Feats (Master)

  • Aeorul (BASE, Linguist 3) You may speak, read and write the language of the elves fluently. This never requires a test.
  • Aim (BASE, Combat 3) When attacking with a ranged weapon such as a bow or crossbow (but not a thrown weapon) and you take your entire turn to attack (you don’t move or do anything else) you may choose to automatically Succeed if the Combat test has a Difficulty of less than 10.
  • Appraisal (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves determining the value of something. The Difficulty is determined by how rare and how tricky it is to figure out what it is worth. This cannot be used to determine the value of magical items unless you also have the Arcana Feat.
  • Arcana (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves knowing about Arcane magic and how it works.
  • Arcane Familiar (Familiar, Magic 3) You may grant your familiar the use of two Cantrips it can perform on Expedition (or if you have a puppet in Live Action areas that aren't protected by Wards). You don't have to have the Cantrip Form yourself. In the Live Action space describe the effect of any Cantrip it uses aloud.
  • Archer (Combat 3, Aim) You specialize with the bow. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Axe Fighter, Knife Fighter and Swordfighter). Archer gives you a re-roll when making an attack test with a bow.
  • Athlete (Requires any 3 of the following: Climbing, Jumping, Riding, Running, Strength, Swimming). You may treat any Partial Success with any Athletics test as a Success.
  • Augury (Diviner, Magic 4, Perception 3) When using the Greater Form, instead of choosing a three word subject you may ask a question of up to five words. Instead of three insight the result will be answer to the question which is never a lie but seldom a direct answer. This also triggers a test for Manna Burn. Both versions of this Form can be used once a session so you get one attempt to read the Omens and one Augury.
  • Awareness (BASE, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 10 to avoid being surprised.
  • Axefighter (Combat 3, Fighter, Smash and either Dwarven or Combat 5) You specialize with the axe. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Archer, Knife Fighter and Swordfighter). Axefighter gives you a re-roll when making an attack roll with an axe of any kind (one or two handed). It also allows you to use Smash with a one handed Axe (on an Exceptional Success, spend an Advantage Chit to inflict +1 damage).
  • Banker (Merchant) When you check out Bank Notes they don’t lose value (normally they are bought for 20 gold during check out but when converted back during check in they are only worth 15). They don’t lose value if you are a Master Merchant.
  • Barter (BASE, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 10 that involves negotiating a good price for goods and services (often 20% off the initial ask).
  • Battledance (BASE, Elf, Combat 3, Brawl, Perform): This Feat allows you specialize in unarmed combat. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats. Battledance gives you a re-roll when making an unarmed attack.
  • Beastbond (BASE, Wyldling, Beastmastery): Your character can communicate with natural (non magical) beasts. They won’t interact if hostile. Only simple ideas can be shared. The sophistication of these exchanges depends on the creature in question and is limited to their perspective and comprehension (for example: squirrels don’t know what a guard is but are acutely aware of local predators).
  • Beastmastery (BASE, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 10 that involves dealing with animals (animal handling).
  • Blade (BASE, Combat 3) Once per round, when attacking with a one handed sword in light (or no) armor with nothing in the off hand, you may spend an Advantage Chit to make an additional re-roll.
  • Brace (Combat 3, Knife Fighter, Slight) Once per combat, when an Edge card is drawn, instead of adding a chit you may throw several daggers at the target of your choice. This is resolved as a standard combat test (in this case the daggers thrown count as a single attack).
  • Brawling (BASE, Combat 3) Normally, unarmed attacks can only do 1 point of damage When attacking an unarmored humanoid opponent, this Feat eliminates that restriction.
  • Brewbold (BASE, Dwarf): Once per Expedition your character can drink some dwarven mead they carry with them, which takes 10 minutes but restores 2 Wounds but they become intoxicated and in the next combat they are in and lose their first turn (intoxication ends 10 minutes after the character returns to the live Action space). Dwarves who also have the Ironblood feat are immune to this penalty.
  • Build (BASE, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 10 that involves building a simple mechanical device.
  • Busk (Perform) If you perform in the tavern (in the main room of the live action space) for at least 5 minutes the Innkeeper will “tip” you 1 gold. You may do this up to 3 times per session. Charisma raises the tip to 2 gold per performance.
  • Cartography (BASE, Pathfinder 3) You are skilled at making maps that are accurate, easy to read and informative. You don’t need to make a test to do so. This Feat only covers land maps - for navigational maps you will need the Navigate Heroic Feat.
