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Feats

Feats are abilities you buy with SP.

Feats are abilities you buy with SPSkill Point StatSkill Points (SP) are currency you use to develop your Scribe..

Core Rule—Feat

  • Spend SPSkill Point StatSkill Points (SP) are currency you use to develop your Scribe. to gain a new or RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have. Feat. Its cost depends on its TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules..
  • Feats your ClassClass Class · Tier 1Classes are Scribe archetypes that set your Power Save, Hit Points, Hit Die, Speed, Drive, starting Feat, Proficiency, and starting gear., SpeciesSpecies Species · Tier 1Species are Scribe ancestries that set your Form, Size, and a starting Feat., or SocietySociety Society · Tier 1Societies are cultures your Scribe can come from. grants cost no SPSkill Point StatSkill Points (SP) are currency you use to develop your Scribe..
  • When you increase a LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20., you may unlearn 1 Feat and regain the SPSkill Point StatSkill Points (SP) are currency you use to develop your Scribe. you spent on it.
TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules.SP cost
Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. 1
Tier 2Tier 2 TierTier 2 is a Tier that represents skilled power baselines.–4Tier 4 TierTier 4 is a Tier that represents master power baselines. 2
Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. 3

Prerequisite

Prerequisites are the requirements you must meet before you can take a FeatFeat Feat · Tier 1Feats are abilities you buy with SP..

Core Rule—Prerequisite

  • You must meet every Prerequisite when you take the FeatFeat Feat · Tier 1Feats are abilities you buy with SP..
  • A Prerequisite of “—” means there is none.

Repeatable

Repeatable is what you gain when you take a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. you already have.

Core Rule—Repeatable

  • Taking a Repeatable FeatFeat Feat · Tier 1Feats are abilities you buy with SP. again grants what its Repeatable line lists.
  • A Repeatable of “—” means you can’t take the FeatFeat Feat · Tier 1Feats are abilities you buy with SP. again.

Aegis

Feat · Tier 3 · Common

Aegis is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting in Heavy ArmorHeavy Armor Item · Armor · Tier 1Heavy Armor is Armor that offers maximum protection but limits mobility..

Core Rule—Aegis

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with Heavy ArmorHeavy Armor Item · Armor · Tier 1Heavy Armor is Armor that offers maximum protection but limits mobility..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Aegis.
Aegis
Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to grant allies within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. +1 DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act.. This bonus ends if you FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground., gain UnconsciousUnconscious ConditionUnconscious is a Condition that leaves you senseless., or your ally moves out of RangeRange RangeRange is the distance an Effect can Originate from you..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Modest ArmorModest Armor Item · Armor · Tier 1Modest Armor is Armor that balances protection and mobility. ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Aegis
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Amplify

Feat · Tier 2 · Common

Amplify is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that extends the ReachReach StatReach is the Range an Effect extends from its Origin. of your SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane..

Amplify
Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., when you CastCast ActionCast is the Action you use to unleash a Spell. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 3 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. to the Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ReachReach StatReach is the Range an Effect extends from its Origin..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. CastCast ActionCast is the Action you use to unleash a Spell. above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. to the Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. ReachReach StatReach is the Range an Effect extends from its Origin..
  • At Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines., when you Amplify, you may use a WillingWilling TargetWilling describes a Creature that chooses to accept an Effect or action. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. as the Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. OriginOrigin StatOrigins are the points where Effects are created. instead of yourself.
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., gain OverclockOverclock Feat · Tier 5Overclock is a Feat that pushes your strongest Spells past their limit..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
EvokerEvoker Class · Tier 1Evokers are a Class whose energy channels mystery.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Armor Ward

Feat · Tier 2 · Common

Armor Ward is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting in Modest ArmorModest Armor Item · Armor · Tier 1Modest Armor is Armor that balances protection and mobility..

Core Rule—Armor Ward

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with Modest ArmorModest Armor Item · Armor · Tier 1Modest Armor is Armor that balances protection and mobility..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Armor Ward.
Armor Ward
Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act., impose MisfortuneMisfortune TestMisfortune is a Modifier that your Game Manager imposes when circumstances work against you. on MeleeMelee FeatureMelee is a Feature of items built for close combat. AttacksAttack ActionAttack is the Action you use to strike at a foe. against you.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Light ArmorLight Armor Item · Armor · Tier 1Light Armor is Armor that offers minimal protection while keeping full mobility. ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Armor Ward
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Backstabber

Feat · Tier 1 · Common

Backstabber is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with Knives.

