NOTE: Feats marked with an asterisk can be taken multiple times.
Prerequisite: Occult Lore 5
Benefit: Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to any skill checks you attempt as part of casting a ritual.
Prerequisite: Diplomacy 5
Benefit: You can make checks to gather information without spending money or making wealth checks so long as you are dealing with individuals who are helpful, friendly, or indifferent to you or the organizations you represent.
Prerequisite: Con +2, Stamina 3
Benefit: You gain resistance to Acid Damage equal to your Constitution modifier.
Prerequisite: Acrobatics 1
Benefit: You can roll an Acrobatics check to make a Perform action.
Prerequisite: Adrenalin Rush, Stamina 5
Benefit: When you spend a point of anima to start or maintain Adrenalin Rush, your rush lasts 1 additional round (1 point of Anima results in 2 rounds of Anrenalin Rush).
Prerequisite: Stamina 3
Benefit: As a free action, you can spend 1 Anima Point to gain a +2 feat bonus to your Strength Modifier while taking a -2 penalty to Armor until the start of your next turn. Activating Adrenalin Rush is a free action, and you may refresh the rush each round by spending another Anima Point. Following the adrenalin rush, you are fatigued for however many rounds you maintained this feat.
Prerequisite: Extreme Effort, Improved Extreme Effort, Athletics 10
Benefit: When using Extreme Effort, you can spend 3 Anima Points to gain a +3 bonus on the affected Strength check.
Prerequisite: Drive 3
Benefit: Select a class of aircraft: heavy aircraft, helicopters, personal aircraft, or jet fighters. You take no penalty on Drive checks or attack rolls made when operating an aircraft of the selected class.
Special: This feat can be taken multiple times. You can select a different class of aircraft each time you take this feat.
Benefit: Gain a +2 bonus on Awareness and Investigate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Enduring
Benefit: You gain a +2 bonus to Movement checks and Survival checks made at altitudes of 5,000 feet or higher. Furthermore, you automatically acclimate to high altitudes and no longer suffer from altitude sickness.
Prerequisite: Deception 3, Life Sciences 3
Benefit: You can use your Deception skill to mimic the calls of natural animals. Creatures with ranks in Life Sciences can use that skill in place of Composure to detect your mimicry and realize that the sound is false.
Prerequisite: Wis +2, Wild Empathy, Animal Handling 3
Benefit: You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information.
Benefit: You can make an Interaction check against an opponent's Composure Defence to make opponents respond to you with hostility. Antagonizing a creature takes One Action, and does not provoke attacks of opportunity.
You cannot make this check against a creature that does not understand you or has an Intelligence modifier of -3 or lower.
If you succeed, you fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you. This is a mind-affecting effect.
Once you have targeted a creature with this ability, you cannot target it again for 1 day.
Benefit: You gain a +2 bonus on Athletics and Movement checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Gnosis 5, Occult Lore 5
Benefit: You have the psychic ability to perceive auras, the ephemeral halos of energy that surround all living things. You can detect a subject's emotional state, and potentially any supernatural nature.
To use aura reading, spend 1 point of Anima, then make a Gnosis check against the target's Composure. Perceiving an aura takes 1 full round of concentration. Every round you succeed, you can ask one of the following question to the GM:
What is the target's prominent emotion?
Does the target believe they are telling the truth?
Where is the target's attention focused?
Is the target aggressive?
Is the target supernatural or otherwise not human?
Supernatural creatures can make a Gnosis check against your own Composure defence to realize their aura is being read. This usually results in their attitude towards you decreasing by one step.
Prerequisite: Gnosis 3
Benefit: You can enter a trance and access knowledge contained in humanity's collective unconsciousness, writing out rambling sentences that may or may not contain clues. Once per Chapter, you can spend 1 point of anima to enter into a 1-hour-long trance, posing questions to the Astral Plane while your hand unconsciously scribbles messages of varying legibility. At the end of the hour, make a Gnosis Check against a DC 20 (modified by special circumstances, such as occult warding). If you succeed, some of your writings end up being useful clues or answers to the questions you posed. You gain one additional clue for every 5 your check exceeded the DC.
Prerequisite: Resolve 5, Awareness 5
Benefit: Add your Wisdom modifier to Initiative checks.
Prerequisite: Diplomacy 3
Benefit: No matter the city or town you travel to, you can find the places the locals hang out at and fit right in like a natural. You suffer no penalties to Charisma checks for being an outsider while making these checks at bars, clubs, parties, or other social locations.
Prerequisite: Awareness 7, Diplomacy 7
Benefit: In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person's origin and history. You might notice bits of green under the person's fingernails and determine they're a gardener, a pin indicating their membership in a secret society, or something similar. You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn't learn any of their weaknesses, nor necessarily even that they are a vampire.
Spend 1 minute in the presence of someone you haven't met before, or haven't met since you first gained Biographical Eye, then attempt a DC 30 Diplomacy check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time. If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Diplomacy check exceeds their Composure DC.
Critical Success You learn the creature's profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and community where they live, as well as the neighbourhood in a city large enough to have districts. In addition, you learn the nation or community where they spent their formative years.Success You learn the creature's profession and specialty within that profession. You learn the nation or community where they normally live.Failure You learn the creature's profession and the region of the world they hail from, but no more.Critical Failure You learn a piece of erroneous information about the creature.Prerequisite: Firearms 3
Benefit: Sometimes, taking the shortest distance between two points involves removing an obstacle or two. You shoot your firearm at a lock within Close range. Make an attack roll against the DC required to Pick the Lock.
Critical Success You open the lock, or you achieve two successes toward opening a complex lock.Success You open the lock, or you achieve one success toward opening a complex lock.Failure You fail to open the lock, and your shot makes it harder to open. Future attempts to Pick the Lock or Blast the Lock take a –2 circumstance penalty.Critical Failure You fail to open the lock, and your shot makes it much harder to open. Future attempts to Pick the Lock or Blast the Lock take a –4 circumstance penalty.Prerequisite: Cha +3, Persuasive, Diplomacy 7
Benefit: While in combat, you can use 3 Actions to call for a truce with any creatures that have an Intelligence score of 4 or greater and can understand you. When doing so, you can’t be wielding a weapon or threatening implement, such as a charged spell, wand, or anything else the creatures you are entreating might consider threatening. You must also be in plain sight of most the creatures you are entreating.
Once you’ve called for a truce, if any of your allies attack or take any threatening action against those you are entreating before the start of your next turn, your call is unsuccessful.
At the start of your next turn, attempt a single Diplomacy check against the opponent's Composure defence. Your opponents gain a +10 bonus to this defence for being engaged in combat with you. If you are successful, combat ceases for 1 minute, or until any creature in the opposing group is threatened or attacked.
If you fail the check by 5 or more, you cannot use Diplomacy again with any creature you attempted to entreat for 1d4 hours. If anyone in your group instead plans to use the parley to gain a combat advantage, the opponents can attempt a Composure check to Sense Motive against each such member of your group to get a hunch, with a DC equal to either 20 or the result of that character’s Deception check, whichever is higher.
