The list below includes all Features that function independently and are not purely flavor based. That means Features that assume the creature has other Features, and do not function otherwise, are not included.
Similarly, Features that are highly focused on the flavor of the clan they come from are left out. This section can be used both as a general reference of current Features and to help inspire new clans.
Invulnerable (32 FP): [character name] is immune to Damage Conditions affecting the physical body.
Limited Immortality (10 FP): [character name] can restore themselves from anything short of total destruction. Unless their body is vaporized or similarly destroyed, they are immune to the Death Damage Condition.
For 10 additional FP, they are immune to Death, no matter what happens to their body. This is treated as an Immortality Feature.
Mind Over Mind (8 FP): [character name] can control other creatures like puppets. As three actions, they can touch a creature and make a Dominate Check (1d6 + Smart Ass) against the creature’s Emotional Armor (6 + Smart Ass).
If their Dominate Check is higher, the creature gains the Dominated Damage Condition for one hour per Smart Ass. A creature with the Dominated Damage Condition obeys any commands given by them, but is capable of working against them as long as it does not go against any command. Creatures immune to mental tampering cannot have the Dominated Damage Condition.
For 4 additional FP, the creature gains the Dominated Damage Condition for one full rest per Smart Ass.
Temporal Mobility (8 FP): As twelve actions, [character name] can move themselves and a maximum number of other creatures equal to their Smart Ass to any point in time. Whenever they go back in time, their actions can alter the future as normal.
However, anything that would affect their personal linear objective timeline will cause temporal dissidence.
This is because changes that effect their P.L.O.T. will directly alter their history, and therefore them.
Temporal dissidence is the strain on existence created by the circle of constant minute changes made by a time traveler effecting their own future and having those effects change by how it effects the past.
Due to this, if they do something that causes too much temporal dissidence, such as by greatly changing their own future, the changes too their P.L.O.T. become too extreme and cause a rapid energetic transitive chronological orientation normalization.
A R.E.T.C.O.N. causes their personal timeline to rewind until before they made the action that caused the R.E.T.C.O.N., therefore making it impossible for them to change their own P.L.O.T. to a noticeable extent.
Vitality (8 FP): As twelve actions, [character name] can remove all Damage Conditions only affecting their physical body.
For 4 additional FP, all Damage Conditions only affecting their physical body are removed after 24 seconds, even if no actions are taken.
Revivicist (6 FP): [character name] is skilled at bringing creatures halfway back to life. As twelve actions, they can remove the Death Damage Condition from a creature they are touching with the Death Damage Condition.
They can choose Features for the revivified creature to gain. However, the total FP cost of all Features gained must equal zero, and it always gains the Non-biological Feature.
For -2 additional FP, they cannot choose the Features the creature returns with. The reanimated creature gains the Non-biological and Unnatural Features and a Will Feature worth -4 FP that givens them control over it and enforces loyalty.
However, nothing prevents the creature from buying back the Will Feature with available FP, making it possible for creatures enslaved by this Feature to gain free will unexpectedly.
Revise Memory (6 FP): As twelve actions while touching an unconscious creature, [character name] can alter ten minutes per Smart Ass of the creature’s memories, adding, altering or removing them. Altering memories allows the targeted creatures memories to be observed, serving as a limited form of mind reading. Creatures immune to mental tampering or with minds that cannot be perceived cannot be affected by this Feature.
Non-biological (5 FP): [character name] does not need to eat or sleep, but can meditate for an hour to gain the effects of a full rest. They aren’t affected by toxins, pathogens or similar ailments. Likewise, they are immune to Features that would rely on biological reactions.
Bigger Ass (4 FP): One of [character name]’s Ability Scores increases by 1. This Feature can be taken repeatedly for different or the same Ability Score. This cannot raise an Ability Score over 12.
Fast Step (4 FP): [character name] can defy the physical limitations of movement, virtually teleporting over significant distances. As an action, they can move to any location they can see and physically fit within.
For 2 additional FP, they can teleport to any location they are reasonably aware of, such as locations they have already been or have had clearly explained to them.
Note: They can take with them any creature or object they are touching and could lift under their own power.
Flight (4 FP): [character name] can move in three dimensions, flying 10 feet faster than their ground speed.