Core Rule—Backstabber

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with KnivesKnife Item · Weapon · Tier 1Knives are Weapons built for precision..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Backstabber.
Backstabber
  • On a hit with your KnifeKnife Item · Weapon · Tier 1Knives are Weapons built for precision., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Add 1d4 DamageDamage HealthDamage is harm that reduces your Hit Points. to your AttackAttack ActionAttack is the Action you use to strike at a foe..
  • If you began your TurnTurn CombatTurns are the part of each Round when you get your chance to act. HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. from your TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence., add 1d6 DamageDamage HealthDamage is harm that reduces your Hit Points. instead.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Backstabber
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Brawler

Feat · Tier 1 · Common

Brawler is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with GlovesGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control. and bare fists.

Core Rule—Brawler

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with GlovesGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control..
  • Your Unarmed AttacksUnarmed Attack Item · Weapon · Tier 1Unarmed Attacks count as Gloves and use natural body parts: fists, elbows, knees, or head. deal 1d4 DamageDamage HealthDamage is harm that reduces your Hit Points..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Brawler.
Brawler
On a hit with your GloveGlove Item · Weapon · Tier 1Gloves are Weapons built for grappling control., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to GrappleGrapple ActionGrapple is an Action you use to seize and hold a Creature. as part of your AttackAttack ActionAttack is the Action you use to strike at a foe., or to increase the DamageDamage HealthDamage is harm that reduces your Hit Points. by 1d6.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Brawler
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Bulwark

Feat · Tier 2 · Common

Bulwark is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that hardens you against DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.) while you hold the line.

Bulwark
  • Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to become ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. to all DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.). At the end of your TurnTurn CombatTurns are the part of each Round when you get your chance to act., if you weren’t hit, Bulwark ends.
  • Whenever Bulwark ends, gain 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up.. This FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. is removed when you finish a Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. or Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Cleave

Feat · Tier 1 · Common

Cleave is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with AxesAxe Item · Weapon · Tier 1Axes are Weapons built for momentum..

Core Rule—Cleave

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with AxesAxe Item · Weapon · Tier 1Axes are Weapons built for momentum..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Cleave.
Cleave
On a hit with your AxeAxe Item · Weapon · Tier 1Axes are Weapons built for momentum., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Choose a second TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.. The second TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. makes a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
Test ResultsTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll.
Setback
The second TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. takes half your Attack’sAttack ActionAttack is the Action you use to strike at a foe. DamageDamage HealthDamage is harm that reduces your Hit Points..
Failure
The second TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. takes all your Attack’sAttack ActionAttack is the Action you use to strike at a foe. DamageDamage HealthDamage is harm that reduces your Hit Points. and FallsFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Cleave
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Constrict

Feat · Tier 1 · Common

Constrict is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that crushes a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. caught in your GrappleGrapple ActionGrapple is an Action you use to seize and hold a Creature..

Constrict
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. and 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to deal 2d4 DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) to a GrappledGrapple ActionGrapple is an Action you use to seize and hold a Creature. CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1d4 DamageDamage HealthDamage is harm that reduces your Hit Points..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., don’t pay the APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. cost.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
GoliathGoliath Species · Tier 1Goliaths are a Species of towering, powerful people.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Deadeye

Feat · Tier 1 · Common

Deadeye is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim..

Core Rule—Deadeye

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with BowsBow Item · Weapon · Tier 1Bows are Weapons built for careful aim..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Deadeye.
Deadeye
Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on your next RangedRanged FeatureRanged is a Feature of items built to strike from a distance. AttackAttack ActionAttack is the Action you use to strike at a foe. with your BowBow Item · Weapon · Tier 1Bows are Weapons built for careful aim..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Deadeye
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Dragon Breath

Feat · Tier 1 · Uncommon

Dragon Breath is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you exhale a burst of ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals..

Dragon Breath
  • When you gain this FeatFeat Feat · Tier 1Feats are abilities you buy with SP., choose an ElementElement EnergyElement is an Energy group that deals primordial Damage. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals..
  • Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. and 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to exhale it. CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of you make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
Test ResultsTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll.
Setback
CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take half of 2d6 DamageDamage HealthDamage is harm that reduces your Hit Points. (your chosen EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals.).
Failure
CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. take 2d6 DamageDamage HealthDamage is harm that reduces your Hit Points. (your chosen EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals.).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1d6 DamageDamage HealthDamage is harm that reduces your Hit Points..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., don’t pay the APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. cost.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
DraconidDraconid Species · Tier 1Draconids are a Species of scaled, reptilian people who carry the might of dragons.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Efficient

Feat · Tier 1 · Uncommon

Efficient is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that gets more healing out of your Hit DiceHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal..

Efficient
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add half your LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20. (minimum 1) in gained HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. to any HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. roll.
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., increase the gained HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. by your LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
DroidDroid Species · Tier 1Droids are a Species of constructed people with living minds.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Encore

Feat · Tier 1 · Common

Encore is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that inspires an ally to succeed on their next roll.

Encore
Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to grant one ally in Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on their next AttackAttack ActionAttack is the Action you use to strike at a foe., CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something., or SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Ensnare

Feat · Tier 1 · Common

Ensnare is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control..