Special: If the parley would inherently result in the opponents surrendering or losing, if the opponents are mind-controlled or fanatics, or if there are other appropriate circumstances at the GM’s discretion, you might not be able to use this feat. Circumstances could potentially increase the check’s DC by 5, 10, or even up to 20.
Prerequisite: Stealth 11, Survival 11
Benefit: You alter your appearance to blend into the wilderness. In natural terrain, you can Sneak even if you’re observed.
Prerequisite: Favour, Diplomacy 9
Benefit: You have the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence modifier of -3 or higher to be susceptible to a captivate attempt, must be within Close range of you, must be flat-footed or not in combat, and must be able to see, hear, and understand you.
To captivate a target, the hero must use an attack action and make an Interaction check against the target's Composure defence. If the check succeeds, you become the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened.
You can concentrate on keeping a target captivated for additional rounds. You concentrate all your effort on the task, and the target gets to make a Composure check each round to try and beat your initial Interaction check. The effect ends when you stop concentrating or when the target succeeds on its own Check. This is a Mind-Affecting ability.
Prerequisite: Occult Lore 5, at least 5 ranks in one Language
Benefit: You gain a +4 bonus on Defences against written magical effects and wards, as well as against any form of curse, madness, possession, or similar effect—magical or not—that might occur from reading a book, inscription, scroll, or any other form of writing.
Prerequisite: Dex 13, Stealth 3
Benefit: You do not take the armor check penalty to Sneak checks.
Prerequisite: Wis +2
Benefit: You gain a +2 bonus on all Deception checks made to fool someone or pass secret messages and a +2 bonus to your Composure defence.
Prerequisite: Agi +2, Acrobatics 3
Benefit: When you succeed at a DC 15 Acrobatics skill check to soften a fall, you ignore the first 20 feet of that fall and convert the damage from the next 10 feet of the fall to nonlethal damage. You land on your feet as long as you take less than 20 points of damage from the fall.
Benefit: You gain a +2 bonus on all Demolitions checks and Disable Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Deception 1
Benefit: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per scene, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
Prerequisite: Acrobatics 1, Street Smarts 1
Benefit: You do not treat crowds as difficult terrain. You also gain an additional +2 bonus on Acrobatics checks to move along rooftops and on slippery sections of city streets and sewers.
Prerequisite: Con +2, Resolve 5
Benefit: As an immediate action when you are affected by an ability that targets your Resolve defence, you can spend 2 anima points to inflict 1d6 points of slashing, piercing, or bludgeoning damage to yourself in order to reroll that saving throw. You can’t reroll the saving throw if you negate the damage, such as by having damage reduction greater than or equal to the damage you dealt to yourself; instead, you spend the immediate action and anima points but gain no benefit. You must take the result of the second roll, even if it is worse.
Prerequisites: Athletics 5, Movement 5
Benefit: You gain a climb speed equal to your base movement.
Prerequisite: Clue In, Investigate 7, Tactics 7
Benefit: When you use Clue In, all allies gain Fortune on any investigation check until the start of your next round.
Prerequisite: Investigate 1, Tactics 1
Benefit: If an ally Close to you fails an Investigate check, you can spend your reaction to give your ally Fortune on that triggering roll.
Prerequisite: Con +2, Stamina 3
Benefit: You gain resistance to Cold Damage equal to your Constitution modifier.
Prerequisite: Stealth 5, Survival 5
Benefit: Creatures cannot use the scent ability to track you (though they can still track you through standard means such as footprints). Creatures with scent can detect your presence by smell at half the normal distance but cannot pinpoint your location with scent.
Prerequisite: Thievery 3
Benefit: Rather than hide an object somewhere the inspectors won't search, you're skilled at keeping the object on the move so it's never where they look. When you Conceal an Object, you can use Manipulation instead of Stealth for your checks agains the searcher's Awareness defence. You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.
Prerequisite: Con +2, Stamina 3
Benefit: You gain resistance to Sonic Damage resistance equal to your Constitution modifier.
Prerequisite: Deception 11, Awareness 11
Benefit: When you fail to deceive someone with a Deception check, you can immediately attempt another version of the same basic deception against that creature at a –5 penalty by downplaying the failed deception and quickly moving on to another one. You cannot use this ability if the first Deception was so egregious that further checks would have been impossible (as per the Deception skill). If you fail the second attempt, you cannot retry the Deception check and all further attempts to perpetrate that particular deception are impossible.
Prerequisite: Resolve 9
Benefit: Select a number of skills equal to 3+your Wisdom modifier. When making a check with one of these skills, you can take 10 even when distracted or under duress.
This feat does not apply to attack rolls or defence checks.
Prerequisite: Leadership 3
Benefit: You can take 3 Actions to direct your allies and offer advice. Make a Leadership check equal to 15+the number of allies you wish to affect. On a success, all allies within Close range gain a +1 bonus on their attack rolls and skill checks. This bonus lasts a number of rounds equal to your ranks in Leadership.
You can coordinate a number of allies equal to your Charisma modifier.
Benefit: You gain 2 ranks in two different Language skills.
Prerequisite: Survival 3
Benefit: You increase the DC of Survival checks to track you by 5 when moving at full speed and by 10 when moving at half speed. You can grant this bonus to a number of allies equal to your Wisdom modifier.
Benefit: You gain a +2 bonus on Diplomacy and Street Smart checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Social Sciences 5
Benefit: Once per day after spending 1d4 hours in a settlement, you can attempt a DC 15 Social Science check to recall knowledge about local customs, fads, sports teams, or other local phenomena. If you succeed at this check, you gain a +2 bonus to Diplomacy checks to gather information in that settlement, as well as to change the attitude of its residents. This benefit can’t apply multiple times to the same settlement.
Prerequisite: Persuasive, Intimidation 5
Benefit: When you successfully demoralize a target by using a verbal Intimidate check in a social situation, you can instead humiliate the target, causing it to take a –2 penalty on Charisma-based skill checks and Charisma ability checks for 1 hour + 1 additional hour for every 5 by which the result of your check exceeds their Composure defence. The target can remove the effect early by taking 10 minutes to compose herself. If you fail this check, any creature who witnessed the failure is immune to your humiliation from this feat for 24 hours.
If you critically fail this check, you become humiliated for 1 hour instead of your target.
Prerequisite: Agi +2, Wis +2, Acrobatics 5, Awareness 5
Benefit: You gain a bonus to your Dodge defence against traps equal to your Wisdom modifier.
Prerequisite: Fast-talk, Deception 5
Benefit: You have the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. Your target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of you, and must be able to see, hear, and understand you.
To dazzle a target, you must use 3 actions and make a Deception check against the target's Composure defence. If the dazzle attempt succeeds, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to your ranks in Deception. This penalty increases by -1 by every 5 points by which you beat the target's defence.
Prerequisites: Cha +5, Deception 11 ranks
Benefit: As a full action, you can describe in great detail how powerful and effective a specific action taken by you or an ally is going to be. You must select a specific character to boast about, and a specific weapon, item, spell, or ability to be used. Attempt a Deception check against the Composure defence of all foes within 60 feet of you—roll a single check and compare the result to the Composure defence for each target. Each target your check succeeds against takes a –1 penalty to Defences against the action you boasted about until the end of your next turn. Once you have attempted to use this ability against a creature, it is immune to your use of this feat for 24 hours. This is a sense-dependent, language-dependent ability.