Siphon (4 FP): When [character name] enters combat with a creature, they may remove Damage Conditions from themselves proportionate to the Damage Conditions they cause during the combat. The Damage Conditions removed or altered are at Game Master discretion.
Storage (4 FP): As an action, [character name] can store away any item they can easily carry on their own in a non-dimensional realm, allowing them to carry a potentially infinite amount of random junk. They must be touching the item.
This means that they cannot store an entire building, unless they are strong enough to carry the building, but they could pick up and store every individual brick that composed that building.
Unknown (4 FP): Memories, information or interest relating to [character name] or their nature falls out of mind once out of sight. This effect does not stop creatures from retaining working memory while interacting with them, but will stop creatures from noticing their presence without direct interaction or remembering it afterwards. Creatures with minds immune to mental tampering are not affected by this Feature.
For 4 additional FP, they can choose to apply this Feature selectively, it only effecting creatures they choose when they choose.
Heal (3 FP): As twelve actions while touching a creature, [character name] can remove one Damage Condition only affecting its physical body. They cannot remove Death.
For 5 additional FP, they can remove the Death Damage Condition.
Note: Using this Feature requires them to touch the target, so they must have some form of remains to target in order to return the dead. Since they must spend actions to use this Feature, they cannot normally use this Feature to return from the dead themselves.
Martial Artist (3 FP): [character name] increases the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased repeatedly, increasing the results by 1 each time.
Tough (3 FP): [character name] increases the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased repeatedly, increasing the results by 1 each time.
Bilocation (2 FP): As twelve actions, [character name] can create a second instance of themselves that is treated as a separate creature controlled by their mind and sharing their Features. All their instances have separate actions, but expend uses of limited use Features as a single creature. They can create as many instances as they wish.
For each instance they have beyond the first, their functional Kick Ass, Bad Ass and Smart Ass are reduced by 1. All factors dependent on their Ability Scores reduce accordingly.
As an action, they can touch an instance and reabsorb it, increasing their functional Kick Ass, Bad Ass and Smart Ass by 1. Instances are treated as no different from their original instance, meaning they can absorb instances from an instance other than the original, potentially resulting in a different instance becoming the single instance by absorbing the others.
If an instance gains the Death Damage Condition, it is not absorbed, and their functional Ability Scores do not increase. However, it can still be absorbed as normal if returned to life or by touching it while it is dead.
For 2 additional FP, they are treated as having one less instance when determining the reduction to their functional Kick Ass, Bad Ass and Smart Ass. This additional cost can be paid repeatedly, letting them qualify as having one less instance each time.
Contagion (2 FP): [character name] can give the Contagion Damage Condition during combat. This is only possible if their Combat Kick Ass is greater than the Combat Bad Ass of the target’s side and the conditions are appropriate.
A creature with the Contagion Damage Condition must make an Immune Check (1d12 + Bad Ass) every full rest. The DC is based on their Kick Ass (6 + Kick Ass). If the creature succeeds, it is unaffected.
If it fails, its functional Bad Ass is reduced by 1, until it loses Contagion. If it rolls 6 higher than needed to pass the Immune Check, it loses Contagion.
Any creature with Contagion whose functional Bad Ass reaches zero loses Contagion and gains the Death Damage Condition.
Death Magic (2 FP): Whenever [character name] gives a creature the Death Damage Condition, they gain a number of Death Points (DP) equal to the creature’s Smart Ass. They cannot have more than 10 per Smart Ass DP at a time.
They can spend DP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and DP cost. They pay the DP cost and make a Casting Check (1d12 + Smart Ass).
If the check succeeds, the feat happens. Even if it fails, they still lose the DP. This is treated as a Magic Feature.
Note: Yes, we know.
Erosvore (2 FP): When [character name] engages in a sexual act with another creature, they may remove one Damage Condition from themselves and give the creature the Drained Damage Condition.
Drained reduces functional Kick Ass and functional Bad Ass by 1, reducing all dependent factors accordingly. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
Extra Body (2 FP): [character name] has an additional body. This second body is treated as a separate creature controlled by their mind and sharing their Features. All their bodies have separate actions, but expend uses of limited use Features as a single creature. This Feature can be taken repeatedly, providing an additional body each time.
