Skill Feats
Arcana
Arcane Sense
You sense all nearby spells, magical auras, and magic casters
You sense all nearby spells, magical auras, and magic casters
You learn the number and location of all magical auras within 120 feet. You vaguely feel the strength of each aura you sense, but you don’t learn what is causing each aura. Magical auras emanate from each of the following:
- A creature that can cast spells
- A creature, object, or space that is affected by a spell
- A creature, object, or space that has been affected by powerful spells in the past
- A creature or object that has been conjured by a spell
Copy Spell
You analyze a spell so well that you can cast it yourself
You analyze a spell so well that you can cast it yourself
You learn the triggering spell. If the spell is a talent, you can only cast it if you qualify to learn talents of that tier.
Dual Origin
Your magic comes from two sources at once, and you have the best of both
Your magic comes from two sources at once, and you have the best of both
Choose a second mystic origin. You gain the unique effect of the second mystic origin. You choose whether your Magic stat is determined by your first or second mystic origins.
Magical Sage
You know everything about magic, or you know someplace to learn it
You know everything about magic, or you know someplace to learn it
You learn a hint related to the information you were seeking. In addition, you know exactly where you can go or who you can ask to learn the information.
The GM determines where or from whom the information could be accessed. If the information is a great secret, the GM could make the place or person with the information be almost completely inaccessible. Information on magic is commonly found at libraries, archives, univeristies, magic shops, and with the people who work in those locations.
For example, imagine you roll Intellect+Arcana to identify a magical ward around a noble’s house. The GM knows that the ward sends the caster a magical ping if anyone breaks into the house. If you fail the roll, you don’t learn this, but might instead learn that the ward is intended as a deterent against burglars. You might also learn that Alice the Artificer, who runs a shop down the street, would be able to easily identify the true nature of the ward if she had a chance to analyze it.
Athletics
Battering Ram
You can break down windors, doors, and walls with ease
You can break down windors, doors, and walls with ease
You have a +10 bonus to Strength+Athletics rolls made to break down or charge through structures.
Burst of Power
You push past your limits with a sudden surge of adrenaline
You push past your limits with a sudden surge of adrenaline
Daredevil Acrobat
You are an expert at balancing on moving surfaces, even creatures
You are an expert at balancing on moving surfaces, even creatures
You can climb and balance on moving surfaces as easily as if those surfaces were completely still. You can climb and balance on creatures that are larger than you, even hostile creatures. You suffer no combat penalties from balancing or climbing.
Perfect Endurance
You don’t tire even after long periods of intense physical activity
You don’t tire even after long periods of intense physical activity
You never gain fatigue from performing a physical activity for a long time.
For example, you could run a marathon in heavy armor, do pushups all night, or tread water for a whole day.
Steady Balance
You can keep your balance even when you would normally fall over
You can keep your balance even when you would normally fall over
You don’t fall prone.
Crafting
Architectural Weakness
You analyze a building, spotting any weaknesses in its construction
You analyze a building, spotting any weaknesses in its construction
You find an architectural weakness in your target. You and creatures you tell about this weakness can target it instead of targeting the structure as a whole. The weakness has health much less than the original structure, usually 1/10 of the original health, though the GM may change this value. If you destroy the weakness, the entire structure collapses.
The target area is only two meters wide. It’s a small thermal exhaust port, right below the main port. The shaft leads directly to the reactor system.
Crazy Prepared
You always have exactly the right item prepared for a task
You always have exactly the right item prepared for a task
You reveal an item you constructed in the past, and use the Interact power to draw this item from somewhere you have been storing it. You must have reasonably been able to craft this item in the past 24 hours.
For example, if you’re delving a dungeon, you could pull out a crowbar and reveal you forged one earlier at the local smithy. Alternatively, if you’re preparing a meal for a lord, you could reveal that you had already made the lord’s favorite food. The GM has final say on whether any item is reasonable.