Benefit: You gain a +2 bonus on all Deception and Manipulation skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Drive 5
Benefit: You can weave your vehicle through debris, and control your car even while in a fishtailing hydroplane. You can ignore up to -3 in penalties to Drive checks caused by environmental conditions and traffic.
Prerequisite: Manipulation 5
Benefit: Whenever you drop or are forced to drop an item you possess (other than by an effect that disarms or steals the item), you can attempt a DC 20 Manipulation check as an immediate action to catch the item before it falls away. If you are targeted by an effect that would disarm or steal an item you’re holding, such as a disarm or steal combat maneuver or the effects of a spell like telekinesis, you can also attempt a Manipulation check as an immediate action to maintain possession of the errant item (DC = 10 + the combat maneuver check result if there was a combat maneuver check, or 20 + the DC of the spell if there was no combat maneuver check). In either case, if you fail the Manipulation check by 10 or more, you fall prone.
Benefit: You gain a +2 bonus on Demolitions and Manipulation skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Spr +2, Enduring
Benefit: As long as you have 1 anima point, when you fail a Stamina check to stabilize, you can spend 1 anima point instead of taking 1 point of wound damage.
Prerequisite: Con +2, Survival 3
Benefit: You treat extreme heat conditions as severe heat, and severe heat as very hot conditions. You are not impacted at all by very hot conditions. You gain a +4 bonus on Survival checks to avoid becoming blinded or dazzled by glare or being deceived by a desert mirage. In addition, you gain a +4 bonus on all Endurance checks made to resist the effects of starvation or thirst.
Prerequisite: Enduring
Benefit: When your current wound points are below your Wound Threshold, you do not gain the Wounded condition.
Prerequisite: 5 ranks in 5 different Intelligence skills
Benefit: You gain a +2 bonus on all Intelligence-related skill checks if you have 1 at least 1 rank in that skill.
Prerequisite: Street Smarts 3
Benefit: You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed the result of your own Gather Information check, or else they don't learn of your efforts.
Prerequisite: Con 13, Endurance 3
Benefit: You gain a +2 bonus to saving throws against a disease
Prerequisite: Deception 5
Benefit: When you successfully use Deception check to create a diversion, you can allow an ally to attempt a Stealth check to hide (instead of attempting to hide yourself). You can attempt to allow multiple allies to use Stealth to hide, but you take a –5 penalty to your Deception check for every ally after the first, and on a failed check no ally can attempt to hide.
Prerequisite: Deception 5, Interaction 5
Benefit: You know how to maintain a good impression and manage your image, even while keeping uncouth company. If one of your allies makes an action that reduces the target's attitude towards your group, you may make an Interaction check against the target's Composure defence to reverse the damage done. The target then becomes immune to Distracting Flattery for the remainder of the Scene.
Success The target's attitude doesn't decrease as a result of your ally's social blunder.Failure The target's attitude decreases, as normal.Critical Failure Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.Prerequisite: Entertainment 3
Benefit: Your performances are especially distracting, allowing your allies to Sneak away with ease. When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll an Entertainment check and use that result to determine the outcome of the diversion, instead of the ally rolling a Deception check.
Prerequisite: Deception 7, at least 5 ranks in one Language
Benefit: You are skilled at saying one thing while meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Composure check against your Deception check to realize you are passing a secret message, and they must critically succeed to understand the message itself.
Prerequisite: Con +2
Benefit: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you gain a +4 bonus on your next Stamina check to stabilize.
Benefit: You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.
Prerequisite: Wis +2
Benefit: You can ignore up to -5 in penalties due to distance on visual Awareness checks, allowing you to see accurately at a much greater distance than most. You also gain a +2 circumstance bonus on ranged attacks against targets that are more than 100 feet away.
Prerequisite: Con +2, Stamina 3
Benefit: You gain a resistance to Electricity Damage resistance equal to your Constitution modifier.
Prerequisite: Wis +2, Awareness 3
Benefit: You add your Wisdom modifier to Charisma skill checks, provided you spend at least one minute observing your target before you make the Charisma skill check.
Benefit: You gain a +2 bonus to Endurance and Movement checks, and a +2 bonus to your Endurance Defence.
Prerequisite: Antagonize, Fast-Talk, Deception 7
Benefit: You have the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of you, and must be able to hear and understand you.
To taunt a target, the hero must use an attack action and make a Deception check against the target's Composure defence. If the Deception check succeeds, the target must try to attack you if at all possible. If they cannot, they are dazed for 1 round.
A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.
Prerequisite: Con +1, Stamina 3
Benefit: You can hold your breath for 50% longer than normal for your species (equal to 7 times your Constitution modifier for most origins).
Prerequisite: Awareness 5, Investigate 5
Benefit: You can take 20 on an Investigate check in only 10 times the usual amount of time, and gain a +2 bonus on your Awareness defence.
Prerequisite: Survival 3
Benefit: Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check.
Prerequisite: Athletics 3
Benefit: Spend 1 Anima Point as a free action to get a +2 bonus on a single Strength check or a Strength-related skill check made over the next 1 round.
Prerequisite: Administration 3
Benefit: You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of wine bottles and learn that it held about 30 bottles, but you wouldn't know that it was exactly 33 bottles, how many different varieties of wine there were, or how many of which type. Similarly, you could look at a stack of 2,805 dollar bills and know that there were about 3,000 bills in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.
Prerequisite: Deception 7, Interaction 7
Benefit: You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Make an Impression or Request. You can use Fabricated Connections to Make an Impression or Request once per day.
Prerequisite: Entertainment 1
Benefit: When you Perform, compare your result to the Resolve DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
Prerequisite: Willpower 7
Benefit: You can spend 3 Anima Points as a free action to add your Spirit modifier to your next attack roll, skill check, saving throw, or ability check.
Prerequisite: Movement 3
Benefit: While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You can move as a reaction while crawling.
Prerequisite: Con +2, Enduring, Toughness
Benefit: You bounce back from grevious injuries with incredible vigour. When you take a Short Rest, you double your Constitution bonus when determining the amount of Vitality Points you heal.
When you take a Long Rest, you heal 2 wounds, instead of the standard 1. This effect does not stack with other effects that increase these rates of healing and recovery; if more than one would apply, you choose which one takes effect.
Prerequisite: Int +2, Deception 3
Benefit: Add half your Intelligence modifier to your Deception checks and other skill checks you make when attempting to lie, cheat, or otherwise bend the truth.
Prerequisite: Interaction 5
Benefit: You have the preternatural ability to acquire minor aid from anyone you meet. By making a Diplomacy check, you can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure.
You must spend 2 Anima Points to activate this feat. Make a Diplomacy check against the target's Resolve defence, with a bonus being applied dependant on the scope of the favour being requested. This bonus ranges from 10 for a simple favor to as high as 30 for formidable and highly dangerous, expensive, or illegal favors. You can’t take 10 or 20 on this check, nor can you retry the check for the same (or virtually the same) favor.
