Feats

None of the Feats in this section may be taken during character generation unless you took the Veteran Trait.


SKILL MASTERY FEATS 

Mastery (Feat, Requires any Skill at Rank 5+) You get a reroll when testing your Mastered skill. Each character may only be a Master of a single Skill. Record this with the skill name like this - Mastery (Lore).

Athlete (Feat, Requires any 3 of the following: Climbing, Jumping, Riding, Running, Strength, Swimming). You may treat any Partial Success with any Athletics test as a Success.

Charismatic (Feat, Requires any 3 of the following: Barter, Deceive, Intimidate, Lead, Perform, Persuade, Teach). You may treat any Partial Success with any Influence test as a Success.

Observant (Feat, Requires any 3 of the following: Awareness, Insight, Notice, Search, Sense, Wake). You may treat any Partial Success with any Perception test as a Success.

Scholar (Feat, Requires any 3 of the following: Appraisal, Arcana, History, Legends, Religion, Strategy, Streetwise). You may treat any Partial Success with any Lore test as a Success.

Ranger (Feat, Requires any 3 of the following: Beastmastery, Cartography, Guide, Nature, Scout, Survival, Tracking). You may treat any Partial Success with any Pathfinder test as a Success.

Rogue (Feat, Requires any 3 of the following: Conceal, Skulk, Sleight, Sneak). You may treat any Partial Success with any Stealth test as a Success.



COMBAT FEATS

Archer (Feat, Combat 3, Aim) You specialize with the bow. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Axe Fighter, Knife Fighter and Swordfighter). Archer gives you a re-roll when making an attack test with a bow (unless you are wearing heavy armor).

Avoid (Feat, Combat 3, Dodge & Evasion or Swashbuckler) When fighting wearing light (or no) armor you may spend 1 Advantage Chit to avoid taking any damage from an attack but will lose your next turn. This may be done at any point in the resolution process including immediately before taking damage. This option isn’t available if you have already lost your next turn and the loss is still pending.

Axefighter (Feat, Combat 3, Fighter, Smash and either Dwarven or Combat 5) You specialize with the axe. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Archer, Knife Fighter and Swordfighter). Axefighter gives you a re-roll when making an attack roll with an axe of any kind (one or two handed). It also allows you to use Smash with a one handed Axe (on an Exceptional Success, spend an Advantage Chit to inflict +1 damage).

Bash (Feat, Combat 3, Brawling) Your fighting style may now incorporate weapons and brawling moves such as a sudden jab or head butt. Once per battle, if one of the dice rolled for your combat test scores two points higher than the target’s defense, add 1 damage.

Block (Feat, Agility 1, Combat 2) This Feat allows you to use your off hand weapon as a shield. It has no effect other than you can use any of the shield Feats with it.

Blocker (Feat, Combat 3, Shield) Normally, to make a Ranged Attack another character must volunteer to act as a Blocker for you by committing to make a melee attack as their next action. A character with the Blocker Feat can act as a Blocker without having to make that commitment.

Brace (Feat, Combat 3, Knife Fighter, Slight) Once per combat, when an Edge card is drawn, instead of adding a chit you may throw several daggers at the target of your choice (unless you are wearing heavy armor). This is resolved as a standard combat test (in this case the daggers thrown count as a single attack).

Brawler (Feat, Combat 3, Brawling, Strength) Your unarmed attacks inflict damage the same way attacks with weapons do.

Charge (Feat, Combat 2, Athlete) The first time your card comes up in each combat, if you are not already in combat, you may choose to charge into combat against the opponent of your choice. If you are wearing heavy armor and you inflict at least 1 damage, you inflict an extra point.

Cleave (Feat, Athletics 2, Combat 4) Once per battle, after resolving a melee attack with a two handed weapon against an enemy force that consists of more than one individual, you may spend 2 Advantage Chits to make another attack with the same weapon. This is technically against a different individual but since the system treats a group as one opponent, you just attack again. No Feats affect this second attack.