  • Charge (Combat 4, Toughness) Once per combat, when an opponent action card is drawn and the moderator declares an attack (against anyone), you may spend 2 Advantage Chits to charge the opponent who will be attacking, attacking them in melee combat first. Once your attack is resolved, if they are still standing, they may attack and have the option to change the target to you.
  • Charismatic (Requires any 3 of the following: Barter, Deceive, Intimidate, Lead, Perform, Persuade, Teach). You may treat any Partial Success with any Influence test as a Success.
  • Charm (BASE, Elf or Hellspawn, Arcana, Resolve 1+) You may learn one Cantrip of your choice (see the Magic chapter for details) and use it at will. You may take this Feat multiple times, to a maximum equal to your Resolve Skill rank, granting you a new Cantrip each time.
  • Cleave (Combat 4, Toughness) After resolving a melee combat attack that defeats your target, you may spend 1 Advantage Chit to attack a target that was standing next to them or next to you with the same weapon. No Feats affect this second attack but you may still re-roll a die that is equal to or less than your Combat Skill Rank.
  • Climbing (BASE, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 10 that involves climbing.
  • Conceal (BASE, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 10 that involves hiding something. This can include you if you don’t move after finding a hiding place.
  • Confound (BASE, Fey, Combat 2, Influence 2): You get a re-roll any time you perform an Maneuver in Combat because you are an expert at distracting and frustrating your opponents.
  • Conjurer (Conjure, Magic 4, Resolve 2) You may use the lesser Form of Conjure to manifest small items at will without a skill test. This can even be done in the Live Action areas (but not those protected by Wards) but you will either have to do a magic trick to produce the desired items or describe out loud that it is what you have done ("I gesture and a wine glass appears in my hand").
  • Coordinate (Combat 3, Lead, Strategy) If you are fighting alongside companions who are willing to follow your lead, you begin each combat with 2 Advantage Chits in the Reserve. Only 1 person can lead.
  • Crack (BASE, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 10 that involves picking a lock or opening a secure mechanical latch.
  • Craft (BASE, Open) You have a skill that allows you to how to make, repair or customize something. Normally no test is required, but if you are asked to test, resolve it as though you have a Skill Rank of 4.
  • Crit (Combat 5) When you score an Exceptional Success with with any weapon (melee or ranged), you may spend 3 Advantage chits to inflict +2 damage. This may be combined with other Feats that increase damage.
  • Daggervile (Linguist 2, Streetwise) An argot used by rogues. Sometimes known as “thieves cant”.
  • Damnation (BASE, Hellspawn, 3 Black or 3 White beads, Retribution): If your character is reduced to 0 Wounds by a directed attack (something someone did, not environmental damage) you may choose to die and to DRAG THE ATTACKER TO HELL WITH YOU.
  • Deathgift (BASE, Elf, Resolve 3, Arcana): When another character in your party has failed a Death Save, has a Mortal Wound and is facing death you know an ancient technique whereby your spirit passes over instead of theirs. They are saved and restored to full health and you die. This death is a choice - it cannot be prevented or reversed but you will have a few moments to speak to your companions before you pass.
  • Deceive (BASE, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 10 that involves lying or misleading.
  • Delay (Combat 2, Strategy) When an opponent’s card comes up you may move it to the bottom of the deck for 2 Advantage Chits.
  • Delegate (Combat 2, Lead) When your turn comes up, for 1 Advantage Chit you may delgate it to the companion of your choice who must immediately take action as though their card had been drawn.
  • Disarm (BASE, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 10 that involves disarming a trap. Finding a trap requires a Perception/Notice test.
  • Distract (Combat 2, Athlete) When your are able to use the movement part of your turn to run wildly around the battlefield, you may add 1 Advantage Chit to the Resource Pool. You can do this and still take an Action.
  • Diviner (Divination, Magic 3, Perception 2) When using the Lesser Form to obtain Portents if you obtain at least 1 you receive 1 extra. In addition, you may use a Portent to reroll any Skill Roll you make.
  • Dodge (Combat 1, Evasion) When an attack is announced against you, you may spend 2 Advantage Chits to force the attacker to choose another target (this only works if there is another target available).
  • Double Speak (Daggervile, Stealth 2) You may say two things at once in such a way that only those within a few feet will understand the simple statement that is your actual message. Anyone farther away will hear pointless blather. On Expedition just tell the moderator when you are doing this. In the Live Action space use a written note to express the hidden message.
  • Dual (BASE, Combat 3) When fighting with a weapon in each hand, you may spend an Advantage Chit to change the result of one of the dice you rolled to resolve a Combat test when attacking to the result of another your dice (so if you rolled 3, 6 and 9, you could spend a chit to change the 3 to a 9).