Core Rule—Ensnare

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with EntanglersEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Ensnare.
Ensnare
On a hit with your EntanglerEntangler Item · Weapon · Tier 1Entanglers are Weapons built for restraint and battlefield control., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
Test ResultsTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll.
Setback
TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. gain RestrainedRestrained ConditionRestrained is a Condition that binds or pins you..
Failure
TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. gain RestrainedRestrained ConditionRestrained is a Condition that binds or pins you. and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Ensnare
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Evasion

Feat · Tier 1 · Common

Evasion is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting in Light ArmorLight Armor Item · Armor · Tier 1Light Armor is Armor that offers minimal protection while keeping full mobility..

Core Rule—Evasion

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with Light ArmorLight Armor Item · Armor · Tier 1Light Armor is Armor that offers minimal protection while keeping full mobility..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Evasion.
Evasion
Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.) and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to reduce incoming DamageDamage HealthDamage is harm that reduces your Hit Points. by your AgilityAgility SkillAgility is a Skill that measures your speed, coordination, and reflexes. + LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Evasion
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Exert

Feat · Tier 1 · Common

Exert is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you push yourself for a better roll.

Exert
Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. (0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.) to gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on your next TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Extra Reach

Feat · Tier 1 · Common

Extra Reach is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control..

Core Rule—Extra Reach

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with PolearmsPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Extra Reach.
Extra Reach
Spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to extend your Polearm’sPolearm Item · Weapon · Tier 1Polearms are Weapons built for area control. MeleeMelee FeatureMelee is a Feature of items built for close combat. RangeRange RangeRange is the distance an Effect can Originate from you. from Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. to Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Extra Reach
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Fade

Feat · Tier 1 · Common

Fade is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you slip away after you strike.

Fade
Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., when your AttackAttack ActionAttack is the Action you use to strike at a foe. resolves, spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to MoveMove ActionMove is the Action you use to change your position. up to 2 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. without triggering InterceptIntercept ActionIntercept is an Action you take as a Reaction to strike a Target that moves out of your Reach..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to MoveMove ActionMove is the Action you use to change your position. 1 additional SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
  • At Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines., you can Fade when an AttackAttack ActionAttack is the Action you use to strike at a foe. misses you.
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., gain Ghost StepGhost Step Feat · Tier 5Ghost Step is a Feat that upgrades Fade so you pass through obstacles and vanish from sight..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
StalkerStalker Class · Tier 1Stalkers are a Class with a sharp mind.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Fervor

Feat · Tier 2 · Common

Fervor is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that fuels your MeleeMelee FeatureMelee is a Feature of items built for close combat. AttacksAttack ActionAttack is the Action you use to strike at a foe. with extra force while you keep landing hits.

Fervor
  • Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Add 1d4 DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.) to MeleeMelee FeatureMelee is a Feature of items built for close combat. AttacksAttack ActionAttack is the Action you use to strike at a foe.. At the end of your TurnTurn CombatTurns are the part of each Round when you get your chance to act., if you didn’t land a hit, Fervor ends.
  • Whenever Fervor ends, gain 1 FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up.. This FatigueFatigue ConditionFatigue is a Condition that tracks exhaustion as it builds up. is removed when you finish a Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. or Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Final Blow

Feat · Tier 1 · Common

Final Blow is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that punishes a TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. that drops its guard.

Final Blow
On a hit against an Off GuardOff Guard ConditionOff Guard is a Condition that leaves gaps in your defenses. TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence., spend 2 NerveNerve DriveNerve is the Drive Stalkers use. to add 1d6 DamageDamage HealthDamage is harm that reduces your Hit Points..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 NerveNerve DriveNerve is the Drive Stalkers use. to add 1d6 DamageDamage HealthDamage is harm that reduces your Hit Points..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
StalkerStalker Class · Tier 1Stalkers are a Class with a sharp mind.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Ghost Step

Feat · Tier 5 · Uncommon

Ghost Step is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that upgrades FadeFade Feat · Tier 1Fade is a Feat that lets you slip away after you strike. so you pass through obstacles and vanish from sight.

Ghost Step
When you FadeFade Feat · Tier 1Fade is a Feat that lets you slip away after you strike., spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to MoveMove ActionMove is the Action you use to change your position. through CreaturesCreature TargetCreatures are animate Targets, distinct from inanimate Objects. and ObjectsObject TargetObjects are inanimate, discrete physical Targets you can manipulate., and gain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. StalkerStalker Class · Tier 1Stalkers are a Class with a sharp mind.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
3

Grit

Feat · Tier 1 · Common

Grit is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you shrug off part of the DamageDamage HealthDamage is harm that reduces your Hit Points. you take.