Clobber (Feat, Combat 3, Strength) Once per battle when wielding a large two handed club you may make a Clobbering attack by making a Combat Test with a -1 to each die but if you score an Exceptional Success, your opponent loses their next turn. This doesn’t affect automatons or the undead.

Coordinate (Feat, Combat 3, Lead, Strategy) If you are fighting alongside companions who are willing to follow your lead, you begin each combat with 2 Advantage Chits in the Reserve. Only 1 person can lead.

Crit (Feat, Combat 5) When you score an Exceptional Success with with any weapon (melee or ranged), you may spend 3 Advantage chits to inflict +2 damage. This may be combined with other Feats that increase damage.

Delay (Feat, Combat 2, Strategy) When an opponent’s card comes up you may move it to the bottom of the deck for 2 Advantage Chits.

Delegate (Feat, Combat 2, Lead) When your turn comes up, for 1 Advantage Chit you may delgate it to the companion of your choice who must immediately take action as though their card had been drawn.

Disarming Strike (Feat, Agility 3, Combat 4) Once per battle, when you are attacking an opponent (or opponents) who armed with a weapon that could be dropped and you are armed with a one handed sword or whip you may attempt a Disarming Strike which can’t inflict more than 1 damage but if you scored with 2 or more dice, your opponent loses their next attack.

Distract (Feat, Combat 2, Athlete) When your are able to use the movement part of your turn to run wildly around the battlefield, you may add 1 Advantage Chit to the Resource Pool (unless you are wearing heavy armor). You can do this and still take an Action.

Dodge (Feat, Combat 3, Evasion) If you are wearing Light (or no) armor, when an attack is announced against you, you may spend 2 Advantage Chits to force the attacker to choose another target (this only works if there is another target available).

Durable (Feat, Combat 3, Endurance 3) When wearing heavy armor you may automatically succeed when defending against a melee or ranged attack if the Combat test has a Difficulty of less than 9 (reducing the damage by 2). This does not help against magic attacks.

Edge (Feat, Combat 1) When one of your player cards is chosen you can treat it as though an Edge card was drawn instead (add 1 Advantage Chit to the pool unless someone uses a Feat to exploit the opportunity to do something else). This is a great option for noncombat characters who want a way to contribute more to battles.

Feint (Feat, Combat 3 and either Knife Fighter or Swordfighter) When you hit with your dagger or one handed sword and would normally inflict 2 or more damage you may use this Feat to reduce your damage by 1 and add 2 Advantage Chits to your Reserve.

Fighting Style (Feat, Combat 3, Blade) You have trained in one of four fighting styles used by classic blade masters - Aru, Beya, Ciht and Dal. You may take this Feat more than once to learn more one style, but no more than 1 style for every 2 full Combat Skill Ranks (so 1 at 2, 2 at 4, 3 at 6 and all 4 at Skill Rank 8). When fighting a single opponent armed with a one handed sword you gain a temporary Advantage Point that only you can use every turn for every Style you know. If you are walking this path, you may need to find a mentor to teach you each of the styles.

First Shot (Feat, Combat 3, Archer) At the start of any combat you may make an attack with a bow before any cards are drawn (unless you are wearing heavy armor).

First Strike (Feat, Combat 3 and either Knife Fighter or Swordfighter) At the start of any combat you may make an attack with a dagger or one handed sword before any cards are drawn (unless you are wearing heavy armor).

Flail (Feat, Combat 4, Toughness) When you attack with a Flail against an opponent who has a shield equipped you add +1 to all three of your dice and if you hit, you score +1 damage.

Flourish (Combat 3, Perform or Swashbuckler) Once per battle, when you inflict at least 1 damage with a melee attack you may also add 2 Advantage Chits to your Reserve.

Flurry (Feat, Combat 4, Toughness) After resolving a melee combat attack with a one handed weapon (regardless of outcome) you may spend 2 Advantage Chits to attack the same target again with the same weapon (unless you are wearing heavy armor). No Feats affect this second attack but you may still re-roll a die that is equal to or less than your Combat Skill Rank.

