Features are traits that give your character either an edge or a drawback when compared to someone without.  The GM provides players with a list of features, their descriptions, and their cost in XP.  Some features simply give bonuses or penalties to your skills.  Others are for you to express intent to roleplay a certain characteristic. Some of them also enable you to do something new, that you wouldn't have been otherwise allowed to attempt.  

When selecting features for your character, keep in mind that you must pick something that is either physically possible, or has a supernatural explanation.  Many features also have a “Flavor Requirement.”  The purpose of these is to explain how an ability works, what it says about your character, how/why you have it, and/or what its limitations are.  While working on your character, keep track of all your Flavor Requirements in one spot.  The GM will tell you where to put them so that they can easily access them. 

Some features are “good” and others are “bad.”  Good features give you some kind of edge or advantage, or allow you to do something special.  Bad features give you a drawback or penalty to roleplay around.  Not only do these help to flesh out your character and give you some fun flaws to roleplay, but they are also worth negative experience points!  This means that you have more XP to work with as you spend it up to the starting value prescribed by your GM.

Click here to search features by keyword.


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All Features

Last pasted from sheet: 9/29

A Promise is a Promise

Whenever someone makes a promise to you (including if it's a deal), they gain 1xp. Whenever someone breaks their word to you, you immediaetly know. You gain 1xp, Leverage on them, and take +2 to your next roll to get vengeance.

XP cost: 2
Keywords: Social, Fae, Leverage, xp


Absolute Direction

You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing.

XP cost: 1
Keywords: Awareness/Perception, Animal


Acid Breath

Tell the GMs you want this so we can work out the details. See Fire Breath to get an idea of how it would work.

XP cost: 5
Keywords: Combat, magic, breath, inhuman


Addiction

You have an addiction to something. When you can't get it, you act out in some way, and aren't at your best. Flavor Requirement: Describe how and why you came to be addicted, what it does for you, and what happens if you don't get it.

XP cost: -1
Keywords: Physical, Anyone, Social, Bad


Advisor

When someone asks you for advice, gain Leverage on them. When you give someone advice (whether they asked for it or not!), they get +1 on rolls made to follow it. When someone presents you with a problem they are having, you must make a Keep Calm roll to avoid proposing a solution. You also get +1 to Empathy (which needs to go in your "Modifiers" tab).

XP cost: 2
Keywords: Social, Anyone, Leverage


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Affliction Immunity (Lycanthropy)

Prequisite: Not plain old full human. You are immune to the lycanthropy affliction.

XP cost: 1
Keywords: Inhuman, magic


" "

Affliction Immunity (Vampirism)

Prerequisite: Not plain old full human. You are immune to the vampirism affliction.

XP cost: 1
Keywords: Inhuman, magic


"

Age

Indicate your age on your Kanka character page. Be sure to select the appropriate Age template. If your race is Unaging, you need only select the Unaging template.

XP cost: 0
Keywords: Everyone


Ambidextery

You can act equally well with either hand.

XP cost: 1
Keywords: Anyone, Physical


Amnesia

You remember little or nothing about who you are or how you got here. Flavor Requirement: even if your character doesn't know, you must work with the GMs to describe how this happened.

XP cost: -1
Keywords: Anyone, Mental, Bad


Amphibious

In addition to breathing air, you can breathe and talk under water. You may also have other adaptations for improved movement in the water. You get +2 to Swimming. Flavor Requirement: You must describe your aquatic adaptations or what makes you able to get along in the water.

XP cost: 3
Keywords: Physical, Mobility, Inhuman, Animal


And harm it none, do what thou will

This bad feature is only available to people who use magic. You believe that everyone should do what they please as long as it isn't harming anyone or anything else. You also believe that magic should never be used to harm. Whenever you harm someone in any way (physically, emotionally, or otherwise), give them Leverage.

XP cost: -1
Keywords:


Animal Empathy (all)

You can spend a few minutes studying and interacting with any animal to get a sense of how they're feeling. Once you do, take +2 to animal skills with that animal.

XP cost: 3
Keywords: Anyone, Awareness/Perception, Social, Animal


Animal empathy (family)

You can spend a few minutes studying and interacting with any animal in the specified family to get a sense of how they're feeling. Once you do, take +2 to animal skills with that animal.

XP cost: 2
Keywords: Anyone, Awareness/Perception, Social, Animal


Animal Empathy (species)

You can spend a few minutes studying and interacting with any animal of that species to get a sense of how they're feeling. Once you do, take +2 to animal skills with that animal.

XP cost: 1
Keywords: Anyone, Awareness/Perception, Social, Animal


Answer the Call

When someone spends Leverage to call out to you, you can choose to roll versus Bravery to instantly go to them. After rolling, but before results are determined, you can spend any number of Leverage that you have on them to improve your roll (+2 per Leverage). On a fail, you don't manage to go anywhere. On a success, you appear at their side. On a critical success, you arrive and then take up to two seconds to assess the situation, and then you can immediately take them back to where you were. Flavor Requirement: How are you traveling?