Invisibility (2 FP): As an action three times per full rest, [character name] can become invisible for 10 minutes per Smart Ass. Being invisible increases the results of Checks to remain unseen by 4d4.
For 2 additional FP, they can use this Feature on creatures they touch.
For 4 additional FP, this Feature can be used at-will.
Other Side (2 FP): [character name] can take one action per full rest while under the Death Damage Condition. The action can be used on anything they could do while alive. This Feature can be taken repeatedly, gaining another action per full rest each time.
Note: They are assumed to have sufficient cognizance and awareness of their environment to perform the action.
Preparation (2 FP): Choose an Ability Score when this Feature is taken. As twelve actions, [character name] can prepare to use that Ability Score. The first Check based on that Ability Score made within 10 minutes of preparing has its result increased by 1.
For 2 additional FP, the next Check based on the chosen Ability Score made after preparing is increased by 1 per 2 FP spent on this Feature.
Realm (2 FP): Through an hour of work, [character name] can turn a doorway into a permanent gateway to a realm within their soul. Matter can pass through such a gateway, but material originating from their realm dissipates outside. An avatar of them can be created within this realm.
Over a full rest, they can change any aspect of their realm to their will. If the frame of the doorway is destroyed, the gateway within it is destroyed. They cannot create a gateway wider than 6 ft. per Smart Ass.
For 1 additional FP, they can halve or double the rate of time within their realm relative to the realm they physically inhabit. This additional cost can be payed repeatedly, meaning that the possible degree of dilation doubles each time it is taken.
Sanctum (2 FP): [character name] creates a personal pocket realm of their design, accessible to them as a refuge from the world. The realm can be restructured over a full rest. However, it has a maximum radius of 10 feet per Smart Ass and any material created as part of the realm cannot be removed from it.
As twelve actions, they can transport themselves and any items or creatures they are carrying to the realm or from the realm to their previous location.
Objects originating from outside the realm can still be removed, even if altered within it. A creature capable of inter-realm travel can leave the realm or enter the realm if it has a way to locate the realm.
Shapeshifting (2 FP): As an action, [character name] can change into any form and appearance. They do not gain any Features or other mechanical changes.
For -1 additional FP, they can only take on the chosen shape, but do not esthetically change beyond their shape and cannot accurately mimic the appearance of other creatures.
Telekinesis (2 FP): [character name] can control objects with the force of their mind alone. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
For 2 additional FP, they can interact within 100 ft. per Smart Ass, rather than 10 ft.
Universal Language (2 FP): [character name] has the low grade ability to sense the meanings of other’s words and convey their own meanings. This doesn’t actually let them speak or know languages they have never learned.
Instead, when they hear the words of a creature, the meaning of the words bypasses the physical words and goes directly from the creature’s language center to their language center. Likewise, their words are directly conveyed to any creature hearing them.
This lets them understand, and be understood by, any creature with a concept of language. Since the meaning goes directly to the mind, idioms and grammar are reflexively translated. They cannot use this to understand recorded language, such as written language or audio recordings.
For 1 additional FP, they can understand any form of language, even recorded language.
Unliving (2 FP): [character name]’s body requires food, water, air and sleep to function, but does not require them to live. When they would die from the absence of one of these resources, they instead fall unconscious until the missing resource is present in their environment.
In addition, if they would die from a toxin, pathogen or similar ailment, they instead fall unconscious for a full rest. After this full rest, they awake completely cured of the ailment effecting them. Likewise, taking a full rest while effected by such an ailment, whether life threatening or not, will cure them of the ailment after the full rest.
Unreadable Mind (2 FP): The thoughts, memories or emotions of [character name] cannot be perceived by other creatures. Their mind is treated as non-existent for the purposes of mind reading effects.
Untouchable Mind (2 FP): [character name] cannot have Damage Conditions affecting their mind. They are immune to mental tampering.
Disease Immunity (1 FP): [character name] cannot have Damage Conditions caused by pathogens, being incapable of contracting diseases.