Special: Favors should help advance the plot of an adventure. A favor that would enable a character to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check. The GM should carefully monitor a Charismatic hero’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The GM may disallow any favor deemed to be disruptive to the game.
Prerequisite: Survival 3
Benefit: You have studied a specific terrain to overcome its challenges. Choose aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground as your favored terrain. When in that terrain, you can ignore the effects of non-magical difficult terrain. If you have the wild stride class feat, you gain the following second benefit while in your favored terrain, depending on your choice:
Aquatic You gain a swim Speed equal to your Speed. If you already had a swim Speed, you gain a +10-foot status bonus to your swim Speed.
Arctic You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme cold, and you can walk across ice and snow at full Speed without needing to Balance.
Desert You need to eat and drink only one-tenth as much as usual, you aren’t affected by severe or extreme heat, and you can walk along sand at full Speed without needing to Balance.
Forest, Mountain, or Underground You gain a climb Speed equal to your Speed. If you already had a climb Speed, you gain a +10-foot status bonus to your climb Speed.
Plains You gain a +10-foot status bonus to your land Speed.
Sky You gain a +10-foot status bonus to your fly Speed, if you have one.
Swamp You can move across bogs at full Speed, even if they are deep enough to be greater difficult terrain or to normally require you to Swim.
Prerequisite: Resolve 5, cannot be a horror
Benefit: You gain a +4 bonus to your Resolve defence to resist fear effects and horror feeding, on Composure defence to oppose Intimation, and on . You provide horrors with 1 less Anima (minimum 1) when they use a Shadow check to feed on your terror.
Prerequisite: Dex 15, Movement 3
Benefit: You step carefully and quickly. You can use Guarded Steps in difficult terrain.
Prerequisite: Technical Science 5
Benefit: You can repair items with no raw material cost and no penalty on your Repair check for using improvised tools.
Prerequisite: Manipulation 5, Stealth 5
Benefit: If you have a deck of cards on you, you can use a full-round action to draw it and flip it in a fluttering explosion, causing causing you to become briefly hidden to all other creatures using vision, allowing you to make Sneak check. You have enough cover to Sneak until the end of your next. This leaves all of the cards from the deck scattered about the room; collecting them into a deck again takes several minutes.
Prerequisite: Con +2, Stamina 3
Benefit: You gain a resistance to Fire Damage resistance equal to your Constitution modifier.
Prerequisite: Stealth 7
Benefit: You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses.
Prerequisite: Survival 1
Benefit: While using Survival to Subsist, if you roll any result worse than success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.
Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
Prerequisite: Medical Science 3
Benefit: You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medical Science skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Melee Weapon check to identify a weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
Prerequisite: Spr +2, Willpower 5
Benefit: If you would become confused, fascinated, fatigued, frightened, sickened, or wounded, you can spend 1 Anima Point as a reaction to delay the condition’s onset for 1 round. At the beginning of each of your subsequent turns, you can continue to spend 1 Anima Point to delay the condition’s onset for another round; when you stop spending Anima Points, the condition takes effect and lasts for its original duration. You can delay only one condition at a time.
Prerequisite: Criminal Reputation, Street Smarts 5
Benefit: When using services in a settlement—such as lodgings, professional services, or transportation— you can tap into a settlement’s gray market to pay half price for the service. If you do, there’s a 25% chance something goes wrong, subject to the GM’s discretion: a spell might wear off early, a lodging might be attacked in the middle of the night, or transportation might break down in the middle of a journey.
In addition, reduce the DC of Street Smarts checks to recall knowledge about the criminal underworld by 2.
Prerequisite: Cha 18, Intimidation 11
Benefit: You can spend 1 Anima Point to make an Intimidation check against the Resolve defence of every opponent in Melee. An opponent who fails their saving throw gains a number of applications of Frightened equal to 1d4+your Charisma modifier.
A successful save indicates that the opponent is immune to your use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of -3 or lower.
If you have the Renown feat, you gain a +3 bonus on your Intimidation check.
Prerequisite: Diplomacy 3
Benefit: First impressions are your strong suit. When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute. You take a –5 penalty to the check. If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.
Prerequisite: Business 5
Benefit: You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt an Business check in lieu of Investigation to perform a Cryptography check. You can also attempt Cryptography on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.
Prerequisite: Dex 13, Small size or smaller
Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth checks, allowing you to make a Sneak attempt during that round to hide from them.
Prerequisite: Composure 5
Benefit: When you are forced to make a composure save, you can roll twice and take the better result. This is a fortune effect. Once you use this feat, you cannot use it again until you take a short rest.
Prerequisite: Endurance 5
Benefit: When you are forced to make an endurance save, you can roll twice and take the better result. This is a fortune effect. Once you use this feat, you cannot use it again until you take a short rest.
Prerequisite: Coordinate, Inspiration, Leadership 9
Benefit: Increase the morale bonus of Inspiration by +1, to a total of +3.
Prerequisites: Improved Shadow Resonance, Shadow Resonance, Shadow 13
Benefit: As a reaction when you take damage, you can spend 1 Anima Point to become insubstantial and reduce nonmagical damage you take by 100% and magical or energy damage you take by 50%. This benefit can’t reduce damage from effects that deal full damage to incorporeal creatures.
Prerequisite: One of Diplomacy 5, Interaction 5 or Intimidation 5
Benefit: When you use Diplomacy or Interaction change a target’s attitude or Intimidate to bully a target, you can spend 1 Anima Point to affect a number of additional creatures who can see and understand you within 100 feet equal to twice your Charisma modifier. Compare the result of your check to each target’s Composure defence to see whether you succeed.
Prerequisite: Str +2
Benefit: You treat your Strength modifier as 2 higher for the purpose of determining your carrying capacity. In addition, when you are encumbered or overburdened, you take only a –2 penalty to Strength- and Dexterity-based checks.
Prerequisite: Wis +3, Awareness 9, Survival 9
Benefit: You have an intuitive ability to sense hazards. You gain a +1 circumstance bonus to Awareness checks to detect traps and hazards and to Defences against their attacks. You can find hazards that would normally require you to Search even if you aren’t Searching, and you can use Survival instead of Investigate to search for traps.
Benefit: Increase your total Anima Points by 2.
Special: You can take this feat a number of times equal to 1+your Spirit modifier (minimum of 1).
Benefit: You may spend 5 anima points as a free action at the start of your round to gain 1 additional action this round. You may not use Heroic Surge more than once per round.
Prerequisite: Drive 3
Benefit: Your vehicle's Maximum Speed is now the same as the vehicle's Safe Top Speed. You are incredibly comfortable with driving fast, and you suffer no penalties for driving in excess of the vehicle's safe speed.
Prerequisite: Diplomacy 1
Benefit: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). When you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
Prerequisite: Entertainment 1
Benefit: Your performances inspire admiration and win you fans. You can Make an Impression using Entertainment instead of Diplomacy.
Prerequisite: Leadership 1
Benefit: Your bonus from aid another increases by +1.
Special: This feat can be taken once for every 5 ranks in Leadership you have.