Gladiator (Feat, Combat 3, Perform) You get 2 experience points the first time you participate in Arena Combat and 1 more point for the next 2 times (for a maximum bonus of 4 exp).

Hard (Feat, Toughness, Combat 3, Endurance 2, Resolve 2) While wearing no armor (carrying a shield is fine) you may spend 1 Advantage Chit to reduce the damage caused by any melee attack against you by 1. This may be coupled with the effects of the Evasion Feat.

Hearty (Feat, Endurance 3, Athlete) You may take an additional wound which is represented by adding a red bead to your badge.

Hunter (Feat, Combat 4, Nature, Scout) If you are using a bow, crossbow or spear to attack a natural (or giant) beast (but not a monster like an Owlbear) and you inflict at least 1 damage you may spend 1 Advantage Chit to inflict an extra point of damage (unless you are wearing heavy armor).

Inspirational (Feat, Inspire) In battle, when you draw an Edge card, instead of taking an Advantage Chit, you may Inspire one willing character who can hear you. On their next action, the Inspired character may change the result of a single die to either a 1 or a 6. This may be done before or after any reroll and does not count as a reroll.

Inspire (Feat, Lead or Perform) In battle you may use an Action to Inspire a willing target who can hear you. On their next action, the Inspired character may change the result of a single die to either a 1 or a 6. This may be done before or after any reroll and does not count as a reroll.

Instinct (Feat, Combat 2, Observant) When making the first roll to resolve a combat test, if any dice come up “3” one of them scores regardless of the difficulty.

Intercept (Feat, Combat 4, Running) Once per combat, when an opponent action card is drawn and the moderator declares an attack against anyone but you, you may spend 2 Advantage Chits to charge the opponent who will be attacking, attacking them in melee combat first. Once your attack is resolved, if they are still standing, they may still attack and have the option to change their target to you.

Interpose (Feat, Combat 3) When an attack is announced against another member of your party, you may spend 2 Advantage Chits to make yourself the target instead.

Jab (Feat, Combat 4, Brawling) When fighting with a weapon in one hand and nothing in the other (no shield) when an Edge card comes up, instead of taking an Advantage Chit, you may make an unarmed attack. Remember, unarmed attacks can only do 1 point of damage unless that limitation is improved or removed by Feats such as Brawling and Brawler.

Kabong (Feat, Agility 1, Combat 2) Once per battle you may attack with a lute (or other instrument) you are carrying. You resolve this as a Combat test with only 2 dice. If both dice score, in addition to inflicting 2 damage, when the next Encounter Card is drawn you may choose to move it to the bottom of the draw deck and use the next card instead.

Knife Fighter (Feat, Combat 3, Evasion) You specialize with the dagger. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats (which include Archer, Axe Fighter and Swordfighter). Knife Fighter gives you a re-roll when making an attack roll with the dagger (unless you are wearing heavy armor).

Lash (Feat, Agility 2, Combat 3) When armed with a whip in either main or off hand you may make a Lash attack on your turn which can’t inflict more than 2 damage (by any means) but if you scored with two or more dice, you also add an Advantage Chit to the Reserve.

Master Strategist (Feat, Combat 3, Coordinate) You begin each combat with 4 Advantage Chits in the Reserve (instead of the usual 2 for Coordinate). In addition, each Edge card that would normally add 1 Advantage Chit adds 2 instead.

Opportunity Attack (Feat, Combat 4) Once per combat, when an Edge card is drawn instead of adding a chit to the Reserve you may take action as though it was your card that had been drawn.

Prioritize (Feat, Combat 2, Coordinate) Once per combat, when a player card is drawn you may move it to the bottom of the deck and then keep pulling cards until another card player card comes up. When you do this anything you pull that isn’t a player card is returned to the bottom of the deck. If the next player card that comes up is the same as the one you ditched you still have to play it.

Protect (Feat, Combat 4, Shield) When nearby member of your party takes 2 or more damage from any attack and you are carrying a readied shield you may reduce the damage by 1. The first time you do this it costs 1 Advantage Chit. The cost increased by 1 each time (2 chits the second time, 3 the third and so on).