And here’s one I prepared earlier…
Jury Rig
You instantly craft a crude, fragile item out of common scrap parts
You instantly craft a crude, fragile item out of common scrap parts
You build a non-magical, handheld item of your choice out of scrap parts lying around nearby. This item is of very low quality, so it has the Fragile trait, and it permanently breaks when the duration ends.
Mouse Trap
You can disguise traps or machines as collections of seemingly unrelated parts
You can disguise traps or machines as collections of seemingly unrelated parts
Whenever you set a mechanical trap or build a large device, you can disguise the mechanism as a set of completely mundane objects, which you placed to perfectly trigger a cascading effect. Anyone casually searching the area never realizes the mundane objects have any mechanical effect. Someone who is determinedly searching the area for traps or devices has a -10 penalty to any rolls made to detect the mechanism.
Quick Craft
You complete a long crafting job with a flurry of activity
You complete a long crafting job with a flurry of activity
You craft at 60 times your normal speed. This means that over the next minute, you can complete the same amount of work you would normally complete in an hour.
Eloquence
Always Invited
You reveal an invitation or passcode that marks you as welcome
You reveal an invitation or passcode that marks you as welcome
You reveal a formal letter of invitation, a religious amulet, a secret passphrase, or a similar object or code that marks you as welcome. If you could not have reasonably obtained this invitation, you instead reveal a convincing forgery.
If a person checking this invitation is not suspicious of you, they will likely give you access to the restricted area or event. This invitation easily holds against all casual scrutiny, but a determined check could reveal it as fabricated.
Bon Mot
You launch an insightful quip at a foe, distracting them
You launch an insightful quip at a foe, distracting them
Make a Spirit+Eloquence attack roll against your target’s Spirit DC.
- Success
- Your target has a -2 penalty to Notice rolls and Spirit DC
- Critical Failure
- You have a -2 penalty to Notice rolls and Spirit DC
Evangelize
You make an argument that incontroveribly supports your claims
You make an argument that incontroveribly supports your claims
You make a convincing argument to support a claim, philosophy, or faith that you believe. If your target disagrees with your claim, make an Intellect+Eloquence or Spirit+Eloquence attack roll against the higher of your target’s Intellect DC or Spirit DC.
- Critical Success
- Your target is stunned
- Success
- Your target has disadvantage on all rolls
- Critical Failure
- You have disadvantage on all rolls
If you succeed or critically succeed on this power, your argument might succeed in permanently persuading your target of the truth of your claim. Your target chooses whether or not they are persuaded. If your target is persuaded, this power has no effect on them.
False Expert
You are great at pretending to be an expert in topics you know nothing about
You are great at pretending to be an expert in topics you know nothing about
You have a +10 bonus to Eloquence rolls made to convince other people you know a lot about a topic. This bonus doesn’t apply if you actually are an expert in that topic.
I know three things about tabletop RPGs…
First Impression
You are great at charming people when you try to make an impression
You are great at charming people when you try to make an impression
Make a Spirit+Eloquence roll against DC 15.
- Critical Success
- You have +5 Reputation with the other person
- Success
- You have +2 Reputation with the other person
- Critical Failure
- You have -2 Reputation with the other person
Trustworthy
You are seen as generally trustworthy and honorable
You are seen as generally trustworthy and honorable
You are seen as someone who can be trusted to keep their word. Other people generally believe you will speak the truth and that you will keep promises that you make.
Nature
Befriend Animal
You can quickly make friends with all kinds of beasts and monsters
You can quickly make friends with all kinds of beasts and monsters
Make a Spirit+Nature roll against DC 10 + your target’s CR.
- Critical Success
- Your target is helpful towards you and indifferent towards your allies
- Success
- Your target is friendly towards you and indifferent towards your allies
- Failure
- Your target is unaffected
- Critical Failure
- Your target is hostile towards you and your allies
Favored Terrain
You are incredibly skilled at living or traveling in a particular terrain
You are incredibly skilled at living or traveling in a particular terrain
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: Arctic, Caves, Coast, Desert, Forest, Grassland, Mountain, or Swamp. You gain the Lore for this terrain, or if you already had that Lore, you gain another proficiency of your choice. Whenever you make a Nature or Travel roll related to your favored terrain, you have a +10 bonus to the roll.