Prerequisite: Extreme Effort, Athletics 7
Benefit: When using Extreme Effort, you can instead spend 2 Anima Points to gain a +4 bonus to the affected Strength check.
Prerequisite: Shadow Resonance, Shadow 7
Benefit: As a free action, you can spend 1 Anima Point to shroud yourself in shadow for 1 round. While shrouded in this fashion, you have concealment, even in areas of normal or bright light, against creatures that have no ability to see or otherwise sense you through darkness.
Prerequisite: Medical Science 1
Benefit: You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time. When you successfully Treat a Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 month.
Prerequisite: Cha +4, Coordinate, Leadership 3
Benefit: You can inspire your allies, bolstering them and improving their chances of success. An ally must listen to and observe you for a full round for the inspiration to take hold. The effect lasts for a number of rounds equal to your Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
You can’t inspire yourself. You can inspire a number of allies equal to one-half your ranks in Leadership, rounded down (to a minimum of one ally).
Prerequisite: Intimidation 5
Benefit: You can Demoralize with a mere glare. You no longer take penalties for not sharing a language with the target of your demoralization, and your Demoralization attempts can be either audatory or visual at your discretion.
Prerequisite: Strength +3, Intimidation 3
Benefit: In situations where you can physically menace a target, you add your Strength modifier to your Intimidation checks.
Prerequisite: Deceitful, Deception 5
Benefit: You can flatter a creature in a protracted interaction (taking at least 1 minute) to bestow in them an inflated sense of self worth that muddles their judgment.
At the end of the tirade of flattery, attempt a Deception check against the target's Resolve defence. If you succeed, the target takes a –2 penalty on Resolve saving throws, Wisdom-based skill checks, and Wisdom ability checks for 1 hour plus an additional hour for every 5 by which your result exceeds their Resolve defence. The target can remove the effect early by taking 10 minutes to resolve herself. If you fail this check, any creature who witnesses the failure is immune to your flattery from this feat for 24 hours. If you fail by 5 or more, the target’s attitude toward you decreases by 1 step.
Prerequisites: Awareness 3, Composure 3
Benefit: After 1 minute or more of interaction with or observation of two or more creatures, you can attempt a Composure check agains the targets' Composure Defence to intuit the relationship between or among those creatures. If you don’t understand the language they are speaking, you take a –5 penalty to the check. If you succeed at this check by 5 or more, for the next hour, you gain a +2 circumstance bonus to Deception, Diplomacy, Interaction and Intimidate checks against the creatures when you use their relationship as part of the interaction. The GM decides if the bonus applies. If you fail the check, you can’t attempt to use this benefit on the same creatures again for 24 hours.
Prerequisite: Wis +2, Empathy, Awareness 7
Benefit: You can spend 2 Anima Points as 3 Actions to make get a hunch about the situation, such as a gut feeling that things are soon to go south. The information you get is determined by the GM depending on the situation you're in, and could include hints regarding next steps or clues you may have missed.
Prerequisite: Stamina 5, Terrestrial origin (Dragon, Human, Mage, Werewolf)
Benefit: You can eat almost anything under almost any conditions. Greasy bacon after a hangover? Sure. The green meat in the back of the fridge? No problem. Milk three weeks past its expiration date? It's fine. You gain a +2 bonus to Survival checks to find food, and a +2 bonus to Endurance checks to resist starvation.
Prerequisite: Willpower 5
Benefit: When you are forced to make a willpower save, you can roll twice and take the better result. This is a fortune effect. Once you use this feat, you cannot use it again until you take a short rest.
Prerequisite: Interaction 11
Benefit: After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. You can reroll a failed Charisma skill check and use the higher result. The targets of Just One More Thing then become immune to this feat for 1 day.
Prerequisite: Athletics 3
Benefit: When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster. When your allies attempt to Climb a route you set, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC. If you succeed, your ally fails instead of critically failing. If you also critically fail, you both experience the consequences of the critical failure.
Prerequisite: Deception 1
Benefit: When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn. This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).
Prerequisite: Deception 3
Benefit: You can use your ranks in Deception instead of Composure to determine your Composure Defence against attempts to use the Lie action on you.
Prerequisite: Composure 5, Investigate 5
Benefit: You're adept at noticing the tells of a liar—sweat, flushing, a quavering voice, a quickening pulse. Increase your Composure defence by +2 against attempts to use Deception on you. When you determine someone is lying to you, you can use their deceit to your advantage to gain a +1 circumstance bonus to the next Deception, Diplomacy, Interaction or Intimidation check you attempt against that creature within the next minute.
Prerequisite: Dodge 5
Benefit: When you are forced to make a dodge save, you can roll twice and take the better result. This is a fortune effect. Once you use this feat, you cannot use it again until you take a short rest.
Prerequisite: At least 5 ranks in three different Language skills
Benefit: When you encounter a new language, either spoken or written, you can make an Intelligence check to determine if you understand it. You gain a bonus to this check equal to the number of Language skills you have at rank 5 or higher.
The DC for the check depends on the situation: DC 15 if the language is one in which you have fluency in; DC 20 if the language is unrelated to any other languages you know, and DC 25 if the language is unique, such as Atlantean or Draconic. With this feat, you can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.
Benefit: Reduce your Reputation by 3 points.
Benefit: You have experience in working with poor tool in less than optimal situations, whether that's performing an emergency tracheotomy with a pen or knowing the many uses of the handyman's secret weapon: duct tape. Select one skill. You take no penalties for using improvised tools to make skill checks with that skill.
Special: This feat can be taken multiple times. Each time you do, select a different skill it applies to.
Prerequisite: Monster Hunter, Survival 11
Benefit: You have a nearly encyclopedic knowledge of all creatures of the world. You can use Survival to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.
Prerequisite: Intimidation 3
Benefit: You gain a +1 bonus to Intimidate checks. In addition, when you successfully use Intimidate to bully an opponent, the target must attempt a Composure saving throw once the intimidation wears off. The DC is equal to 10 + your number of ranks in Intimidate. If the target fails this save, their attitude toward you becomes indifferent and they won’t report you to any authorities.
Benefit: When you successfully use Recall Knowledge to determine information about your target, you can note a weakness in the creature's defences. You and your allies gain a +1 circumstance bonus to your next attack roll against that creature. You can give bonuses from Monster Hunter only once per day against a particular creature.
Special: The Recall Knowledge skills for a creature are as follows:
Life Sciences: Animals
Social Sciences: Humans
Occult Lore: Cryptids, Supernatural Creatures, Outsiders, and Undead
Technical Science: Robots
Prerequisite: Monster Hunter, Survival 3
Benefit: You understand how to defend yourself and others against your prey. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next Defence against that creature’s next attack against you.
Prerequisite: Medical Science 1, Survival 1
Benefit: You can apply natural cures to heal your allies. You can use Survival instead of Medical Science to Treat Injuries. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Survival, subject to the GM’s determination.
Benefit: You get a +2 bonus on all Life Science checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Resolve 5
Benefit: When you are forced to make a resolve save, you can roll twice and take the better result. This is a fortune effect. Once you use this feat, you cannot use it again until you take a short rest.