Pummel (Feat, Combat 3, Brawling, Strength) Once per battle you may unleash a flurry of unarmed blows on you opponent. Make a Combat Test using only 2 dice. Each die that succeeds scores 2 damage.

Quickshot (Feat, Combat 3, Aim) Normally, to make a Ranged Attack another character must volunteer to act as a Blocker for you by committing to make a melee attack as their next action. With Quickshot you don’t have to have a blocker to make a ranged attack (but not in heavy armor).

Rage (Feat, Combat 2, Endurance 2, Resolve 2) Once per battle, when you take damage from a close combat attack, you may choose to become Enraged. While Enraged, you add 1 to all of the dice you roll when you make an attack test in melee combat and subtract 1 from all of the dice you roll when defending from a melee attack. Being Enraged lasts until the end of the battle but you can end it early at the start of one of your turns.

Rally (Feat, Combat 3, Toughness) When an Edge card is drawn instead of adding a chit to the Reserve you may spend up to 3 chits to heal up to 3 wounds (each chit heals a wound).

Raw (Feat, Combat 3, Endurance 3, Resolve 3, Hard, Rage) While wearing no armor (carrying a shield is fine) and Enraged you may reduce the damage caused by any melee attack against you by 1. If you are *not* Enraged, you may choose to immediately become Enraged by an attack (assuming you haven’t been Enraged already this battle) so you can use this Feat against it. This stacks with Evasion but doesn’t stack with “Hard”.

Reach (Feat, Combat 2) When attacking a flying enemy that can be hit by a melee attack with a spear, you get an extra reroll.

Ready (Feat, Agility 3, Combat 3) If you are wearing light (or no) armor you begin each battle with 2 Advantage Chits. They do not go into the Reserve. They are yours alone to use - like a private reserve.

Riposte (Feat, Agility 3. Combat 4) After you are attacked by an opponent with a melee weapon you may spend 3 Advantage Chits to make an immediate counterattack with a one handed sword. This attack can be affected by Feats like any other.

Second Wind (Feat, Combat 2, Endurance 2, Resolve 2) Once per battle, instead of taking a turn you may heal 2 Wounds.

Shield Bash (Feat, Combat 4, Shield) Once per combat, when making a melee attack with a weapon in one hand and a shield in the other, if two or more of the dice rolled for your combat test score two points higher than the target’s defense, add 1 damage. If you also have the Bash Feat, you may use both at once, scoring a total of two additional points of damage.

Shield Block (Feat, Combat 3, Shield) Once per battle, after using the Shield Feat to make a defense test without rolling, you may increase the effect from lowering the incoming damage by 2 points to 4 but you lose the use of your shield for the rest of the battle. This effects of this Feat cannot be combined with any others.

Shield Rush (Feat, Athletics 2, Combat 3, Shield) Once per battle, if you have a shield on your turn you may choose to make a Shield Rush attack. Resolve with a Combat test. If you inflict at least 1 damage you get a +1 damage bonus but if none of your dice score, you lose your next turn. This cannot be combined with any other Feat.

Skirmisher (Feat, Combat 4, Maneuver) Once per battle, while wearing Medium Armor, when your turn comes up you may spend 2 Advantage chits to take two turns in a row. When you do this, discard the next turn that comes up (you have already used it).

Smash (Feat, Combat 3, Strength) When attacking with a large two handed melee weapon such as a Greataxe, Greatsword or Great Club and you score an Exceptional Success, you may spend an Advantage Chit to inflict an extra point of damage (inflicting 4 points total).

Smite (Feat, Combat 4, Resolve 4, Faith or Pure) When you make a melee attack against an undead or demonic opponent that scores at least 1 damage, you may spend 1 Advantage Chit to add 1 damage to the result.

Sneak Attack (Feat, Combat 3, Knife Fighter, Skulk) If you attack by surprise with a dagger, you get an extra re-roll and if you hit, you score an extra point of damage. That can be hard to manage once battle is engaged. If it is the first attack of a battle (by anyone) and you have the Crit Feat you may use it without spending Advantage Chits if you hit (for +3 damage total).