  • Duel (BASE, Combat 3) When duelling in the arena (one on one armed with duelling weapons against an opponent also using duelling weapons and willing to fight according to the Code), you get an extra re-roll when setting up (the results of arena combat are decided before the combat is acted out in the live action area).
  • Earthborn (BASE, Dwarf, Athletics 1, Endurance 1, Brawling): As a child of the earth, you are made of tougher stuff than most humanoids. You get 1 extra Wound.
  • Echo (BASE, Elf, Lore 2, Resolve 2): Once per Expedition, your character may automatically succeed at any Skill test (combat or otherwise) with a Difficulty of less than 10 because they remember having done the same before at some point in their long life.
  • Edge (Combat 1) When one of your player cards is chosen you can treat it as though an Edge card was drawn instead (add 1 Advantage Chit to the pool unless someone uses a Feat to exploit the opportunity to do something else). This is a great option for noncombat characters who want a way to contribute more to battles.
  • Eler (Linguist 2, Merchant) An argot used by merchants. The written form incorporates a kind of shorthand that allows records to be kept quickly and efficiently.
  • Enhancer (Enhance, Magic 4, Resolve 2, Expedition Only) Once per session you may Enhance a character (or with the Greater Form your party) without having to test for Manna Burn. In addition, the spell bestows 5 rerolls instead of the usual 3.
  • Equipped (BASE, Open) Begin each session with two items from the following list: Antidote Potion, Backfire Ward, Gillian's Knot, Healing Potion, Magic Arrow.
  • Evasion (BASE, Combat 3) When fighting with light (or no) weapon (or weapons) and wearing light (or no) armor you may you automatically succeed when defending if the Combat test has a Difficulty of less than 10 (reducing the damage by 2).
  • Familiar (Magic 2) Your character has an animal familiar of a type chosen when this Feat is taken. Familiars are helpful when spell casting. When you would normally experience a Backfire, make a Paper/Rock/Scissors test. If you win, you don't take the damage. Normally the Familiar only joins you on Expedition but if you have a puppet you may have it in the Live Action Areas. On Expedition a familiar that draws attention to itself can be targeted by attacks. It can defend as if it had Combat 6 but only has a Wound Capacity of 1. Familiars speak telepathically but only to the caster bound to them. If a familiar is killed a new one can be found between sessions.
  • Familiar Scout (Familiar, Magic 3) On Expedition you may see through the eyes of your familiar. This is a noncombat ability and while you are doing it, you enter a trance and are blind to your actual surroundings. You can maintain this connection up to a mile away.
  • Famous (BASE, Open) It will say “Reputation” on your badge and you must tell anyone who asks what your Reputation is. It must be something positive like “I’m the finest blade in the land” or “I once saved a town single handedly”. It doesn’t have to be true. You can’t take Famous if you are Infamous.
  • Feint (Combat 3, Swordfighter) When you hit with your one handed sword and would normally inflict 2 or more damage you may use this Feat to reduce your damage by 1 and add 2 Advantage Chits to your Reserve.
  • Fence (Merchant, Streetwise) You are involved (or get involved) in the black market wherever you go. Add +12 gold to your starting funds.
  • Fighter (BASE, Combat 3) When fighting with a one handed weapon (regardless of whether or not there is another weapon or shield in the other) while wearing medium or better armor, if your first Combat test is a complete miss (no dice score) you may reroll the entire test (all three dice). This must be done before any dice are re-rolled and you still get to do any re-rolls you have coming for the new test.
  • Fighting Familiar (Familiar, Magic 2, Resolve 2) Your familiar has a Wound Capacity of 2 and if you use an Edge Card opportunity it adds 1 chit to the Advantage Pool and may make an attack against the opponent of your choice with a Combat Skill of 3 but can't do more than 2 damage.
  • Fireproof (BASE, Hellspawn, Endurance 3): Your character is immune to fire and fire damage. They cannot burn and do not feel heat.
  • First Shot (Combat 3, Archer) At the start of any combat you may make an attack with a bow before any cards are drawn.
  • First Strike (Combat 3, Swordfighter) At the start of any combat you may make an attack with a one handed sword before any cards are drawn.
  • Flail (Combat 4, Toughness) When you attack with a Flail against an opponent who has a shield equipped you add +1 to all three of your dice and if you hit, you score +1 damage.
  • Flitter (BASE, Fey or Hellspawn, Agility 1, Athletics 2, Combat 2): You have limited flight. It only works on Expedition and when you do it you manifest wings (unless you are already wearing them). You can only fly a few feet off the ground and only for short distances (great for crossing chasms, doing assisted leaps and avoiding falling damage). Once per combat, when an Edge card is drawn, instead of adding an Advantage Chit to the Reserve you may take a turn as though your card was drawn (you Flitted into position) OR when you are targeted by an attack, you may force the attacker to choose a new target (you Flitted away).