Prerequisite: Defensive Driving, Drive 7
Benefit: When you are in a vehicular pursuit, either as the pursuer or pursued, you can engaging in a number of distracting and disruptive techniques to hamper other drivers. You might drive over the median, clip trashcans, or careen through a busy intersection. Make a Drive check against your opponents' Composure defence. If you succeed, they take a -5 penalty to all Drive checks for the remainder of the scene.
Prerequisite: Gnosis 3, Occult Lore 3
Benefit: You can see the hidden occult signs and patterns in everything, from the way the leaves fall around a certain house to the flight patterns of migrating geese in the fall. Often, these signs are meaningless, or reveal useless information, but occasionally you can gleam deeper meanings from these omens. Once per Chapter, you can make an Occult Lore check against a DC 20 to examine the omens in your surroundings. If you succeed, you can ask the GM a yes or no question about your surroundings, the tasks at hand, or the world at large. You can ask one additional question for every 5 points your check exceeded the DC by.
Prerequisite: Chain Fighter, Melee Weapons 7
Benefit: You can use a Melee Weapon check instead of a Athletics check to grapple your target with your chain. For every round the target remains grappled, you make make a Melee Weapon check against their Endurance to choke them out and cause them to fall unconscious. You gain a +1 bonus to this check for every round you maintain a grapple with your chain. You cannot choke out a creature who does not need to breathe.
Prerequisite: Wis +2, Alertness
Benefit: You suffer no penalty to your Awareness defence when you are asleep.
Normal: Your Awareness defence decreases by 4 when you are asleep.
Prerequisite: Survival 1
Benefit: You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location).
Prerequisite: Fabricated Connections, Deception 9, Interaction 9
Benefit: You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend 1d4 hours to secure entry for yourself and your allies. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies. This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Prerequisite: Persuasive, Deception 3.
Benefit: You gain a +2 bonus on Deception checks when attempting to bribe someone. The first time someone refuses a bribe you offer, that person’s attitude toward you doesn’t worsen, even if the offer would normally offend the person.
Prerequisite: Manipulation 3
Benefit: You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects).
Prerequisite: Vehicle Expertise, Drive 7 ranks
Benefit: When you attempt to sideswipe with a vehicle, you can force the other vehicle to stop by nudging it sideways into a controlled sideways skid.
Prerequisite: Survival 7
Benefit: You can use Survival on any of the Supernal Realms on in Astral Domains.
Normal: You can only use Survival on the Mortal Realm, and a single plane tied to your origin if appropriate (Faerie for fey, Shadow for horrors, Chaos for jinn, and the Spirit World for werewolves).
Benefit: Gain a +2 bonus on Occult Lore checks and on Interaction checks made against creatures from the Supernal realms (including Fey, Horrors, Jinn, Reapers, Shades and Spirits).
Prerequisite: Tactics 5
Benefit: Prior to a dramatic situation, such as a combat- or skill-related challenge, you can develop a plan of action to handle the situation. Using this feat takes at least 10 minutes, and requires preparation; you can’t use this feat when surprised or otherwise unprepared for a particular situation.
Make a DC 10 Tactics check. If you succeed, you grant a +1 circumstance bonus to the first three skill checks or attack rolls made by your party during the situation. Increase this bonus by +1 for every 5 points the check exceeds 10 (+2 at 15, +3 at 20, etc.).
Prerequisite: Manipulation 3
Benefit: You can put a single item you're holding of light or negligible Bulk onto a person without them noticing by taking a singule action to make a Manipulation check against their Awareness defence.
Prerequisite: Interaction 1, Investigate 1
Benefit: You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Composure defence. The creature is then temporarily immune to Pointed Questions for the rest of the scene.
Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your own Composure defence against that creature's attempts to manipulate you for the remainder of the scene.Success As critical success, but the circumstance bonus is +2.Failure The target can refuse to answer you as normal.Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.Prerequisite: Con +4, Endurance 3
Benefit: You gain a +2 enhancement bonus to your Endurance defence against poison, and you take half damage from initial exposure to poisons.
Prerequisite: Life Sciences 1
Benefit: You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon, dish, or other delivery medium.
Prerequisite: Gnosis 5, Investigate 5
Benefit: You can read the psychic impressions left on physical objects. You can feel the emotional resonance left on the item or perceive important events tied to the item.
Spend 1 point of anima to activate Psychometry and take one minute to make an Investigate roll against a DC 20. If you succeed, you gain a flash of insight based on the last owner of the item, such as their appearance or emotional state when they last used the item, or a location where they did something significant with the item.
You can only make one psychometry check on an item per chapter. Additional checks just result in the same visions.
Prerequisite: Deception 3
Benefit: You can set up a disguise in half the usual time (generally 5 minutes).
Prerequisite: Technical Science 7
Benefit: You can increase a Repair DC by 5 to cut the time to repair the object in half.
Prerequisite: Acrobatics 9
Benefit: You can move at your full speed while Squeezing.
Prerequisite: Disable Device 7
Benefit: You can Pick a Lock using 1 action instead of 3.
Prerequisite: Stealth 3
Benefit: You’re skilled at moving with a group. When you are Avoiding Notice and your allies are Following you, you and those allies can roll a single Stealth check, using the highest Stealth modifier, instead of rolling separately. This doesn’t apply for initiative rolls.
Prerequisite: One of Computer Science 3, Life Science 3, Medical Science 3, Physical Science 3, Social Science 3 or Engineering 3
Benefit: You rely on rational thought and reason to make sense of a frightening and irrational world. You can substitute a Science roll for a Resolve defence in situations where your scientific knowledge might provide you the edge.
Special: You can take this feat multiple times. Each time you do, you select an additional Science skill it applies to.
Prerequisite: Athletics 5
Benefit: You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand as a single action. You can use Athletics instead of Dodge to Grab an Edge.
Prerequisite: Deception 3
Benefit: You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In an encounter or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at an Deception check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know.
Prerequisite: Occult Lore 1
Benefit: When a creature within your line of sight casts a spell, you can make an Occult Lore check as a reaction, with a DC equal to 10+the spell's level.
Critical Success You correctly recognize the spell and gain a +1 bonus to your Defences against it.Success You correctly recognize the spell.Failure You fail to recognize the spell.Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.Prerequisite: Clue In, Investigate 5
Benefit: You have a keen sense for avoiding spurious lines of inquiry. For example, if you found a splatter of gray mud on the wall, thought it was suspicious,, the GM would tell you if there was no greater mystery related to it.
Benefit: Increase your Reputation by 3.
Prerequisite: Access to Information, Interaction 11
Benefit: You know how to gain clearance to access restricted files or classified information. You gain a +4 bonus on Computer Science checks to defeat cyber security, and a +4 bonus on Investigate checks.
Prerequisite: Wis +3, Deception 5, Occult Lore 5
Benefit: As a standard action, you can spend 1 Anima Point to make an Occult Lore check against the Resolve defence of a creature within Close Range of you. If your check succeeds, the target is confused for 1d4 rounds. Once a creature has seen or heard you use this ability, it is immune to your further uses of the ability for 24 hours. This is a language-dependent, sense-dependent ability.