Support (Feat, Combat 1) When one of your player cards is chosen you may choose another character to support. The next time their card comes up, if they test they get a +1 to all 3 dice (a character can only be supported once - multiple Support effects do not stack). This is another option for noncombat characters who want a way to contribute more to battles.

Sureshot (Feat, Combat 5, Aim, Archer, Target) Once per battle you may automatically score an Exceptional Success with your bow or crossbow (unless you are wearing heavy armor). This may be combined with First Shot (to attack at the as the battle begins before any cards are drawn) but may not be combined with any other Feat.

Swordfighter (Feat, Combat 3, Blade or Fighter) You specialize with the sword. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Archer, Axe Fighter and Knife Fighter). Swordfighter gives you a re-roll when making an attack roll with a one handed sword (whether or not something is in the other hand).

Tank (Feat, Combat 5, Durable, Unyielding) While wearing heavy armor, you may reduce the damage caused by a melee or ranged attack that inflicts 4 or more damage by 1. This is always the first consideration before any other Feats or the defense test. This does not help against magic attacks.

Target (Feat, Combat 4, Archer) When you inflict damage with a bow, you may spend 2 Advantage chits to inflict +1 damage (unless you are wearing heavy armor).

Taunt (Feat, Combat 3, Intimidate) You may use an action and spend 1 Advantage Chit to Taunt an opponent, making you their target of choice for the rest of the combat or until one of you goes down. If for some reason they can’t see or reach you the effect ends and they may attack someone else.

Trick Shot (Feat, Combat 3, Archer) When you hit with your bow and would normally inflict 2 or more damage you may use this Feat to reduce your damage by 1 and add 2 Advantage Chits to your Reserve (unless you are wearing heavy armor).

Unyielding (Feat, Combat 3, Resolve 3) When wearing heavy armor you may reduce the damage of a melee or ranged attack by 1. The first time you do this, you must spend 1 Advantage Chit. The second time you have spend 2 chits and so forth. This is done after the defense test is made and taken into consideration and may be combined with other Feats. This does not help against magic attacks.

Vital (Feat, Toughness) When making a Death Save, the first time your character suffers a Mortal Wound you may re-test. If you lose again, the result stands and your character has a Mortal Wound.

Wallop (Feat, Combat 3, Strength) When attacking with a large two handed club you may make a Bash attack by making a Combat Test with a -1 to each die but if you score an Exceptional Success, you deal an extra point of damage (inflicting 4 points total). If you also have the Smash Feat you may also spend an Advantage Chit to inflict an extra point of damage (raising the total damage inflicted to 5 points).

Whiplash (Feat, Combat 3, Lash) You specialize with the whip. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats. Whiplash gives you a re-roll when making an attack roll with the whip (unless you are wearing heavy armor).

Wrist Crossbow (Feat, Agility 4, Combat 3, Build) Once per battle, when an Edge card is drawn, instead of taking an Advantage Chit, you can make a wrist crossbow attack by taking a Combat test with a +1 to all three dice but that can’t inflict more than 2 damage and can’t be affected by other Feats.

COMMERCE FEATS

Busk (Feat, Perform) If you perform in the tavern (in the main room of the live action space) for at least 5 minutes the Innkeeper will “tip” you 1 gold. You may do this up to 3 times per session. Charismatic raises the tip to 2 gold per performance.

Gambler (Feat, Appraisal or Deceive) If you participate in gambling games with the Dealer (in the main room of the live action space) for at least 15 minutes you will earn 1 gold (if you have both Appraisal and Deceive you earn 3 gold instead). You may do this up to 3 times per session.

Greyhawk (Feat, Appraisal, Search) Once per Expedition after defeating enemies that had gear you could sell, you may collect 4 gold. 

Merchant (Feat, Appraisal, Barter) Add +8 gold to your starting funds.

