Feat | Effect |
|---|---|
Arcane Balance | Risk Factors for powerful Shapes become +2 and +4 instead of +3 and +6. |
Beast Companion | A Beast can be tamed and turned into a Mount (Giant Eagle, Wild Scorpion, Sentin Drake). The character must face the creature alone and defeat it in single combat to tame it. |
Blind Warrior | Blind Fighting is always active during combat. (Requires Skill) |
Brawler | Unarmed Combat gains Critical probability (17/11/10). |
Dungeon Expert | Removing/Observing Traps and Opening Locks Rolls are doubled. |
Far Shooter | Ranged Attacks are limited only by the weapon’s Range, not the character’s Perception. |
Healer | Any attempted Action related to Medicine is made with Strong Dice. |
Heart of Grit | Permanent +10 Grit Bonus. |
High Blood | Character benefits from two active effects from Tonics and Elixirs simultaneously, instead of one. |
Improved Dodge | Dodging utilizes 1 Action instead of 2 and gains a +1D10 Bonus Die. |
Iron Warrior | Wearing Heavy Armor does not reduce Mobility Points. |
Light on Feet | Recover automatically from Prone Condition. All Acrobatic Rolls receive a +1D10 Core Die. Mobility cannot go below Reduced Grit Levels. |
Scent | Detect Invisible Characters within Perception via scent and target them with a -1 Grit Level penalty. |
Shadow Walker | Hide Action does not require an Obstacle. |
Starborn | Gain 2 Karma Points with every Natural 20 instead of 1. |
Strong Shield | Heavy Block utilizes 1 Action instead of 2. |
Sudden Knowledge | Gain +3 Skills on the spot. |
Tower | Lowest Grit Level possible becomes Reduced (D12) instead of Frail (D10). |
Trance | Gain +1 Effective Hour daily for development. |
Weapon Focus | Threat increases by 1 Category when fighting with a specific weapon. |