Universal Features are skills anyone can develop through training, regardless of clan.
Common Features are those that any given individual should have at least one of. Uncommon Features are only found in those with a meaningful amount of training. Rare Features only occur in those with extensive training or talent, making those who developed them exceptional.
Common Features
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.
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.
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.
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.
Skilled (1 FP): [character name] is good at a particular skillset. When they make a roll 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.
Vice (-1 FP): Any Check made to play on a particular weakness in [character name]’s psyche has its result increased by 1d4. The weakness is chosen when this Feature is taken.
Uncommon Features
Magic (6 FP): [character name] has learned the language of mana, allowing them to perform magic. They define what they want to happen and how long it will take to make it happen. The Game Master determines the DC, which they must beat with a Casting Check (1d12 + Smart Ass). The DC can be lowered by increasing the casting time or reducing the power of the effect.
Preparation (2 FP): Choose an Ability Score. 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.
Arcane Specialization (1 FP): The result of Casting Checks to achieve a specific variety of effects is 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 Feature can be taken multiple times, its effects stacking upon themselves.
Byslexia (-1 FP): [character name] has trouble reading. After reading more than 100 per Smart Ass words in one sitting, they must take a turn doing nothing but recuperating. Attempts to impress people in a way that requires reading are rolled twice, and they use the lower roll.
For -1 additional FP, they cannot read at all.
Rare Features
Necromancy (6 FP): [character name] is skilled at bringing creatures half way back to life. As twelve actions, they can touch a corpse and return it to life.
They can choose Features for the returned 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 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.
Magical Talent (3 FP): The result of Casting Checks is increased by 1. This Feature can be taken multiple times, its effects stacking upon themselves.
Arch Mage (1 FP): When [character name] makes a Casting Check, another creature within 10 ft. per Smart Ass can make a Casting Check to increase their Casting Check. For every 6 of its Check, including increases from Magical Talent or Arcane Specialization, the result of their Casting Check is increased by 1.
The creature must use the same number of actions to perform its Casting Check as them, and any number of creatures can aid a single Casting Check. The effects stack.
For 2 additional FP, aiding creatures increase the Casting Check by 1 for every 2 of the creature’s Casting Check.
For another 3 additional FP, aiding creatures increase the Casting Check by the results of their own Checks.
Mana Sight (1 FP): [character name] may make a Sight Check (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.
Note: When making Casting Checks to see non-physical aspects of reality, they can increase the result by the number of FP spent on this Feature.
Slow (-1 FP): [character name] moves at a Speed of 1 ft.
Fragile (-3 FP): [character name] reduces the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Inept Combatant (-3 FP): [character name] reduces the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Mute (-3 FP): [character name] has no way to communicate with other creatures.
Phobia (-4 FP): A specific situation adversely affects [character name]. For example, dark or inclosed spaces or the sight of spiders, flames or cucumbers.
When exposed to this specific situation, they have 3d6 actions to escape the situation or gain the Unconscious Damage Condition. The situation must affect an environment (such as placing cucumbers around the room).
The Game Master is encouraged to adjust the cost of this Feature based on the difficulty of using the phobia against them. This Feature can be taken repeatedly for different phobias.
For 2 additional FP, the situation requires something very direct to them (such as a needle piercing their skin).
Smaller Ass (-4 FP): One of [character name]’s Ability Scores is reduced by 1. This Feature can be taken repeatedly for the same or another Ability Score. This cannot reduce an Ability Score below 1.
Sympathetic (-4 FP): [character name] is incapable of willingly giving another creature the Death Damage Condition, unless it is specifically for a goal other than the full death of the target.
For example, they couldn’t kill a creature by cutting its throat, but they could if the knife was enchanted to trap the creature’s soul so it could be transferred to a new body that lacked some debilitating disease the previous body possessed.
World Rules
Soul Rules
Each month a creature has the Death Damage Condition, it must make a Bad Ass Check (1d12 + Bad Ass) against the number of months they have remained an untethered soul.
If they fail, they dissipate and are cast into the Beyond before reforming in the Bleak with all base Features of the Shade clan. They can no longer be returned to life by means that require the soul.