Fence (Feat, Merchant, Streetwise) You are involved (or get involved) in the black market wherever you go. Add +10 gold to your starting funds.

Shop (Feat, Merchant, Profession) You have a shop where you ply your trade with your Profession. It has to be something for which a shop would bring you more business. Gives you 6x the income from your Profession (so +6gd for having Profession instead of the usual +1, +12gd if you also have a qualifying feat to exploit). If you also have the Trade Guild Feat, these adds are doubled (+12 or +24).

Trader (Feat, Merchant) You may buy up to 3 “Investments” for 20 gold each that can be checked out out after a session. These Investments can be exchanged for 25 gold each during check in. 

Trade Guild (Feat, Eler, Merchant) Your guild involvement doubles the amount Merchant adds to your starting purse (to +16 gold, +32 if you are a Master Merchant) but the Guild will sometimes make demands.

Thieves Guild (Feat, Daggervile, Fence) Your guild involvement doubles the amount Fence adds to your starting purse (to +30 gold) but the Guild will sometimes make (occasionally unsavory) demands.



LANGUAGE FEATS

Daggervile (Feat, Linguist 2, Streetwise) An argot used by rogues. Sometimes known as “thieves cant”.

Double Speak (Feat, Daggervile, Stealth 2) You may say two things at once in such a way that only those within a few feet will understand the simple statement that is your actual message. Anyone farther away will hear pointless blather. On Expedition just tell the moderator when you are doing this. In the Live Action space use a written note to express the hidden message.

Eler (Feat, Linguist 2, Merchant) An argot used by merchants. The written form incorporates a kind of shorthand that allows records to be kept quickly and efficiently.

Lip Reading (Feat, Linguist 2, Perception 2) You may make a Perception test to attempt to read the lips of anyone speaking Common or any language you have taken a Feat to become fluent in. The difficulty will be determined by how far away the person speaking is and how clearly you can see their face.

Runelore (Feat, Linguist 3, Arcana or Dungeoneer) You may automatically succeed in any Arcana or Linguist test with a Difficulty of less than 10 to translate magical runes.

Ulde (Feat, Linguist 3, History) You have learned to read and write Ulde, an antiquated form of common. This never requires a test. There is a spoken form which you know but it is seldom used.

RANGER FEATS

Fellmonger (Feat, Pathfinder 3) At the end of an Expedition on which you have killed at least one larger than man sized beast, or several smaller ones, you will have been able to gather skins and furs with a value equal to your Pathfinder Skill Rank (so if you have Pathfinder 3, you gather 3 gold worth of material). 

Harvest (Feat, Survival) At the end of an Expedition on which you have killed at least one larger than man sized monster or beast, you will be able to gather one “Bundle of Bones” (this requires about an hour). Also allows you to collect one “Vial of Potent Blood” per Expedition from the corpse of a monstrous beast such as a Griffon. These creatures are usually found by going on a Expedition to specifically to find them (such by using the Hunting Lodge card in the Core Arcanum when it is available). These materials are used by Enchanters. Bones and blood can be collected from the same creature and if more than one party member has this feat there is enough for all to have it to collect. 

Herbalist (Feat, Nature) At the end of an Expedition on which you have spent at least an hour in the outdoors in or near the wilds, you will be able to gather one “Bundle of Herbs”. You can also collect a “Vial of Extracted Essence” at the end of an Expedition specifically undertaken to find Rare Herbs when you have spent at least two hours searching in an area where they can be found (such as in the Verdant Fields card in the Core Arcanum when it is available). These materials are used by Alchemists. If more than one party member has this feat there is enough for all to have it to collect Herbs or Essence. The Hunter Gatherer Feat allows you to gather two Bundles or Vials any time you have the opportunity to gather one.

Hunter Gatherer (Feat, Fellmonger, Harvest and/or Herbalist) You may collect Bones and/or Herbs twice per Expedition (this does not affect the collection of Blood or Essence). If you have Fellmonger, if you killed at least two larger than man sized beasts or at least a dozen smaller ones on an Expedition you may gather twice the usual value in materials. 