Grit
Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., when you take DamageDamage HealthDamage is harm that reduces your Hit Points., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to reduce it by your HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. of DamageDamage HealthDamage is harm that reduces your Hit Points. reduction.
  • At Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines., you can Grit DamageDamage HealthDamage is harm that reduces your Hit Points. dealt to 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. within a Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range. around you.
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., gain RetributionRetribution Feat · Tier 5Retribution is a Feat that upgrades Grit to turn prevented Damage back on the attacker..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
FighterFighter Class · Tier 1Fighters are a Class whose body is their weapon.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Heal Undead

Feat · Tier 3 · Uncommon

Heal Undead is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets your healing SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. mend UndeadUndead FeatureUndead is a Feature of Creatures that died and were animated again by Necrotic power..

Heal Undead
When you CastCast ActionCast is the Action you use to unleash a Spell. a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that delivers HealingHealing HealthHealing is restoration that increases your Hit Points. (VitalVital EnergyVital is a Necrotic Energy that delivers Healing to the living and deals Damage to Undead.), you can spend 1 ManaMana DriveMana is the Drive Evokers use. to deliver HealingHealing HealthHealing is restoration that increases your Hit Points. (VoidVoid EnergyVoid is a Necrotic Energy that delivers Healing to Undead and deals Damage to the living.) instead.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Hideaway

Feat · Tier 1 · Common

Hideaway is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you HideHide ActionHide is an Action you use to slip out of sight. with less to hide behind.

Hideaway
When you HideHide ActionHide is an Action you use to slip out of sight., spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to become UnobservedUnobserved DetectionUnobserved is a Detection state you’re in when a Creature detects you with a Mid Fidelity or Low Fidelity Sense. in Lesser CoverLesser Cover CoverLesser Cover is Cover that blocks part of you or offers minimal protection from Effects, such as a low wall, thin door, fence, furniture, dense vegetation, or a thick tapestry. and Greater CoverGreater Cover CoverGreater Cover is Cover that blocks most of you or offers moderate protection from Effects, such as a tree, boulder, arrow slit, or castle merlon..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1d4 to your roll to SneakSneak ActionSneak is an Action you use to move while staying Hidden. or remain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on your roll to SneakSneak ActionSneak is an Action you use to move while staying Hidden. or remain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
GoblinGoblin Species · Tier 1Goblins are a Species of small, quick people who mature early.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Juggernaut

Feat · Tier 5 · Rare

Juggernaut is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that keeps you moving through anything that tries to stop you.

Juggernaut
  • While you have 5 or more VigorVigor DriveVigor is the Drive Fighters use., you can’t gain ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground., ImmobilizedImmobilized ConditionImmobilized is a Condition that holds you in place., or SlowedSlowed ConditionSlowed is a Condition that drags down your pace., and you can’t be pushed or pulled.
  • Once per RoundRound CombatRounds are the units of time that divide play into 6-second intervals., when you would gain any other ConditionCondition ConditionConditions are states that change what you can do., spend 3 VigorVigor DriveVigor is the Drive Fighters use. to ignore it.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. FighterFighter Class · Tier 1Fighters are a Class whose body is their weapon.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
3

Kinshift

Feat · Tier 1 · Uncommon

Kinshift is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you Shape-ShiftShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. into your animal.

Kinshift
  • When you gain this FeatFeat Feat · Tier 1Feats are abilities you buy with SP., choose your animal and one MovementMovement MovementMovement is how you change your position. it has: ClimbClimb MovementClimb is a Movement you use to Move across vertical surfaces with handholds., SwimSwim MovementSwim is a Movement you use to Move through water or another fluid dense enough to propel you., BurrowBurrow MovementBurrow is a Movement you use to Move through sand, gravel, or loose earth., or FlyFly MovementFly is a Movement you use to Move through air or another fluid capable of producing lift..
  • Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. and 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. to Shape-ShiftShape-Shift RuleShape-Shift is how a Creature changes its body into a different form. into your animal for up to 1 hour. In your animal form, your FormForm FormForms are Creature categories that define physical structure. is BeastBeast FormBeasts are a Form of non-magical animals found in the natural world., you gain your chosen MovementMovement MovementMovement is how you change your position., and your Unarmed AttacksUnarmed Attack Item · Weapon · Tier 1Unarmed Attacks count as Gloves and use natural body parts: fists, elbows, knees, or head. deal 1d6 DamageDamage HealthDamage is harm that reduces your Hit Points. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing)., PiercingPiercing EnergyPiercing is a Wound Energy that deals Damage (Piercing)., or SlashingSlashing EnergySlashing is a Wound Energy that deals Damage (Slashing)., chosen with your animal).
  • You can DismissDismiss StatDismiss is how you end your own ongoing Effect before its Duration runs out. it at any time (0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.).
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1d4 to your Unarmed AttackUnarmed Attack Item · Weapon · Tier 1Unarmed Attacks count as Gloves and use natural body parts: fists, elbows, knees, or head. DamageDamage HealthDamage is harm that reduces your Hit Points..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., don’t pay the APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. cost.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
WildkinWildkin Species · Tier 1Wildkin are a Species of animal-folk who can take the shape of their animal.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Knockback

Feat · Tier 1 · Common

Knockback is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts..