  • Flurry (Combat 4, Toughness) After resolving a melee combat attack with a one handed weapon (regardless of outcome) you may spend 2 Advantage Chits to attack the same target again with the same weapon. No Feats affect this second attack but you may still re-roll a die that is equal to or less than your Combat Skill Rank.
  • Focus (Magic 3, Form: Attack) A tool, usually a wand (but can be whatever works best with your tradition). While using your Focus with your Attack Form if you inflict at least 1 damage you may spend an Advantage Chit to inflict +1 damage.
  • Forestfighter (BASE, Wyldling, Athletics 2, Combat 2, Pathfinder 2, Perception 2): When fighting in woods or forests, you get an extra re-roll every time you have to make an attack or defend test.
  • Form (Magic) The first time you take this Feat, you learn the Lesser version of a Form of your choice. Each additional time you take a Form Feat you may either add the Lesser version of a new Form or improve a Lesser Form you have already learned to the Greater version.
  • Formulate (Alchemy, Magic 4) Normally, you must undertake an Expedition to the Bellweather Workshop to craft Potions. This Feat allows you to Craft Potions from the Standard Potions list in the Ritual Room. Crafting unique potions using Greater Alchemy still requires access to the Bellweather Workshop.
  • Gambler (Appraisal or Deceive) If you participate in gambling games with the Dealer (in the main room of the live action space) for at least 15 minutes you will earn 1 gold (if you have both Appraisal and Deceive you earn 3 gold instead). You may do this up ? raises the tip to 2 gold per performance.
  • Gharj (BASE, Uruk or Linguist 2) You may speak the language of the Uruk fluently. This never requires a test. Gharj has no written form.
  • Giantslayer (BASE, Dwarf, Combat 2, Fighter): When you score a hit against a much larger opponent (at least double your size), you may spend 1 Advantage Chit to add 1 damage. If you also have the Smash feat, are using a Greataxe (or 1 handed axe if you have Axefighter) and the attack was an Exceptional Success it only costs 1 Advantage chit to use both abilities (doing 5 damage).
  • Gladiator (Combat 3, Perform) When arena fighting in the live action area, you get an extra re-roll when setting up (the results of arena combat are decided before the combat is acted out).
  • Greenborn (BASE, Wyldling, Endurance 2, Resolve 2): Once per Expedition, while in the outdoors, your character may meditate for 10 minutes which restores 2 Wounds and and reinvigorates them as much as if they has rested for a full hour.
  • Greyhawk (Appraisal, Search) Once per Expedition after defeating enemies that had gear you could sell, you may collect 4 gold.
  • Guide (BASE, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 10 that involves leading a party to a desired destination. Using a map usually results in a Difficulty less than 10 so a Guide can use one to get you where you want to go without rolling.
  • Harvest (Nature 3) Allows you to collect a “Potent Blood” from a monstrous beast such as a Griffon. These creatures are usually found by going on a Expedition to specifically to find them (such by using the Hunting Lodge card in the Core Arcanum when it is available). This material is used by Alchemists to make unique Potions.
  • Healer (Greater Form: Heal, Magic 4, Resolve 3) Once per session you may lay on hands. This heals all wounds and maladies but does not require a test and can be done anywhere (it is not prevented by Wards). On Expedition, this can even be done in combat and only requires an Action.
  • Hearthguard (BASE, Hearthlander, Combat 2): When protecting your home, you get a re-roll on any and all Combat tests (attacking or defending) and on Endurance and Resolve tests.
  • Hearty (Combat 1, Athlete) You may take an additional wound which is represented by adding a red bead to your badge.
  • Herbalist (Nature 3) At the end of an Expedition on which you have spent at least an hour in the outdoors, you will be able to gather one “Bundle of Vital Herbs” that is useful to Alchemists. You can also collect a “Bundle of Rare Herbs” by searching for them on an Expedition to specifically to find them (such as in the Verdant Fields card in the Core Arcanum when it is available). These are used by Alchemists to make unique Potions.
  • History (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves the history of any region known to you. This includes heraldry where applicable.
  • Hunter (Combat 3, Aim, Scout) If you are using a bow or crossbow to attack a natural (or giant) beast (but not a monster like an Owlbear) and you inflict at least 1 damage you may spend 1 Advantage Chit to inflict an extra point of damage.