Invigorating Herbs
You heal an ally with foraged medicinal herbs
You heal an ally with foraged medicinal herbs
Locate Animals or Plants
You find the nearest animal or plant of a certain type within 5 miles
You find the nearest animal or plant of a certain type within 5 miles
Name one type of animal or plant. You learn the location of the closest animal or plant of that type within 5 miles, if any.
Monster Handler
You reveal you have an item that attracts or repels a specific monster
You reveal you have an item that attracts or repels a specific monster
You have an item in your pack that attracts or repels the type of monster you just identified. You choose whether the item attracts or repels the monster, and the GM describes exactly what the item is.
For example, if you want to repel a vampire’s ghoul minion, the GM might say you have a few garlic cloves. Alternatively, if you want to attract a griffon, the GM might say that you have a pile of deer guts and griffons love their smell.
Notice
Alert
You react quickly to attacks and can never be surprised
You react quickly to attacks and can never be surprised
You have a +5 bonus to initiative rolls. You can never be surprised.
Darkvision
You can see in the dark as well as you can in the light
You can see in the dark as well as you can in the light
You can see in the dark as well as you can in the light, so darkness never decreases your visibility.
Keen Eye
You automatically notice subtle details whenever you enter a room
You automatically notice subtle details whenever you enter a room
You notice a hidden bit of information of the DM’s choice about something in the room. For example, you might notice that one section of a bookcase is suspiciously clear of dust, that an NPC’s bearing suggests they are feeling especially anxious, or a unusual footprint on a section of floor.
Use common sense to determine what counts as a room. We all speak English here.
Lie Detector
You learn whether a creature is telling the truth or lying
You learn whether a creature is telling the truth or lying
You know whether the triggering creature was completely lying. This power doesn’t detect half-truths or lies by omission.
Pursue a Lead
You examine a clue, focusing your efforts on investigating your target
You examine a clue, focusing your efforts on investigating your target
Perform
Actor
You are very skilled at impersonating specific other people
You are very skilled at impersonating specific other people
You have a +10 bonus to Spirit+Perform rolls made to impersonate a specific person. You must have studied this person’s speech and behavior for at least 1 minute.
Backup Disguise
You reveal that you’ve actually been wearing a disguise the whole time
You reveal that you’ve actually been wearing a disguise the whole time
You dramatically tear off a layer of clothing, revealing that this layer was merely a disguise. You choose whether you are now in your normal apperance, or whether you have been wearing another disguise underneath the one you just removed.
Cheerleader
You get a crowd of people to chant a phrase of your choice
You get a crowd of people to chant a phrase of your choice
Choose a short phrase or cheer. You spread the phrase through the crowd of people, who take up the chant. The duration of this power depends on the chant: an insane or disagreeable chant will die down in seconds, while a popular and agreeable chant might last a long time. This power does not force anyone to agree with the content of the cheer; people are just caught in a wave of mob energy.
Famous Performer
You are well-known for your popular performance or art
You are well-known for your popular performance or art
You have a reputation as a skilled performer. Other people might recognize your name and work, you can easily find venues to perform at, and you have a group of dedicated fans.
Fascinating Performance
Your performance draws everyone’s attention to it, fascinating them
Your performance draws everyone’s attention to it, fascinating them
Provoke
Inflame Hatred
You inflame someone’s anger and hatred toward another creature
You inflame someone’s anger and hatred toward another creature
Intimidating Reputation
You are known as tough, scary, and definitely not someone to mess with
You are known as tough, scary, and definitely not someone to mess with
You have a reputation as especially tough and harsh. Other people won’t dare bother you unless they absolutely have to, letting you dominate social situations or even get away with minor crimes.
Scare to Death
You scare someone so hard they literally die of fright
You scare someone so hard they literally die of fright
Vicious Mockery
You insult someone so badly they literally take damage
You insult someone so badly they literally take damage
Make a Spirit+Provoke attack roll against your target’s Spirit DC.