Prerequisite: Cha +2, Persuasive
Benefit: You rapidly change topics and employ confusing rhetoric to distract people from your true intent. When using the Diplomacy or Interaction to make a request or change a creature’s attitude, you can use verbal misdirection. To do so, make a Deception check against the target's Composure defence. If you succeed, you gain a +4 bonus on your next Diplomacy or Interaction check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a –2 penalty on your next Diplomacy or Interaction check against that creature.
Alternatively, you can use this feat to retry a single failed Diplomacy or Interaction check against a creature. You take a –4 penalty on your Deception check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat’s normal bonus, you can retry your last Diplomacy or Interaction check against the creature if that check was made in the past minute.
Prerequisite: Medical Science 5
Benefit: You've studied modern pharmacology and medical techniques to help patients recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.
Prerequisite: Deft Hands, Disable Device 9
Benefit: You can sabotage an electrical or mechanical object so that it operates poorly. You must succeed on a Disable Device check to accomplish the downgrade, with the DC equal to the quality of the object you're sabotaging. Noticing your handiwork without first testing the sabotaged device requires a successful Awareness check (DC = the your Disable Device check result). Fixing the sabotaged item requires a successful Technical Science check.
Sabotage Device: As a full-round action, you can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to your Disable Device ranks on skill checks made to use the device.
Sabotage Weapon: As a full-round action, you can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle weapons and turrets.
Prerequisite: Demolitions 5
Benefit: You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a grenade or other explosive, you gain resistance to damage caused by that explosive equal to your ranks in Demolitions, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own explosives regardless of whether you have cover.
Prerequisite: Spr +2
Benefit: Add your Spirit bonus to any one skill that uses Intelligence, Wisdom, or Charisma.
Special: You can take this feat multiple times. Each time you do, it applies to a different skill.
Prerequisite: Occult Lore 1
Benefit: You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occult Lore in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.
Prerequisite: One of Computer Science 5, Life Science 5, Medical Science 5, Physical Science 5, Social Science 5 or Technical Science 5
Benefit: You can use your scientific knowledge to recognize clues that others might have missed, to determine the best course of knowledge, or recall a crucial piece of information. Once per Chapter, you can use you use one of the Science skills to get a hint from the GM, but only for clues that fall within your particular Scientific focus.
Special: This feat can be taken multiple times. Each time you do, select one of the Science skills for it to apply to.
Prerequisite: Occult Lore 7
Benefit: You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place. Spend 10 minutes and attempt a check to Recall Knowledge with Occult Lore; the DC is determined by the GM. You can conduct a Seance once per day.
Critical Success The spirits reveal themselves to you and have a helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.Success As with a critical success, but the spirits are indifferent to you and answer only one question.Failure You are unable to contact the spirits of this place.Critical Failure You contact one or more malevolent spirits. They are hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.Prerequisite: Awareness 5
Benefit: When you are forced to make an awareness check, you can roll twice and take the better result. This is a fortune effect. Once you use this feat, you cannot use it again until you take a short rest.
Prerequisite: Stealth 3, Survival 3
Benefit: You have learned special tricks that help you follow individuals without them noticing you. When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception Defence. If you start an encounter with the target while shadowing them, the target takes this penalty to their initiative roll and to their Perception Defence to determine if they notice you, as normal for Sneak.
Prerequisite: You must be either a horror or nethermancer, have spent an extended amount of time in Shadow, or you must otherwise awaken your shadow (GM's discretion).
Benefit: You gain low-light vision and darkvision to a range of 60 feet. If you already have darkvision, you gain the see in darkness ability.
In addition, you gain a +2 bonus on Shadow checks.
Prerequisite: Diplomacy 7
Benefit: You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you make a Formal Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
Prerequisite: High-Performance Driving, Drive 5
Benefit: Also known as a J-Turn, you can use this quick-turn technique popularized by bootlegger's during Prohibition. Make a DC 15 Drive check (with modifications due to traffic and environmental conditions). If you succeed, any pursuing vehicle takes a -4 to their Drive checks to follow you.
Prerequisite: Occult Lore 3
Benefit: As a reaction when an adjacent ally is targeted by a hostile spell or supernatural ability, you can create a minor protective ward, granting that ally a +2 bonus to their Defences against that effect. This effect distracts you from your own defenses, and you take a –2 penalty to your defences against spells and supernatural abilities until the beginning of your next turn. Once you use this ability, you can’t use it again until you take a Short Rest.
Prerequisite: Occult Lore 5
Benefit: No human can speak the language of spirits (Commonly known as "Babel" or the "First Tongue" by scholars). A human's mouth and tongue are literally incapable of capturing the nuances of the language.
This feat, however, allows you to make a go at it. With this feat, you can express very simple ideas (one sentence or less) without any roll. More complex ideas require a Language (Babel) role. This feat also unlocks the ability for you to take ranks in Language (Babel).
Prerequisite: Occult Lore 7
Benefit: You have a vague connection to the Spirit World that enables you to notice spirits. While you're exploring but not Searching, the GM rolls a secret check for you to find haunts that usually require Searching, as well as spirits, creatures dwelling in the Ether, and beings made entirely of spiritual essence.
You can also potentially notice ethereal creatures and spirits inside solid objects, provided they are within 30 feet of you. This applies while Searching, and on the automatic secret check you gain while exploring even if you aren't Searching. You can still notice spirits only on a successful check, and you can't see them if they're more than 5 feet inside an object.
When you notice a creature with your Spiritual Sense, you also learn its location, making it hidden to you if it had been unnoticed.
Prerequisites: Awareness 5, Technical Science 5
Benefit: As a move action, you can attempt an Engineering check (DC = 20 + the item’s level or 25 if the object doesn’t have a level) to identify a flaw in an item or object. If you succeed, you can ignore 5 points of its hardness or treat its break DC as being 2 less until the beginning of your next turn.
Prerequisites: Acrobatics 7
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Dodge check to Grab an Edge.
Prerequisite: Drive 3
Benefit: Sometimes, effective driving is about achieving calmness, and driving more with your head than your hands. You can take 10 on all driving checks made outside of combat encounters, including during high-traffic scenarios.
Prerequisite: Drive 7
Benefit: While driving a vehicle, you can perform one unrelated action every turn (such as shooting a gun or punching another passenger) without taking any penalties for distracted driving.
Prerequisites: Movement 3, More than two legs or similar limbs
Benefit: You gain a +2 bonus to your Defences against combat maneuvers. In addition, you gain a +2 bonus to Defences against effects that would knock you prone.
Prerequisite: Wis 13, Resolve 3
Benefit: You gain a +2 bonus to your Composure defence against fear effects. In addition, when you have the fleeing condition, you can choose to fight rather than flee.
Benefit: You are easy to overlook. You're not necessarily forgettable, but you register as ignorable or of negligible import. You gain a +2 bonus on Manipulation and Stealth checks, and the DC to dig up any information about you using Street Smarts or Investigate increases by 2.
However, even when you want to be noticed, you're still likely to be overlooked. You take a -2 penalty to Intimidation and Interaction.