  • Illusionist (Greater Form: Distract, Magic 4, Expeditions Only) When using the Greater Form of Distract to create an illusion you only need to pay 1 Advantage Chit, a Backfire only inflicts 1 Wound (instead of the usual 2) and if you score at least 1 success the affected opponents lose an extra turn.
  • Infernal (BASE, Hellspawn or Linguist 5) You may speak, read and write the language of demons fluently. This never requires a test.
  • Insight (BASE, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 10 that involves reading someone’s emotional state. Can be useful for figuring out if someone is lying but sussing out a good liar could have a Difficulty of 10 or more so wouldn’t be affected by this Feat.
  • Instinct (Combat 2, Observant) When making the first roll to resolve a combat test, if any dice come up “3” one of them scores regardless of the difficulty.
  • Interpose (Combat 2, Athlete or Running) When an attack is announced against another member of your party, you may spend 2 Advantage Chits to make yourself the target instead.
  • Intimidate (BASE, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 10 that involves intimidating someone. In combat this requires and action and depending on the opponent(s) and the situation could result in them fleeing, surrendering or panicking which would make them fight less effectively.
  • Ironblood (BASE, Dwarf, Endurance 3, Toughness): You take 1 less damage from any poison based attacks, suffer no other effects of poison and when intoxicated can “shake it off” at any time.
  • Jae (BASE, Wildling or Linguist 3) You may speak the language of the wildlings fluently. This never requires a test. Jae has no written form.
  • Jumping (BASE, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 10 that involves jumping.
  • Keen (BASE, Wyldling, Awareness, Notice): At the start of each combat, you may discard the first card drawn and draw a new one.
  • Kindler (BASE, Dwarf, Combat 3, Tinker 4): Your character knows how to work (relatively) safely with smokepowder. This means they can wield a flintlock or blunderbuss. This is a ranged weapon that takes an action to reload (it starts each battle loaded). It explodes on a failed attack test (take 2 wounds, repair between sessions), jams on a Partial Success (a jam can only be cleared between Expeditions) but Success inflicts 3 damage and Exceptional Success inflicts 5.
  • Knife Fighter (Combat 3, Evasion) You specialize with the dagger. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats (which include Archer, Axe Fighter and Swordfighter). Knife Fighter gives you a re-roll when making an attack roll with the dagger.
  • Lackey (Charismatic) You have a loyal henchperson that comes with you on Expeditions. Work with the staff to figure out who they are and why they are with you. When you have a Lackey, you may deal all three player cards into the Encounter Deck instead of the usual 2. These extra opportunities represent your minion’s efforts.
  • Lead (BASE, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 10 that involves leading others. This Feat and Strategy are prerequisites for certain Heroic Feats that involve battlefield commands.
  • Legends (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves the stories of any region known to you.
  • Lip Reading (Linguist 2, Perception 2) You may make a Perception test to attempt to read the lips of anyone speaking Common or any language you have taken a Feat to become fluent in. The difficulty will be determined by how far away the person speaking is and how clearly you can see their face.
  • Master Strategist (Combat 3, Coordinate) You begin each combat with 4 Advantage Chits in the Reserve (instead of the usual 2 for Coordinate). In addition, each Edge card that would normally add 1 Advantage Chit adds 2 instead.
  • Mastery (Requires any Skill at Rank 5+) You get a reroll when testing your Mastered skill. Each character may only be a Master of a single Skill. Record this with the skill name like this - Mastery (Lore).
  • Medicine (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves treating injuries or sickness. This won’t restore wounds.
  • Meditate (BASE, Elf, Endurance 2, Resolve 2): Once per Expedition, your character may meditate for 10 minutes which restores 1 Wound and and reinvigorates them as much as if they has rested for a full hour.
  • Merchant (Appraisal, Barter) Add +8 gold to your starting funds.
  • Missme (BASE, Fey, Agility 2, Combat 2, Evasion): The first time (and only the first time) your card is drawn in any Combat, your character uses a combination of limited invisibility and very limited teleportation to vanish. You don’t get an action but add 1 Advantage chit to the Reserve and if the next opponent action (and only the next opponent action) is supposed to target a single target, it must target you and it automatically misses.
  • Nature (BASE, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 10 that involves the natural order of any region known to you. That includes information about weather patterns, seasons, flora and fauna.
  • Navigate (Lore 3, Pathfinder 3, Cartography, Sailor) You may make and read navigational maps.
  • Nibbles (BASE, Hearthlander, Snack, Profession - Cook) Once per Expedition you may share a snack with another character which heals you and them 1 Wound. This cannot be done in combat.
  • Notice (BASE, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 10 that involves spotting something.
  • Observant (Requires any 3 of the following: Awareness, Insight, Notice, Search, Sense, Wake). You may treat any Partial Success with any Perception test as a Success.