Core Rule—Knockback

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with ClubsClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Knockback.
Knockback
On a hit with your ClubClub Item · Weapon · Tier 1Clubs are Weapons built for heavy impacts., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
Test ResultsTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll.
Setback
TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. are pushed 2 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. away.
Failure
TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. are pushed 3 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. away and FallFalling HazardFalling is a Hazard that happens when you drop 1 or more Spaces vertically or something drops on you. ProneProne ConditionProne is a Condition you gain when you are knocked or dropped to the ground..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Knockback
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Lucky

Feat · Tier 1 · Common

Lucky is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you shake off a disastrous roll.

Lucky
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to re-roll any TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rolled a 1.
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1d4 to the re-rolled TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., you can re-roll any TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. that rolls a value of half your LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20. or lower.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
HalflingHalfling Species · Tier 1Halflings are a Species of small, nimble people.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Multilingual

Feat · Tier 2 · Common

Multilingual is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that grants native fluency in additional LanguagesLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate..

Multilingual
Choose two LanguagesLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate. you have access to. You can speak, read, write, and understand them with native fluency. Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. determines what LanguagesLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate. exist in the world.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Well-ReadWell-Read Feat · Tier 1Well-Read is a Feat that makes you an expert on topics of your choice. (SocietySociety Society · Tier 1Societies are cultures your Scribe can come from.)
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Choose two additional LanguagesLanguage RuleLanguages are the systems of speech, writing, and sign that Creatures use to communicate.
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Onslaught

Feat · Tier 1 · Common

Onslaught is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that carries one hit into the next.

Onslaught
On a hit with a MeleeMelee FeatureMelee is a Feature of items built for close combat. AttackAttack ActionAttack is the Action you use to strike at a foe., spend 2 VigorVigor DriveVigor is the Drive Fighters use.. Your next AttackAttack ActionAttack is the Action you use to strike at a foe. this TurnTurn CombatTurns are the part of each Round when you get your chance to act. costs 1 less APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • At Tier 3Tier 3 TierTier 3 is a Tier that represents expert power baselines., the TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. is also pushed 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. away.
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., gain JuggernautJuggernaut Feat · Tier 5Juggernaut is a Feat that keeps you moving through anything that tries to stop you..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
FighterFighter Class · Tier 1Fighters are a Class whose body is their weapon.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Overclock

Feat · Tier 5 · Rare

Overclock is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that pushes your strongest SpellsSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. past their limit.

Overclock
When you CastCast ActionCast is the Action you use to unleash a Spell. a Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that deals DamageDamage HealthDamage is harm that reduces your Hit Points. or delivers HealingHealing HealthHealing is restoration that increases your Hit Points., spend 1 ManaMana DriveMana is the Drive Evokers use. to add 1 more of that Spell’sSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. dice to it.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. EvokerEvoker Class · Tier 1Evokers are a Class whose energy channels mystery.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
3

Overflow

Feat · Tier 3 · Uncommon

Overflow is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that turns excess ManaMana DriveMana is the Drive Evokers use. into protective Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points..

Overflow
Once per TurnTurn CombatTurns are the part of each Round when you get your chance to act., when you would gain ManaMana DriveMana is the Drive Evokers use. beyond your maximum, gain the excess as Temporary HPTemporary HP HealthTemporary HP is a buffer that absorbs Damage before your Hit Points. instead.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
EvokerEvoker Class · Tier 1Evokers are a Class whose energy channels mystery.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Parry

Feat · Tier 1 · Common

Parry is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with Staves.

Core Rule—Parry

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with StavesStaff Item · Weapon · Tier 1Staves are Weapons built for defensive counters..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Parry.
Parry
Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. While wielding your StaffStaff Item · Weapon · Tier 1Staves are Weapons built for defensive counters., add 1 DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. until the end of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Parry
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Pathfinder

Feat · Tier 1 · Common

Pathfinder is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you move freely through rough ground.

Pathfinder
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to ignore the effects of Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. in your Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., replace Sight LineSight Line TargetSight Line is the part of Targeting that means you can detect your Target using Sight. with a Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you. Effect AreaEffect Area TargetEffect Area is a Targeting zone that emanates as a sphere from its Origin in all directions, out to a specified Range..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
HumanHuman Species · Tier 1Humans are a Species of adaptable, short-lived people.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Phantom

Feat · Tier 5 · Rare

Phantom is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that makes you vanish when an AttackAttack ActionAttack is the Action you use to strike at a foe. misses you.