- Critical Success
- Your target takes 2d8 + Spirit + Provoke damage
- Success
- Your target takes 1d8 + Spirit + Provoke damage
Religion
Astral Projection
You lead a group meditation that sends you and everyone nearby to the spirit world
You lead a group meditation that sends you and everyone nearby to the spirit world
Your target falls unconscious, as their spirit exits their body and travels to the spirit world. Your target’s spirit shares the same stats as them, except it has the Spirit trait and it cannot use any talents or ribbons.
Make a Spirit+Religion roll against DC 15 to determine where your target appears in the spirit world.
- Success
- Your target appears at a location of your choice
- Failure
- Your target appears at a random safe location
- Critical Failure
- Your target appears at a random dangerous location
Whatever your result, your targets all appear at the same location in the spirit world.
Bishop
You reveal a core tenet or rule that everyone in your religion follows
You reveal a core tenet or rule that everyone in your religion follows
Choose a religous belief, tenet, or rule that people might reasonably believe in. Your character states the rule out loud, explaining its importance to the faith and its origins as a belief. This rule is retroactively one of the core beliefs of your character’s religion. If past events in the campaign contradict this rule, then the rule isn’t very important to the average practicioner of your religion.
From now on, all believers in your character’s religion publicly follow the declared rule. Breaking the rule is considered a terrible taboo. If your character breaks the declared rule, your character will lose reputation with other practicioners of their religion.
Divine Sense
You can sense powerful spirits, like kami, outsiders, and undead
You can sense powerful spirits, like kami, outsiders, and undead
You have a special sense that lets you detect spirits. This sense is similar to a normal human’s sense of smell: spirits constantly emanate a vague aura, and this aura sticks to locations they’ve spent a lot of time at. You can distinguish between different types of spirits by the “smell” of this aura. An unkept graveyard might have a strong smell of undeath, while a church run by a kami might smell vaguely of Heaven.
Holy Symbol
You present your holy symbol and say a brief prayer for luck
You present your holy symbol and say a brief prayer for luck
Priestly Status
You’re known as an officially-sanctioned priest of a common religion
You’re known as an officially-sanctioned priest of a common religion
You are widely known as a priest of a particular religion. Followers of that religion generally respect your moral and religious authority.
Secret Cult
You are a member of a secret religous cult with members hidden everywhere
You are a member of a secret religous cult with members hidden everywhere
You are a member of a secret society or a religious cult with significant influence. The cult has members almost everywhere in the world, and cultists can identify each other with a secret sign. You can ask for favors from other cultists, and other cultists may ask favors from you. If you repeatedly refuse to help other cultists or act against the cult’s goals, you may be declared an enemy of the cult.
Society
Connections
You have connections in high places, who you can try to ask for favors
You have connections in high places, who you can try to ask for favors
You announce that you know a noble, a rich merchant, a judge, or another important figure in the local town. This figure has heard of you before and is friendly towards you. You can get an audience with them and can ask them for minor favors.
Extensive Knowledge
You are an expert in a huge variety of different areas of knowledge
You are an expert in a huge variety of different areas of knowledge
You gain four Lores of your choice. Each Lore must be about history, culture, business, society, or some kind of human activity. When you finish an 8-hour rest, you can change your choice of Lores.
Forced Error
You can manipulate others into making major social faux pas
You can manipulate others into making major social faux pas
Make a Spirit+Society attack roll against your target’s Spirit+Society DC.
- Critical Success
- Your target makes a major faux pas, losing roughly 5 reputation with all observers
- Success
- Your target makes a minor faux pas, losing roughly 2 reputation with all observers
- Critical Failure
- You make a minor faux pas, losing roughly 2 reputation with all observers
Historian
You declare a minor historical fact about the game world
You declare a minor historical fact about the game world
Declare something about the history of the game setting. This retroactively becomes fact. Your declaration should be entirely about events that are years in the past, and should not focus on the current state of affairs.
For example, you could state that two nations recently emerged from a brutal war, so there’s lingering resentment between the two peoples. Alternatively, you could declare that a city built an elaborate series of underground catacombs a century ago, and those catacombs are still around to this day.