Divine (1 FP): When [character name] wants to gain unknown knowledge, they can make a Diviner Check (1d12 + Smart Ass) to rip the answer from the fabric of reality. The DC for any specific knowledge is set by the Game Master, but should correlate to how well known the knowledge is and the FP cost of this Feature.
For 2 additional FP, they add 1d4 to the result of Diviner Checks. This cost can be paid repeatedly, another 1d4 being added each time.
Essence Sight (1 FP): [character name] may make Sight Checks (1d12 + Smart Ass) to attempt to see non-physical aspects of reality.
For 1 additional FP, the results of their Sight Checks are increased by 1. This extra cost can be paid repeatedly, increasing Sight Checks by 1 each time.
Fast (1 FP): The Speed of [character name] is increased by 10 ft. This Feature can be taken repeatedly, increasing their Speed by 10 ft. each time.
Flesh Sculptor (1 FP): As three actions while touching a creature, [character name] can alter a creatures physical form as they wish. They can change the creature’s Height, Weight, anatomy and biological processes appropriately. This does not provide Features or mechanical changes, unless the Game Master rules that the addition or removal of a zero FP Feature is appropriate.
Hive Mind (1 FP): [character name] can spend an hour touching a willing creature to make a mental link between them and it. The link allows both of them to communicate telepathically over any distance.
As an action, either them or the creature can break this link. Any creature they have a link with can communicate with any other creature they have a link with, but a creature can only break its own link, not the links of others. If they die, all the links stop functioning, but are reestablished if they return to life.
Minor Magic (1 FP): [character name] has a number of Mana Points (MP) equal to their Smart Ass. This MP renews after a full rest. They can spend MP to perform impossible feats.
To do so, they define what they want to happen. The Game Master determines the DC and MP cost. They pay the MP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the MP. This is treated as a Magic Feature.
For 5 additional FP, they can make Casting Checks without needing to spend MP. This removes their MP pool entirely.
For 3 additional FP, the results of their Casting Checks are increased by 1. This additional cost can be taken multiple times, increasing the result by 1 again each time.
For 1 additional FP, the results of Casting Checks to achieve a specific variety of effects are increased by 1. An example of such a variety of effects would be healing and flesh shaping, scrying on events or magic object creation. This additional cost can be taken multiple times, increasing the result by 1 again each time.
Normalcy (1 FP): [character name] has a low grade distorting effect on the minds of those around them, obfuscating anything suspicious about them.
Wherever they go, creatures will automatically assume that they belong there, without considering the implications of their presence. A creature will not question their presence on its own, but can still question if others do.
Likewise, any creature will ignore behavior or events relating to them that should cause concern, unless those events actively effect or threaten the creature. This Feature only works on events that are strange, not those truly suspicious in a manner the creature can understand. Creatures with minds immune to outside tampering are not effected by this Feature.
Old One (1 FP): If [character name] gains the Death Damage Condition, but their body remains completely in tact, they lose all Damage Conditions after a single year. If they gain the Death Damage Condition, and a vital organ was destroyed or removed, they lose all Damage Conditions after a decade. If they gain the Death Damage Condition, and only a small part of their body remains, they lose all Damage Conditions after a century. If they gain the Death Damage Condition, and nothing distinguishable as remains is left, they lose all Damage Conditions after an eon.
At Game Master discretion, outside forces may attempt to accelerate this process by repairing their body or providing their soul a more intact one. Likewise, damage to their body after death or removal of their soul from their flesh may extend the time required, although they will return after an eon regardless. This is treated as an Immortality Feature.
For 3 additional FP, the time required for them to lose all Damage Conditions is divided by 12.
For another 16 additional FP, they will lose all Damage Conditions after an hour, regardless of the degree of damage.
Note: An eon is roughly a billion years.
Patron (1 FP): [character name] can imbue a sliver of themselves into lesser beings. This allows them to make Chosen Ones to enforce their will. A preexisting creature that pledges its will to them can be made into a Chosen One. They gain all knowledge known by such a creature, and an insight into its identity, at the time of its pledge.
If they choose, the creature becomes a Chosen One and gains a Divine Will Feature dictated by them and Champion Features of their choice. However, the creature must have sufficient FP.