Phantom
Once per RoundRound CombatRounds are the units of time that divide play into 6-second intervals., when an AttackAttack ActionAttack is the Action you use to strike at a foe. misses you, spend 3 NerveNerve DriveNerve is the Drive Stalkers use. (0 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.) to gain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. and MoveMove ActionMove is the Action you use to change your position. up to 2 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size.. You gain HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view. even without concealment.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. StalkerStalker Class · Tier 1Stalkers are a Class with a sharp mind.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
3

Point Blank

Feat · Tier 1 · Common

Point Blank is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with ProjectilesProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps..

Core Rule—Point Blank

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with ProjectilesProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Point Blank.
Point Blank
  • On a hit with your ProjectileProjectile Item · Weapon · Tier 1Projectiles are Weapons built for quick Target swaps., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Add 1d4 DamageDamage HealthDamage is harm that reduces your Hit Points. to your AttackAttack ActionAttack is the Action you use to strike at a foe..
  • If you’re within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of your TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence., add 1d6 DamageDamage HealthDamage is harm that reduces your Hit Points. instead. At this RangeRange RangeRange is the distance an Effect can Originate from you., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. weapons remain held.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Point Blank
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Puncture

Feat · Tier 1 · Common

Puncture is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with PicksPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor..

Core Rule—Puncture

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with PicksPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Puncture.
Puncture
On a hit with your PickPick Item · Weapon · Tier 1Picks are Weapons built to crack Armor., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. lose 1 DFDefense StatDefense (DF) is a rating of how difficult you are to hit when unarmored, and how well your Armor and Shield absorb and deflect impact when you wear or wield them. until the end of their next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Puncture
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Quick Draw

Feat · Tier 1 · Common

Quick Draw is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire..

Core Rule—Quick Draw

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with FirearmsFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Quick Draw.
Quick Draw
  • Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.) and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to draw and fire your FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire. at the start of InitiativeInitiative CombatInitiative is the rule that determines which simultaneous, conflicting action begins first when the order of those actions changes the outcome..
  • When AttackedAttack ActionAttack is the Action you use to strike at a foe., spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. (ReactionReaction CombatReactions are Actions you take immediately in response to changing situations.) and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to strike first with your FirearmFirearm Item · Weapon · Tier 1Firearms are Weapons built for counterfire..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Quick Draw
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Quick Raise

Feat · Tier 2 · Common

Quick Raise is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting behind Modest ShieldsModest Shield Item · Shield · Tier 1Modest Shields are Shields that balance protection and mobility..

Core Rule—Quick Raise

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with Modest ShieldsModest Shield Item · Shield · Tier 1Modest Shields are Shields that balance protection and mobility..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Quick Raise.
Quick Raise
Spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to DefendDefend ActionDefend is an Action that raises your Defense with your Shield. instead of spending APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Light ShieldLight Shield Item · Shield · Tier 1Light Shields are Shields that offer basic protection while keeping maximum mobility. ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Quick Raise
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Quickstep

Feat · Tier 1 · Common

Quickstep is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that gives you a burst of speed.

Quickstep
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 3 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move. until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size. to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., double the SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. added to your SDSpeed StatSpeed (SD) is the number of Spaces you can Move..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
ElfElf Species · Tier 1Elves are a Species of long-lived people with keen senses.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Radiant Ward

Feat · Tier 1 · Uncommon

Radiant Ward is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that protects you from DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind). and WaterWater EnergyWater is an Element Energy that deals Damage (Water).).

Radiant Ward
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to become ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. to DamageDamage HealthDamage is harm that reduces your Hit Points. (WindWind EnergyWind is an Element Energy that deals Damage (Wind). and WaterWater EnergyWater is an Element Energy that deals Damage (Water).) until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to extend the DurationDuration StatDurations are the lengths of time Effects last. by 1 RoundRound CombatRounds are the units of time that divide play into 6-second intervals..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., allies within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of you also gain it.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
LightbornLightborn Species · Tier 1Lightborn are a Species whose lineage carries radiant energy, visible in their features.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Relentless

Feat · Tier 1 · Common

Relentless is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that keeps you fighting when you drop to 0 Hit PointsHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..

Relentless
When you drop to 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0., spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to recover 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. of HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., increase the gained HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. by your LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
OrcOrc Species · Tier 1Orcs are a Species of strong, resilient people.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Repertoire

Feat · Tier 1 · Common

Repertoire is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you swap out a SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. you know.

Repertoire
When you finish a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep., you may replace one SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. you know with another SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. of a TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. you can CastCast ActionCast is the Action you use to unleash a Spell..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
EvokerEvoker Class · Tier 1Evokers are a Class whose energy channels mystery.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Replace one additional SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane.
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Reprisal

Feat · Tier 1 · Common

Reprisal is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses..