  • Oha (BASE, Heathlander or Linguist 3) You may speak, read and write the language of the hearthlanders fluently. This never requires a test.
  • Omnivore (BASE, Hearthlander or Uruk, Endurance 1): Your character can eat just about anything and be nourished by it.
  • Opportunity Attack (Combat 4) Once per combat, when an Edge card is drawn instead of adding a chit to the Reserve you may take action as though it was your card that had been drawn.
  • Perform (BASE, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 10 that involves giving an effective (and affecting) performance. The difficulty is determined by how receptive the audience is and the conditions in which the performance is made.
  • Persuade (BASE, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 10 that involves convincing someone to do something or to influence their way of thinking (without lying or deception).
  • Planewalker (BASE, Fey or Hellspawn, Endurance 1, Resolve 1): You find planar travel invigorating. Every time you begin a Portal Expedition, recover 1 Wound.
  • Pomkifon (BASE, Fey or Linguist 4) You may speak, read and write the language of the Fey fluently. This never requires a test.
  • Poultice (Herbalist, Medicine): Once per Expedition, you may apply a treatment to yourself or a companion that will heal a wound.
  • Prioritize (Combat 2, Coordinate) Once per combat, when a player card is drawn you may move it to the bottom of the deck and then keep pulling cards until another card player card comes up. When you do this anything you pull that isn’t a player card is returned to the bottom of the deck. If the next player card that comes up is the same as the one you ditched you still have to play it.
  • Profession (BASE, Open) You have the skills required to make money doing something. It adds 1 gold to your starting money. If the thing you are doing makes use of a Feat you have, add 2 gold instead. For example, a Cook would add 1 gold, but if they have Craft: Cook, they add 2. A warrior adds 1 gold but if they also have the Fighter Feat they could be a soldier or guard for 2 gold. There is plenty of room to figure out what your Profession is. When in doubt, check with the staff.
  • Protect (Combat 2, Shield) When nearby member of your party takes 2 or more damage from any attack, you are carrying a shield you may spend 1 Advantage Chits to reduce the damage by 1. When you do this, you can’t do it again until you have had a turn.
  • Protector (Protect, Magic 4, Resolve 2, Expedition Only) Once per session you may Protect a character (or with the Greater Form your party) without having to test for Manna Burn. In addition, the spell will Protect by reducing damage by 1 five times instead of the usual three.
  • Rally (Combat 3, Toughness) When an Edge card is drawn instead of adding a chit to the Reserve you may heal one of your wounds.
  • Ranger (Requires any 3 of the following: Beastmastery, Cartography, Guide, Nature, Scout, Survival, Tracking). You may treat any Partial Success with any Pathfinder test as a Success.
  • Ravens (BASE, Open) Every session you will be given two special scrolls. To use one fill out the top explaining who it is being sent to and then write your message. Give it to the Gatekeeper and in roughly a half hour it will be returned with a response.
  • Rebirth (BASE, Fey): If you die, you are spontaneously reincarnated (still Fey but can be a different kind of Fey). You still recall who you were but now you are this new person. You can make changes to your character write up but the new character won’t have this Feat or anything to replace it (it has been expended). When you take this Feat it’s a good idea to have your reincarnation ready - new sheet, new badge and a costume change. Work with the staff to set it up (but keep it a secret).
  • Relentless (BASE, Uruk, Combat 2, Endurance 2, Resolve 2, Toughness): Once per combat, when your character is about to reach 0 Wounds, enough damage is countered that they retain 1 Wound (they stay conscious and keep fighting).
  • Religion (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves knowing about religion, the gods and divine magic.
  • Repair (BASE, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 10 that involves repairing a mechanical device.
  • Retribution (BASE, Hellspawn, Combat 2, Resolve 2, Awareness): When your character takes damage from a melee attack, you may spend 1 Advantage Chit to cause a burst of flame that inflicts 1 wound on your attacker.
  • Riding (BASE, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 10 that involves riding.
  • Rogue (Requires any 3 of the following: Conceal, Skulk, Sleight, Sneak). You may treat any Partial Success with any Stealth test as a Success.
  • Rumors (BASE, Open) You begin each session with 4 rumors instead of the usual 2. Two thirds of all rumors are at least partially true. The others range from harmless assumptions to being dangerously off target.
  • Runelore (Arcana 3, Linguist 3) You may automatically succeed in any Arcana or Linguist test with a Difficulty of less than 10 to translate magical runes.
  • Running (BASE, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 10 that involves running.