Prerequisite: Deception 3, one of Diplomacy 3 or Street Smarts 3
Benefit: You spread rumors, which may or may not be true, about a specific subject. If the subject of your rumor is not currently the subject of any contradictory rumors, this takes as long as it would normally take you to Gather Information (typically 1 hour), at the end of which the GM rolls a secret Deception check to see how well you spread the rumor. If your rumor matches any current rumors about the subject, it takes less time to spread the rumor, and if you are attempting to overtake a particularly popular and contradictory rumor, it takes much longer or may be impossible. The DC similarly increases or decreases depending on how plausible your rumor is.
Critical Success Your rumor spreads like wildfire. Anyone who succeeds at a check to Gather Information on the specific subject learns your rumor in preference to other rumors about the subject. Your rumor persists for 1 month.Success You successfully spread the rumor. Anyone who succeeds at a check to Gather Information on the specific subject adds your rumor to the list of rumors they could learn about the subject. Your rumor persists for 1 week.Failure Your rumor dies off, never becoming popular enough for other people to learn it via Gather Information.Critical Failure You are unable to spread a rumor and take a –4 circumstance penalty to Deception checks to Sow Rumors about the same subject within the same region for 1 week. In addition, a rumor spreads about someone trying to spread false rumors about the subject.Prerequisite: Manipulation 5
Benefit: When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 penalty to their Awareness Defence to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your unnoticed condition.
Prerequisite: Drive 5
Benefit: Select a class of specialized surface vehicle: heavy wheeled, powerboat, sailboat, ship, or tracked. You take no penalty on Drive checks on attack rolls when operating a vehicle of this class.
Prerequisite: Medical Science 5
Benefit: You can use Medical Science to perform surgery without penalty.
Prerequisite: Survival 3
Benefit: You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs.
Prerequisite: Stealth 7
Benefit: You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of a regular Move action if you have the corresponding movement type.
Prerequisite: Survival 7
Benefit: Your keen eyes catch signs of passage even when you’re moving. You can move at your full Speed while you Track.
Prerequisites: Athletics 5, Movement 5
Benefit: You gain a swim speed equal to your land speed.
Prerequisite: Dex 13, Awareness 3
Benefit: If you’re adjacent to an ally who’s unable to act, you can retrieve a held or openly carried item from their body as a free action.
Prerequisite: Creativity 3
Benefit: You have refined tastes, and can identify minor details in food, fashion, architecture, or other forms of artistry and craftsmanship. You can make an Appraise check for a work related to your Creative field with a Creativity check instead of a Business check.
Prerequisite: Stealth 5
Benefit: Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While unnoticed by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move at half speed and you do not move within Close range of an enemy at any point during your movement. This also allows you to automatically approach creatures to within Range 1 while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.
Prerequisite: Investigate 3
Benefit: When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.
Prerequisite: One of Computer Science 7, Life Science 7, Medical Science 7, Occult Lore 7, Physical Science 7, Social Science 7 or Technical Science 7
Benefit: When you succeed at a Recall Knowledge check about a particular individual or organization, you learn one additional fact. When you critically succeed at a Recall Knowledge check, you can gain even more additional information or context than normal, at the GM's discretion.
Special: You can take this feat multiple times. Each time you do, it applies to a difference Science skill or Occult Lore.
Prerequisite: Investigate 3
Benefit: You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. If you do, you gain a +2 circumstance bonus to your Investiagte Check.
Prerequisite: Resolve 5
Benefit: Most people turn away at the sight of blood, rot, viscera or exotic biology. You, however, have seen enough that nothing turns your stomach. You do not need to make Composure, Stamina or Resolve checks to resist mundane sources of revulsion. This doesn't mean you're immune to fear, just that a disgusting or morbid sight isn't going to shake you.
Benefit: You gain +2 Wound Points.
Special: This feat can be taken multiple times.
Prerequisite: Animal Handling 1
Benefit: You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking.
Success The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Animal Handling check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.Failure The animal doesn’t learn the trick.Prerequisite: Composure 3, Investigate 3
Benefit: You can commit the events of a single scene or a day's worth of study perfectly, as long as you have a full round to concentrate. During this round you cannot engage in combat or any other stressful situation. During this round, you use a special technique to commit what you have learnt to memory (write a brief note about this memory on your character sheet). After this, during peaceful times, you no longer have to make an Intelligence check to remember the details about the event or a piece of knowledge.
Prerequisite: Int +2, Awareness 3, Disable Device 3
Benefit: You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a bonus equal to your Intelligence bonus on Awareness checks to locate traps and on Disable Device checks to disable traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can use Disable Device to disable advanced traps and magical wards.
Prerequisite: Alertness, Awareness 3
Benefit: You gan an additional +1 to Awareness checks. In addition, you gain a +2 bonus to Resolve checks against sleep and charm effects.
Prerequisite: Street Smarts 5
Benefit: While in urban environments, you can use the Survival skill to track (with a base DC of 15), sense direction, and navigate. You gain a +2 insight bonus to such checks.
In addition, if you spend 1d4 hours in a settlement, you can take 20 on Social Science checks to recall knowledge about that settlement.
Prerequisites: Computer Science 3
Benefit: Your dedication to videogames of all types has provided you an eclectic array of trivia and skills. Once per day, you can attempt a Computer Science check to identify a creature in place of using Life Science, Social Science or Occult Lore.
Prerequisite: Athletics 7
Benefit: You can use your momentum from a jump to propel yourself off a wall. If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump. Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action.
Prerequisite: Acrobatics 7, Athletics 7
Benefit: You have mastered quick wall-running techniques. As part of a regular move action, you are able to scale heights up to 15 feet without needing to make a Climb check.
Prerequisite: Medical Science 5
Benefit: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to one target for every 2 ranks in Medical Science you possess.
Prerequisite: Intimidation 3
Benefit: Who needs words when the roar of a gun is so much more succinct? You attempt to Demoralize a foe within 120 feet by firing your weapon into the air. This check doesn't take the –4 circumstance penalty if the target doesn't share a language with you.
Prerequisite: Athletics 9
Benefit: Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface. When you Run in a straight line, you can move any amount of the distance across a level body of water. If you don't end your Run on solid ground, you fall into the water.
Prerequisite: Disable Device 3
Benefit: If you trigger an explosive or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
Prerequisite: Investigate 9
Benefit: You can spend 10 minutes investigating a clue to narrow down some details. At the end of these 10 minutes, you can ask two questions of the GM which are related to that clue. The GM must answer truthfully with “yes” or “no,” though if the answer would be misleading or have no practical application to your investigation the GM can answer “immaterial.” You can't use Whodunnit? more than once for the same lead, even across different days.
Your questions must come from the following list, applying to either the creature or the clue you found:
Was the clue left by a [creature trait]? (Choose a creature trait such as humanoid, undead, or fey; this trait must be accurate as of the time the clue was left.)
Was this clue left within the last hour?
Was this clue left within the last day?
Was the creature that left the clue in a heightened emotional state when it left the clue?
Did the creature attempt to conceal this clue?
Prerequisite: Animal Handling 3
Benefit: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
Benefit: You gain a +3 bonus on Wealth checks.
Prerequisite: Movement 7, Survival 7
Benefit: You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect you.