Core Rule—Reprisal

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with SwordsSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Reprisal.
Reprisal
On a miss with your SwordSword Item · Weapon · Tier 1Swords are Weapons built for reactive misses., spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Re-roll your AttackAttack ActionAttack is the Action you use to strike at a foe..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Reprisal
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Retribution

Feat · Tier 5 · Uncommon

Retribution is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that upgrades GritGrit Feat · Tier 1Grit is a Feat that lets you shrug off part of the Damage you take. to turn prevented DamageDamage HealthDamage is harm that reduces your Hit Points. back on the attacker.

Retribution
When you GritGrit Feat · Tier 1Grit is a Feat that lets you shrug off part of the Damage you take., spend 3 additional DriveDrive DriveDrive is the resource that powers your Feats and Spells. to deal the DamageDamage HealthDamage is harm that reduces your Hit Points. you prevented to the attacker.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines. FighterFighter Class · Tier 1Fighters are a Class whose body is their weapon.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
3

Second Wind

Feat · Tier 1 · Common

Second Wind is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that lets you catch your breath mid-fight.

Second Wind
Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 3 VigorVigor DriveVigor is the Drive Fighters use. to recover 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. of HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 VigorVigor DriveVigor is the Drive Fighters use. to recover 1 more HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. of HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
FighterFighter Class · Tier 1Fighters are a Class whose body is their weapon.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Shadow Ward

Feat · Tier 1 · Uncommon

Shadow Ward is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that protects you from DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire). and EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).).

Shadow Ward
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to become ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. to DamageDamage HealthDamage is harm that reduces your Hit Points. (FireFire EnergyFire is an Element Energy that deals Damage (Fire). and EarthEarth EnergyEarth is an Element Energy that deals Damage (Earth).) until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to extend the DurationDuration StatDurations are the lengths of time Effects last. by 1 RoundRound CombatRounds are the units of time that divide play into 6-second intervals..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., allies within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of you also gain it.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
DarkbornDarkborn Species · Tier 1Darkborn are a Species whose lineage carries shadow energy, visible in their features.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Shadowstep

Feat · Tier 1 · Common

Shadowstep is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that carries you from shadow to shadow.

Shadowstep
While HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view., spend 2 NerveNerve DriveNerve is the Drive Stalkers use. to MoveMove ActionMove is the Action you use to change your position. up to 2 SpacesSpace RuleSpaces are grid tiles that measure position, distance, and Size. without making a SneakSneak ActionSneak is an Action you use to move while staying Hidden. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.. You stay HiddenHidden ConditionHidden is a Condition you gain when you are concealed from view..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 NerveNerve DriveNerve is the Drive Stalkers use. to add 1 SpaceSpace RuleSpaces are grid tiles that measure position, distance, and Size..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., gain PhantomPhantom Feat · Tier 5Phantom is a Feat that makes you vanish when an Attack misses you..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
StalkerStalker Class · Tier 1Stalkers are a Class with a sharp mind.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Shield Bash

Feat · Tier 1 · Common

Shield Bash is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting behind Light ShieldsLight Shield Item · Shield · Tier 1Light Shields are Shields that offer basic protection while keeping maximum mobility..

Core Rule—Shield Bash

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with Light ShieldsLight Shield Item · Shield · Tier 1Light Shields are Shields that offer basic protection while keeping maximum mobility..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Shield Bash.
Shield Bash
Spend 1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds. and 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to make a MeleeMelee FeatureMelee is a Feature of items built for close combat. AttackAttack ActionAttack is the Action you use to strike at a foe. with your ShieldShield Item · Shield · Tier 1Shields are Objects you wield to increase your Defense.. On a hit, deal 1d4 WoundWound EnergyWound is an Energy group that deals physical Damage. (BashingBashing EnergyBashing is a Wound Energy that deals Damage (Bashing).) DamageDamage HealthDamage is harm that reduces your Hit Points..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Shield Bash
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Siege Control

Feat · Tier 3 · Uncommon

Siege Control is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for operating SiegeSiege TrainingSiege is a Training level for Weapons that require specialized training to use at all. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack..

Core Rule—Siege Control

Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with SiegeSiege TrainingSiege is a Training level for Weapons that require specialized training to use at all. WeaponsWeapon Item · Weapon · Tier 1Weapons are Objects you use to Attack..

PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Smite

Feat · Tier 2 · Common

Smite is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that infuses your MeleeMelee FeatureMelee is a Feature of items built for close combat. hits with a new EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals..