  • Rush (Combat 2, Athlete, Charge) The first time your card comes up in each combat, if you are not already in combat, you may choose to charge into combat against the opponent of your choice.
  • Savage (BASE, Wyldling or Uruk, Combat 2, Endurance 2 or Resolve 2, Toughness): Once per combat, when you hit in melee combat, you may suffer a Wound to deal an additional Wound to your opponent.
  • Scary (BASE, Hellspawn or Uruk, Intimidate): You get an extra re-roll when using Influence to Intimidate someone. In addition, a Partial Success counts as a Success. In Combat, when an Edge card is drawn and your opponents are humanoids who aren’t “fearless” if you spend 2 Advantage chits discard the next opponent card that comes up.
  • Scholar (Requires any 3 of the following: Appraisal, Arcana, History, Legends, Religion, Strategy, Streetwise). You may treat any Partial Success with any Lore test as a Success.
  • Scout (BASE, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 10 that involves avoiding dangers of various kinds including terrain and creatures. It isn’t always possible to avoid everything but a skilled scout can go a long way to providing a safe trip.
  • Search (BASE, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 10 that involves searching an area.
  • Sense (BASE, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 10 that involves noticing supernatural phenomena such as cold spots, unnatural darkness and the intangible presence of the infernal or the undead. This sort of test is used to determine if a character notices a Glyph or Ward (but a Lore/Arcana test is required to figure out what it might be)
  • Shadow (Perception 2, Skulk, Sneak) You may automatically succeed in any Stealth test with a Difficulty of less than 10 that involves following someone. This is often done as a single test instead of breaking it down into a series of skulk and sneak tests.
  • Shank (Combat 3, Knife Fighter, Skulk) If you attack by surprise with a dagger, you get an extra re-roll and if you hit, you score an extra point of damage. That can be hard to manage once battle is engaged. If it is the first attack of an encounter and you have the Crit Feat you may use it without spending Advantage Chits if you hit (for +3 damage total).
  • Shield (BASE, Combat 3) When fighting with a shield in one hand and a weapon in the other you may automatically succeed when defending if the Combat test has a Difficulty of less than 10 (reducing the damage by 2).
  • Shop (Merchant, Profession) You have a shop where you ply your trade with your Profession. It has to be something for which a shop would bring you more business. Gives you 6x the income from your Profession (so +6gd for having Profession instead of the usual +1, +12gd if you also have a qualifying feat to exploit). If you also have the Trade Guild Feat, these adds are doubled (+12 or +24).
  • Sign (BASE, Linguist 3) You know sign language with which you can communicate silently in common and with any language you have taken a Feat to become fluent in.
  • Skilled Familiar (Familiar, Magic 4) Grants a Skill of your choice to your Familiar at rank 2. While it is in physical contact with you it confers that Skill to you.
  • Skulk (BASE, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 10 that involves moving without being seen.
  • Sleight (BASE, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 10 that involves picking up (lifting), concealing or moving handheld objects without being seen.
  • Smash (BASE, Combat 3) When attacking with a large two handed melee weapon such as a Greataxe, Greatsword or Great Club and you score an Exceptional Success, you may spend an Advantage Chit to inflict an extra point of damage (inflicting 4 points total).
  • Smol (BASE, Hearthlander, Agility 1, Combat 1): When defending yourself against the melee attack of a much larger opponent (at least double your size), you get an extra re-roll.
  • Snack (BASE, Hearthlander): Once per Expedition your character can have a “bit of a rest and a bit of a snack” which takes 10 minutes but restores 1 Wound and reinvigorates them as much as if they has rested for a full hour. “Right! Let’s get back to it!”.
  • Sneak (BASE, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 10 that involves moving silently.
  • Source (BASE, Open) You have access to someone who has access to information. When you take this Feat work with the Staff to decide who they are and what kind of information they have access to. Between sessions you can use his access to ask your source for information on any chosen topic. They will do their best to answer. If you have this ability you can use a Raven Scroll to ask for information during play.
  • Stoneskin (BASE, Dwarf - Combat 2, Endurance 2): Once per combat, you may reduce the damage you take from an attack by 1.
  • Strategy (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves knowledge of strategy (large scale) and tactics (small scale). This doesn’t include execution of battle plans. That is often going to require at least one Leadership test of some kind. This Feat and Lead are also prerequisites for certain Heroic Feats that involve battlefield commands.
  • Streetwise (BASE, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves knowing the workings of the criminal underworld in any region known to you.
  • Strength (BASE, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 10 that involves feats of strength such as forcing open a door or lifting a heavy gate.