XP cost: 2
Keywords: Social, Inhuman, Leverage


Arithmetical Genius

You can do arithmetic in your head, even under pressure. If you have studied Mathematics or Science, you can use this to quickly do computations that you know how to do.

XP cost: 2
Keywords: Smartypants, Anyone


Art is Service

Once per scene, if someone buys or accepts a piece of your art, gain Leverage on them. If they enjoy it, take +1 to your next roll against them. Take -1 to all Perception-based rolls while working on your art or performing. You also get +1 to a skill with an artistic component of your choice. Flavor Requirement: Describe the type of art this applies to, and choose an articistic skill.

XP cost: 2
Keywords: Social, Anyone, Leverage


Asexual

You lack sexual attraction to others, though you may still have romantic attraction. When others successfully roll to Flirt with you, you never give them Leverage. Sexual attraction can be a big motivator of others, though, and you don't really understand. As such, you have a little bit of trouble understanding the motivations of other people. You take -1 to Empathy, which needs to go in your Modifiers tab.

XP cost: -1
Keywords: Bad, anyone, social, mental


Bad Temper

You are not in full control of your emotions. Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.

XP cost: -5
Keywords: Anyone, Mental, Social, Bad


Beserk

When you or someone you care about is hurt in a fight, you must defend them, and must make a Self Control roll in order to stop fighting, even if it means you go too far.

XP cost: -5
Keywords: Anyone, Mental, Social, Bad


Blackmailer

Take +2 on rolls to get someone to do what you want when you mention something you could blackmail them with. When you apply Leverage to Tempt and they refuse, you keep your Leverage on them.

XP cost: 2
Keywords: Social, Anyone, Leverage


Blindness

You can't see. This causes a -6 penalty to tasks that are normally heavily reliant on sight, and there may be some rolls you can't make at all. This is determined situationally. GM approval required.

XP cost: -5
Keywords: Physical, Combat, Anyone, Awareness/Perception, Bad


Bloodlust

You want to see your foes dead. In battle, you must go for killing blows, and put in an extra shot to make sure of a downed foe. You must make a self-control roll whenever you need to accept a surrender, evade a sentry, take a prisoner, etc. If you fail, you attempt to kill your foe instead – even if that means breaking the law, com-promising stealth, wasting ammo, or violating orders. Out of combat, you never forget that a foe is a foe.

XP cost: -5
Keywords: Combat, Anyone, Bad


Blue Period

Whenever you go a long time without food, drink, or sleep, or otherwise neglect your body in favor of your work, gain 1xp. If someone tries to help you, give them Leverage. You also gain +1 to an artistic or profession-based skill of your choice. Flavor Requirement: What "work" are you so focused on?

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Brachiator

You can travel by swinging on vines, tree branches, ropes, chandeliers, etc., without making Climbing checks unless the circumstances are rough. Flavor Requirement: You must describe what adaptations you have that enable you to do this.

XP cost: 3
Keywords: Mobility, Sneaky Inhuman, Animal


Callous

You have no problem recognizing how people are feeling, you just can't be bothered with it. You get -2 to social rolls against people who have suffered the consequences of your callousness in the past, or other situations as seems appropriate.

XP cost: -4
Keywords: Anyone, Social, Bad


Capricious

You are prone to mood swings, and your demenaor can turn on a dime. In a stressful or emotionally-charged situation, determine at random to see if your emotions stay the same or drastically change.

XP cost: -3
Keywords: Fae, Anyone, Social


Catfall

You land on your feet as long as you are able to control your body as you fall. If you do, you don't get hurt.

XP cost: 5
Keywords: Physical, Mobility, Inhuman, Animal


Cause

You have a Cause that you are dedicated to, often putting it before yourself or others. You might even call yourself a vigilante. When you turn to violence or sabatoge in order to further your Cause, take Leverage on someone you think is against it. When your over-enthusiasm causes someone to raise an eyebrow or to rethink their time with you, they gain Leverage on you.

XP cost: -3
Keywords: Anyone, bad, mental, Leverage


Charitable

You are acutely aware of others’ emotions, and feel compelled to help those around you – even legitimate enemies. Make a Keep Calm roll in any situation where you could render aid or are specifically asked for help, but should resist the urge. If you fail, you must offer assistance, even if that means violating orders or walking into a potential trap.

XP cost: -3
Keywords: Anyone, Social, Bad


Chronic Pain

You have an old injury or condition that effects you in your day to day life. It doesn't impact your numbers, but RP it. Flavor Requirement: What hurts and why?

XP cost: -1
Keywords: Physical, Anyone, Bad


Chummy

You hate being alone and do everything you can to surround yourself with companions. When you are alone, you have Status: Frightened, giving your mental attributes a -2 penalty. You don't have to RP this as visibly and blatantly afraid, you're simply not at your best.

XP cost: -3
Keywords: Anyone, Social, Bad


Claws

You have sharp claws on your hands and/or feet that can easily hurt someone. Use the Light Weapons skill to attack with them.