Smite
On a hit with a MeleeMelee FeatureMelee is a Feature of items built for close combat. AttackAttack ActionAttack is the Action you use to strike at a foe., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Change your Attack’sAttack ActionAttack is the Action you use to strike at a foe. EnergyEnergy EnergyEnergy is the typed force an Effect carries, which sets the kind of Damage it deals. from WoundWound EnergyWound is an Energy group that deals physical Damage. to your choice of ElementElement EnergyElement is an Energy group that deals primordial Damage., CausticCaustic EnergyCaustic is an Energy group that deals natural Damage., or NecroticNecrotic EnergyNecrotic is an Energy group that delivers Healing or deals Damage, depending on whether Targets are living or Undead..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
2

Splash Control

Feat · Tier 1 · Common

Splash Control is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts..

Core Rule—Splash Control

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Splash Control.
Splash Control
On a hit with your BombBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts., spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. Increase the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. RangeRange RangeRange is the distance an Effect can Originate from you. from Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. to Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.. Spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. per TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. to exclude them from the SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Splash Control
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Stone Ward

Feat · Tier 1 · Common

Stone Ward is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that protects you from DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.).

Stone Ward
Spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to become ResistantResistant SusceptibilityResistant is a Susceptibility that reduces Damage. to DamageDamage HealthDamage is harm that reduces your Hit Points. (WoundWound EnergyWound is an Energy group that deals physical Damage.) until the start of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to extend the DurationDuration StatDurations are the lengths of time Effects last. by 1 RoundRound CombatRounds are the units of time that divide play into 6-second intervals..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., allies within Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you. of you also gain it.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
DwarfDwarf Species · Tier 1Dwarves are a Species of stout, long-lived people built for endurance.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
—
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Stunner

Feat · Tier 1 · Common

Stunner is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. built for fighting with HammersHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption..

Core Rule—Stunner

  • Gain ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended. with HammersHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption..
  • If you already have ProficiencyProficiency TestProficiency is a Modifier showing your competence with certain Objects when used as intended., gain Stunner.
Stunner
On a hit with your HammerHammer Item · Weapon · Tier 1Hammers are Weapons built for crushing disruption., spend 2 DriveDrive DriveDrive is the resource that powers your Feats and Spells.. TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. MindMind TraitMind is a Trait that measures your applied knowledge, understanding, and perception. SaveSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..
Test ResultsTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll.
Setback
TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. gain StunnedStunned ConditionStunned is a Condition that leaves you reeling. until the end of the earlier of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act. or their next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
Failure
TargetsTarget TargetTargets are anything that Effects can affect, interact with, or influence. gain StunnedStunned ConditionStunned is a Condition that leaves you reeling. until the end of the later of your next TurnTurn CombatTurns are the part of each Round when you get your chance to act. or their next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
—
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Gain Stunner
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Sunbloom

Feat · Tier 1 · Uncommon

Sunbloom is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that heals you as you rest in sunlight.

Sunbloom
When you finish a Quick RestQuick Rest RestQuick Rest is a Rest you use to patch wounds, strategize, and catch your breath between scenes. or Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. in sunlight, spend 3 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to recover 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal. of HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0..
UpcastUpcast CastingUpcast is how you use a Spell or Feat at a higher Tier than its own to strengthen it.
  • For each TierTier TierTiers are bands of Level that guide how your Game Manager applies certain rules. used above 1st, spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to add 1 HDHit Die StatHit Dice (HD) are dice that determine your starting Hit Points, the Hit Points you gain per Level, and how many Hit Points you recover when you spend them to heal..
  • At Tier 5Tier 5 TierTier 5 is a Tier that represents legend power baselines., increase the gained HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. by your LVLevel StatLevel (LV) is a measure of your Scribe’s adventuring experience that tracks progress from Level 1 to 20..
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
FloranFloran Species · Tier 1Florans are a Species of living plants who grow, bloom, and heal with the sun.
RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
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SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1

Well-Read

Feat · Tier 1 · Common

Well-Read is a FeatFeat Feat · Tier 1Feats are abilities you buy with SP. that makes you an expert on topics of your choice.

Topics

  • Academia
  • Arcana
  • Arts
  • Commerce
  • Crafting
  • Culinary
  • Engineering
  • Espionage
  • Medicine
  • Nature
  • Navigation
  • Religion
  • Society
  • Survival
  • Underworld
Well-Read
Choose two topics. Gain FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on TestsTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. to discover information about them.
Test ResultsTest Result TestTest Results are the outcomes of a Test, determined by comparing your Test Total to the Stakes of your roll.
Success
Gain 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. and discover reliable, detailed information.
Setback
Discover useful information that may be incomplete.
Failure
Discover useless or misleading information. You can spend 1 DriveDrive DriveDrive is the resource that powers your Feats and Spells. to turn this into a SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication. instead.
PrerequisitePrerequisite StatPrerequisites are the requirements you must meet before you can take a Feat.
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RepeatableRepeatable StatRepeatable is what you gain when you take a Feat you already have.
Choose two additional topics
SP CostFeat Feat · Tier 1Feats are abilities you buy with SP.
1