Linguist
You very easily learn the basics of any language you see or hear
You very easily learn the basics of any language you see or hear
Choose a language that you don’t speak, but that you have seen or heard before. You must have observed a moderate amount of this language within the last 24 hours: at least 1 minute of speech, 1 page of writing, or the equivalent for other forms of communication. You instantly learn to speak or write this language at the level of a young child. You are not proficient enough in this language to communicate complex ideas.
Stealth
Hide in Plain Sight
You can hide even while being observed and without any cover
You can hide even while being observed and without any cover
You can attempt to hide even while being actively observed. You can attempt to hide even without any cover to hide behind.
Just a Box
You are an expert at hiding behind immobile objects, even in the strangest spots
You are an expert at hiding behind immobile objects, even in the strangest spots
You are an expert at placing inanimate objects in the perfect locations. Whenever you hide behind or inside of an inanimate, immobile object, you can slightly adjust this object to perfectly blend into its surroundings. Even if the object would normally be wildly out of place, no one notices the object is strange in any way. This effect ends if the object moves, if the object is a threat or obstacle, or if you are no longer hidden behind or inside of the object.
For example, you can hide inside of a box in the middle of the floor, and no one will question why the box is there so long as it stays still. You can hide behind a tall potted plant next to a lava lake in the middle of an evil dungeon, and no one will question the plant’s existence.
No Presence
You have a complete lack of social presence, peoples’ eyes gloss over you
You have a complete lack of social presence, peoples’ eyes gloss over you
Creatures never notice you unless you do something to draw their attention. This doesn’t apply to creatures that are actively searching the area, that are on guard for danger, or that already know you’re here.
Prior Pickpocketing
You reveal that you already pickpocketed an item your target attempts to draw
You reveal that you already pickpocketed an item your target attempts to draw
Make a Agility+Thievery roll against your target’s Intellect+Notice DC.
- Success
- You reveal you successfully pickpocketed your target, drawing the item and showing it to them, as your target either draws nothing or draws a useless fake copy of the item
Stealthy Move
You can move across a creature’s field of view without being seen
You can move across a creature’s field of view without being seen
When you Stride, if you are hidden from a creature at the start of your movement, you are hidden for the entire movement, even if you move directly through a creature’s field a view. If you end your Stride in direct view, you are seen as normal.
Travel
Experienced Tracker
You can easily follow tracks and learn things about your prey
You can easily follow tracks and learn things about your prey
You have a +10 bonus to the triggering roll. Additionally, you notice a hidden bit of information of the DM’s choice about the creatures you’re tracking. For example, you might notice that the creatures are walking single-file to hide their numbers, that the tracks match a specific style of boot, or that the creatures were moving with unusual haste.
Land's Stride
You ignore simple natural hazards that impede movement
You ignore simple natural hazards that impede movement
You move at full Speed through difficult terrain. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Scout Terrain
You find the location of a nearby terrain feature you’re looking for
You find the location of a nearby terrain feature you’re looking for
You declare that a specific terrain feature exists nearby, and that you know the way there. This feature must match the general terrain: you could find a nearby creek if you’re in a forest, but not if you’re in a desert. The feature is fairly close by, maybe 30 minutes of travel outdoors, or 5 minutes of travel in a city.
For example, if you’re in a hilly mountain, you could find a nearby cave, cliff, or ravine. Alternatively, if you’re in a dense city, you could find a nearby tavern, guard barracks, or temple.
Travel Guide
You know the way to any destination you name, and can easily find the path there
You know the way to any destination you name, and can easily find the path there
Name one major landmark, such as a city, mountain, castle, or battlefield. Someone in history must have visited the site and mapped it; this power fails if the landmark appears on no map in existence. You know the exact direction from you to the landmark.
Wanderer
You never get completely lost while travelling outdoors
You never get completely lost while travelling outdoors
You always know generally where you are in the world, to a precision of roughly 1 mile. You always know a general description of the nearest friendly settlement, and you know the exact distance and direction to it.
Not all those who wander are lost.