Poultice (Feat, Herbalist, Medicine): Once per Expedition, you may apply a treatment to yourself or a companion that will heal 2 Wounds. This may not be done in combat. You may expend a "Bundle of Vital Herbs" to do this in the Live Action space in an area that is not warded (such as the Ritual Room). 


ROGUE FEATS

Shadow (Feat, Perception 2, Skulk, Sneak) You may automatically succeed in any Stealth test with a Difficulty of less than 10 that involves following someone. This is often done as a single test instead of breaking it down into a series of skulk and sneak tests.

OTHER

Authority (Feat, see Description) You must have one of the Feats that allows you to “automatically succeed in any Influence test with a Difficulty of less than 9” under certain circumstances such as History (which allows automatic success of a Lore test that involves the history of any region know to you) or Nature (which allows automatic success of a Pathfinder test that involves the natural order of any region know to you, including information about weather patterns, seasons, flora and fauna). You may define a further specialization of that area of knowledge (so “the great battles of the Banner Wars” as a narrowing of History or “Northern Plains” as a narrowing of Nature). This field of expertise is only useful for knowledge - not for action. When a test is required, you will automatically achieve an Exceptional Success because you know al there is to know about the subject. In addition, if you are Famous for being an Authority and it is your Profession, you may add 10 gold for the Profession Feat to your starting Wealth instead of 1. A character may only be an Authority about one thing.

Clear (Feat, Kindler, Repair) You may clear a jammed weapon with an Action or by spending 2 Advantage Chits as your turn begins.

Commemorate (Feat, Perform and Busk or Craft and Tool Kit) You commemorate an event or great deed either with a performance (using Perform and Busk) or by creating an artful object (using Craft and Tool Kit). In either case, public presentation must be made to someone involved with the event being commemorated. Let the Gatekeeper know when you intend to do this and tell the Archivist when you check out. You may only do twice a session. The first time earns you 2 exp - the second an additional 1 exp (3 exp total).

Fearless (Feat, Resolve 5) Your character is immune to fear of any sort, magical or otherwise.

Healthy (Feat, Endurance 5) Your character doesn’t get sick, is immune to disease and only needs to eat, drink and sleep about half as much as others of their race. They are also likely to be long lived.

Gunsmith (Feat, Tinker 5, Clear, Craft: Guns) You may repair a gun that has backfired by spending 30 minutes while on Expedition or 10 minutes in the Live Action area pretending to do so (it might help to have some props on hand for doing this).

Navigate (Feat, Lore 3, Pathfinder 3, Cartography, Sailor) You may make and read navigational maps.

Teacher (Feat, Teach) Normally, once per session any character with a Skill at Rank 3 or higher can teach another character in the live action space, earning both teacher and student 2 experience. The Teacher Feat allows a character to teach anyone who has a skill at any Rank to teach a skill at a lower Rank. They may also teach any of the Subskill Feats they have (any of the ones like Climbing that allow an automatic success with a specific Subskill against a Difficulty of 9 or less). Lastly, a teacher can teach up to 3 students a session (but each student can only be taught once and no one can be a student and teacher in the same session). A character who is taught a Skill or Subksill feat must use the experience they earned to buy the advance as soon as possible.

Tend (Feat, Medicine) Once per Session, you may heal a willing character of all damage they have taken. On Expedition, this takes an hour. In the Live Action space this takes 15 minutes in an area that is not warded (such as the Ritual Room).

Tireless (Feat, Endurance 4, Resolve 4) Your character doesn’t have to rest and sleeps a fraction of whatever their race normally does. They also automatically succeed at any test to resist fatigue or exhaustion.

Tool Kit (Feat) A portable set of tools that allows you to use Build, Repair and Craft anywhere. In the Live Action area this should be done in the Ritual Room (knowing you may do this you should consider having some props available).    

Treat (Feat, Poultice, Tend) Once per Expedition, you may use your action to heal a willing character you can reach with your movement. They recover 2 Wounds, but lose their next turn.