are well known among serfs and commoners throughout the lands. You have an 'in' with common folk and may receive insight or basic supplies (ranging from home cooked meals to improvised weapons) to aid you in your journey. Once per event, you can make an INT: Perception or HAR: Belief check with a +2 modifier to look at a tough situation from a new perspective. On a success, you may receive inspiration from the DM to solve the problem in a creative or daring manner.

Performer

Effect: Your name and talents bring a smile to the faces of many, even those in distant lands. Your attempts at performance—be it song, dance, acting, or theatrical acrobatics—are made with a +3 bonus, and you have an 'in' with people deemed as fans by a DM. You can fall from 8m (blocks) without taking damage, and add +3 to the DEX: Acrobatics check made when taking fall damage.

Scholarly Acumen

Effect: You've spent a long time in the halls of academia and know the ins-and-outs of scholarly debate. You have an 'in' with individuals and groups of higher learning, such as scholars and the academies they come from. Additionally, you've read and heard of many esoteric things. Three times per event, you can make an INT: Research check with an additional +2 bonus on any topic to see if you know something about it. At the DM's discretion you might not be able to use this for especially obscure things.

Trailblazer

Effect: You've spent more time traversing the wild than most, and are capable of masking your presence to maximize your efficiency therein. Your bearing and knowledge marks you as one attuned to the wilds; you have an 'in' with other woodsmen and hunters. Your HAR: Nature checks add a +1 bonus, harvesting twice as much from wild plants and animals on a success. Dense foliage does not count as uneven terrain for you, and while Hidden, attempts to spot you through scent receive a -1 penalty to the check.

Dubious Origins

Effect: There is honor among thieves, or so they say. In scenarios where you find yourself faced with shady individuals, thieves' guilds, or corrupt nobles, the way you carry yourself is recognized and accepted. You have an 'in' with these organizations and can communicate with their members through a thieves' cant. You are familiar enough with basic locks and traps to attempt to pick or disarm them without needing a proper tool

Golden Touch

Effect: Whether a merchant trading fine silks, an experienced artisan, or an appraiser with a keen eye, you understand the intricacies of material goods. You have an 'in' with traders, craftsmen, and those of similar ilk. Once per item, you can study an object over the course of several minutes. Make an INT: Perception check to inspect its features, such as maker's marks, the materials in its construction, or place of origin. What can be learned is at DM discretion. Additionally, you gain access to a special NPC merchant that you can purchase rare and valuable materials from.

Renowned

Effect: You have mastered combat with your weapon category of choice (one template picked from the Weapons Index) and drawn attention for it from past contests and feats of prowess. In fighting circles, your name is well known, and you may have an 'in' with NPC warriors. In addition, you may use the selected weapon template without penalties applied from it being improvised, broken, or affected by mundane effects such as vicious mockery. Penalties from magic or self-imposed penalties from feats still apply.

Seafarer

Effect: The dark depths of the sea might intimidate others, but you are unfazed. Your time aboard vessels has given you a certain swagger characteristic of sailors, giving you an 'in' with other sea-faring individuals, and allows you to scale ropes, netting, and ladders with ease using your normal movement. Ships do not count as uneven terrain for you, and shallow water does not slow you.

Hindrances


Aged

Effect: Your character, no matter their true age, physically ages to that of an elder, though their lifespan is not affected. Bound with bouts of arthritis, any Athletics check to run, carry or leap is made with a -2 penalty. (Their appearance can be falsified with illusions).

Barren

Effect: Your character becomes barren; unable to have child. When faced with the prospect of others having children, they are struck by a momentary souring of the mood.

Glissandi

Effect: A tempo, ever marching, it never leaves you and never repeats.
Within two turns, you cannot use the same exact action more than once: Dash, Hide, and Evade may only be used once each. Each spell and ability are considered unique from each other; each type of weapon and consumable is considered unique (i.e. can't use the same type of consumable or same type of weapon twice).

Obsessive

Effect: Your character develops a particular obsession or fascination that can, at times, consume them. When in a situation related to their obsession, they are forced to engage with it and have a -3 penalty to perception of their surroundings in the moment.

Parasite

Effect: Your character becomes host to an arcane leech, a being festering on their soul that warps their magic. The exact detriment depends on the mage's primary branch:
- for Ichor, they struggle to heal themselves, getting half HP from healing sources;
- for Cursesmithy, they are plagued by nightmares and are oft tired, getting a -2 penalty to dodging;
- for Ether, they become like a lightning rod to magic, taking +1 damage from all arcane sources;
- for Artifice, they become more cold and mechanical, struggling to be lifelike - getting a -2 penalty to perception rolls related to insight;
- for Force, they struggle to sit still,always energized, leaving them with a -2 penalty to stealth; and
- for Tellurgy, they form stiff, calloused, stone-like hands that impede fine motor control, getting a -2 to thievery skills requiring it (e.g. lockpicking).

Anemic

Effect: Your character is anemic; weak. No matter what they eat or drink, they always seem frail and susceptible to sickness. Fortitude rolls to resist poison or illness are made with a -2 penalty.

Blinded

Effect: Your character is blinded, and their irises appear white. Your character cannot make Perception checks based on sight. Your character also aims all ranged weapons with a -2 penalty.

Illiterate

Effect: Your character, through some cruel magical trick, is no longer able to read. While able to comprehend basic shapes and diagrams, anything more than a word or two strung together seems to utterly befuddle them. They cannot make Perception or Research checks on written text.

Overconfident

Effect: Your character believes they are nearly unstoppable, and it tends to put them in harm's way. Your character makes Perception checks of their surroundings with a -1 modifier and enemies making Stealth checks against them get a +2 bonus.

Phobia

Effect: Your character develops an almost paralyzing fear of a certain irrational thing. When faced with that thing in combat, they must succeed a Harmony check each turn or else they lose one of their actions.