  • Support (Combat 1) When one of your player cards is chosen you may choose another character to support. The next time their card comes up, if they test they get a +1 to all 3 dice (a character can only be supported once - multiple Support effects do not stack). This is another option for noncombat characters who want a way to contribute more to battles.
  • Supporter (BASE, Hearthlander, Combat 2, Support): When an Edge card comes up, instead of adding 1 Advantage Chit to the Reserve you may Support the character of your choice. Indicate this by placing your significator in front of them. The next time their card comes up, if they test they get a +1 to all 3 dice (a character can only be supported once - multiple Support effects do not stack). When the effect is triggered, take your card back.
  • Sureshot (Archery and Mastery of Combat) Once per battle you may automatically score an Exceptional Success with your bow. This may be combined with First Fire (to attack at the as the battle begins before any cards are drawn) and/or Target (to inflict +1 damage).
  • Survival (BASE, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 10 that involves surviving the elements, helping a party you are guiding survive the elements, finding a safe place to camp, foraging to find food and finding safe water.
  • Swimming (BASE, Athletics 3) You may hold your breath for twice as long as most and you automatically succeed in any Athletics test with a Difficulty of less than 10 that involves swimming.
  • Swordfighter (Combat 3, Blade or Fighter) You specialize with the sword. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Archer, Axe Fighter and Knife Fighter). Swordfighter gives you a re-roll when making an attack roll with a one handed sword (whether or not something is in the other hand).
  • Target (Combat 4, Archer) When you inflict damage with a bow, you may spend 2 Advantage chits to inflict +1 damage.
  • Taunt (Combat 3, Intimidate) You may use an action and spend 1 Advantage Chit to Taunt an opponent, making you their target of choice for the rest of the combat or until one of you goes down. If for some reason they can’t see or reach you the effect ends and they may attack someone else.
  • Teach (BASE, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 10 that involves teaching.
  • Telktar (BASE, Dwarven or Linguist 3) You may speak, read and write the language of the dwarves, fluently. This never requires a test.
  • Thaumaturgy (Greater Form: Cantrips, Magic 2, Expeditions Only) You are adept in the use of Cantrips in battle. When you do a Maneuver Action and use Cantrips to distract and confound the enemy you make a Magic test against a Difficulty of 6. If you score at least once you add an extra Advantage Chit to the Reserve.
  • Thieves Guild (Daggervile, Fence) Your guild involvement doubles the amount Fence adds to your starting purse (to +30 gold) but the Guild will sometimes make (occasionally unsavory) demands.
  • Toughness (BASE, Combat 3) You may take an additional wound which is represented by adding a red bead to your badge.
  • Tracking (BASE, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 10 that involves tracking.
  • Trade Guild (Eler, Merchant) Your guild involvement doubles the amount Merchant adds to your starting purse (to +20 gold, +40 if you are a Master Merchant) but the Guild will sometimes make demands.
  • Trader (Banker, Merchant) You may buy “Investments” for 40 gold that can be checkout out after a session and after they can be exchanged for 50 gold during check in (60 if you are a Master Merchant).
  • Treat (Medicine) You may use your action to tend the injuries of any willing character you can reach with your movement. They recover 2 Wounds, but lose their next turn.
  • Trick Shot (Combat 3, Archer) When you hit with your bow and would normally inflict 2 or more damage you may use this Feat to reduce your damage by 1 and add 2 Advantage Chits to your Reserve.
  • Truesight (BASE, Fey, Perception 3): Your character automatically succeeds at any test to resist the effects of illusion magic.
  • Truespeak (BASE, Elf, Linguist 4, Arcana): You may speak a few words and phrases of what the elves call “Truespeak” which they believe to be “the language of creation”. These words are supernaturally compelling. You have become adept at working them imperceptibly into otherwise normal language, giving you a reroll with any Influence test.
  • Tunnelfighter (BASE, Dwarf, Combat 2, Perception 2): When fighting underground in close quarters and in dim light, you get an extra re-roll every time you attack.
  • Ulde (Linguist 3, History) You have learned to read and write Ulde, an antiquated form of common. This never requires a test. There is a spoken form which you know but it is seldom used.
  • Undying Familiar (Familiar, Magic 3, Resolve 3) If your familiar is killed it vanishes and may be resummoned by spending 10 minutes noncombat on Expedition or in the Live Action space in the Ritual Room (or anywhere not protected by Wards).
  • Wake (BASE, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 10 up when your character is sleeping and there is noise in the area that could wake them up.
  • Ward (Magic 3, Form: Defend) A tool, usually a ring or talisman (but can be whatever works best with your tradition). While using your Focus with your Defend Form if you reduce incoming damage by at least 1 you may spend an Advantage Chit to reduce it by another point.