For 1 additional FP, they can make Casting Checks from any location one of their Chosen Ones inhabits, as if they were standing where the Chosen One is standing.
For 2 additional FP, they can see into the minds of their Chosen Ones, being aware of their thoughts and all their senses.
Perfect Memory (1 FP): [character name] is physically incapable of forgetting knowledge once it is learned. Any sensory input that has ever entered their mind is perfectly recorded and can be retrieved and experienced at any time as it was when first received. This makes it impossible for them to forget or lose quality from any experience.
As an action, they can go back to any point in their limitless memory and study the sensory input from that point. While doing this, they can make Checks to study their senses at the time as they would if present at that time and place. This might let them spot details they missed the first time or process information they weren’t paying attention to at the time.
Likewise, they never need to make Checks to remember past events, regardless of possible distractions.
Recuperate (1 FP): While healing damage takes most people weeks or months, [character name] can heal quickly and easily. After a full rest, they can remove one Damage Condition only affecting the physical body, not including Death. Whether a given Damage Condition can be removed or altered is at Game Master discretion.
See Darkness (1 FP): At-will while touching a creature, [character name] can provide it the ability to see in any level of darkness as if it were fully illuminated. Each creature effected retains this ability until it finishes a full rest.
Skilled (1 FP): [character name] is good at a particular skillset. When they make a Check to do something related to that skillset, they can add 1d4 to the result.
This Feature can be taken for multiple skills, at the same cost each time. It can also be taken repeatedly for the same skill, adding another 1d4 to that skill’s Checks. If taken for the same skill, the cost of taking it again is 1 higher each time.
For example, if they take this Feature once for Checks to observe their surroundings and once for Checks to persuade other creatures, each would cost 1 FP, for a total of 2 FP. However, if they take it twice for observing their surroundings, gaining 2d4 to such Checks, it would cost 1 FP the first time and 2 FP the second time, for a total cost of 3 FP.
Soul Sculptor (1 FP; Varies): Any amount of FP can be spent on this Feature. As twelve actions while touching a creature, [character name] can give any arrangement of Features to the creature.
The total FP cost of all Features given to a creature must be equal to or less than the total FP used to buy this Feature minus one. The creature must have sufficient FP available to gain the Features.
Blighted Blood (0 FP): When [character name]’s blood is ingested by (or similarly enters the body of) a creature, that creature gains the Corrupted Damage Condition. Over the next 12 hours, the creature will lose all Damage Conditions only affecting the physical body.
Corrupted remains for one day per their Smart Ass. A creature with Corrupted cannot benefit from this Feature’s healing effect a second time.
If a creature with the Corrupted Damage Condition gains the Death Damage Condition, it loses the Death Damage Condition 1d6 hours later and gains a specific set of Features that have a total FP cost of zero, which is chosen when this Feature is taken. A creature returned to life by this Feature cannot be affected by it again. They cannot benefit from this Feature.
Blight (0 FP): When [character name] gives a creature the Death Damage Condition, the creature loses the Death Damage Condition 3 days later and gains a specific set of Features that have a total FP cost of zero.
Nascent Immortality (0 FP): [character name] has undergone all but the final stage of an eternal apotheosis, death. Upon dying, they gain an Immortality Feature and combination of other Features chosen when this Feature is taken.
The total FP cost of all Features gained must equal zero. This is treated as an Immortality Feature.
Packed Magic (0 FP): [character name] can bargain directly with a powerful and distant entity or entities. It cannot or will not aid without a fair trade.
As twelve actions, they can contact and trade with the entity. It may cause any effect on their behalf (similar to a Magic Feature). They must offer something the entity considers of equal value to the effect of its intervention.
They can only trade things they rightfully possess. For example, they could trade an item they own, use of a limb or the life of another creature who knowingly offered its life to them. The value and ownership of anything traded is at Game Master discretion.
For 1 additional FP, they have a better relationship with the entity. Any trade made with it is proportionally cheaper, less being offered and more being given. The difference should be proportional to the FP cost of this Feature. This additional cost can be paid repeatedly, trades becoming cheaper every time.
For 2 additional FP, trades can be negotiated and made within one action, rather than twelve actions.
Timeless (0 FP): [character name] does not age no matter how much time passes.