XP cost: 2
Keywords: Physical, Combat, Inhuman, Animal


Clinging

You can climb on walls and ceilings as long as the surfaces are a bit rough. Flavor Requirement: You must describe what adaptations you have that enable you to do this.

XP cost: 5
Keywords: Physical, Mobility, Sneaky, Inhuman, Animal


Code of Honor

You follow a certain code of honor. Common ones include Code of the Honest ones, Code of the Seelie, or Code of th Unseelie. You may also make your own, with GM approval. Flavor Requirement: Describe your Code of Honor and why you adhere to it.

XP cost: -2
Keywords: Anyone, Social, Bad


Combat Paralysis

When a fight breaks out, you freeze up and must make a Bravery roll in order to act. Once you succeed on this once, you can act normally.

XP cost: -3
Keywords: Combat, Anyone, Bad


Combat Reflexes

You have experience with fighting or other very stressful sitautions. You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to Acting Quickly, Dodge, Block, Parry, and Bravery. (Put this in your Modifiers tab). Flavor Requirement: What experiences have you had that got you to this point?

XP cost: 5
Keywords: Physical, Combat, Anyone


Compelled by True Name (human)

The Hinder and Discourage effects of your True Name affect you at +2. The severity of your True Name is determined by your race, this feature can only be purchased as part of a racial template. Only humans have this level of compulsion.

XP cost: 0
Keywords: Social, True Name


Compelled by True Name (moderate)

The Hinder and Discourage effects of your True Name are at +3. The severity of your True Name is determined by your race, this feature can only be purchased as part of a racial template. Non-humans who do not have the severe compulsion have the moderate compulsion.

XP cost: -1
Keywords: Social, Inhuman, Bad, True Name


Compelled by True Name (severe)

The Hinder and Discourage effects of your True Name are at +4. The severity of your True Name is determined by your race, this feature can only be purchased as part of a racial template. Angels, demons, fae, and spirits have the severe compulsion.

XP cost: -2
Keywords: Social, Inhuman, Bad, True Name


Competitive

When you admit that someone is better than you at something, give them Leverage on you. If you later upstage them at it, gain 1xp. When someone challenges you at something you know you're good at, you must make a Self Control roll. On a fail, you must either take their challenge, challenge them to something bigger or more difficult, or attempt to find a way to evade and avoid them so it doesn't look like you're refusing. You also get +1 to one skill in the Health tree of your choice.

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Compulsive Behavior

You have a habit – often a vice – that wastes a good deal of your time or money. You must indulge at least once per day, if at all possible, and do so any time you have the opportunity unless you can make a self-control roll. You seek to avoid any situation where you know you will be unable to indulge for more than a day. You must make a Self Control roll to enter into such a situation; if you succeed (or are forced into the situation), you suffer from Bad Temper the whole time. It’s bad roleplaying to try to avoid your compulsion regularly! Flavor Requirement: Describe how and why you came to have this compulsion, what it does for you, and what happens if you don't get it.

XP cost: -4
Keywords: Anyone, Social, Bad


Cool Item

You have a cool item. The xp cost of the item varies, so you'll need to add this feature multiple times to get the right amount. If you want to create Cool Items, you need the Creator feature. Flavor Requirement: Please work the the GMs to work out what your item is and what it does. Describe how you acquired it.

XP cost: 1
Keywords: Anyone


Cowardice

The presence of anything scary gives you -2 to your Will and Charisma. Many things are scary to you.

XP cost: -5
Keywords: Combat, Anyone, Bad


Crappy Confidante

Take +1 to a rolls to make yourself seem trustworthy. When you learn something that someone was actively trying to keep from you, gain Leverage on them. Whenever you reveal a secret to someone who was not meant to hear it, you, 1xp goes to both the person the secret is about, and the person who hears it. You also get +1 to Deception.

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Creator

You can create Cool Items for yourself or others. If you create a Cool Item for another PC, they still need to pay the XP for it. Flavor Requirement: Work with the GM to determine what types of Cool Items you can create, and what skill you need to roll to make them.

XP cost: 1
Keywords: Anyone, Smartypants, Magic


Curious

You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”). Make a self-control roll when presented with an interesting item or situation. If you fail (and the player can always choose to fail!), you examine it even if you know it could be dangerous.

XP cost: -4
Keywords: Social, Anyone, Bad


Dark Vision

You can see perfectly well in complete darkness, just not in color.

XP cost: 5
Keywords: Physical, Awareness/Perception, Inhuman


Deep Diver

You are immune to the Bends, so changes in water pressure don't bother you. You may also have other adaptations for improved movement in the water. Flavor Requirement: You must describe your aquatic adaptations or what makes you able to get along in the water.

XP cost: 2
Keywords: Physical, Mobility, Inhuman, Animal


Dependency

You must regularly ingest a substance or spend a certain amount of time in particular environmental conditions, or other such needs. Decide how many days you can go without it. If you get to the end of this duration and have not satisfied your need, then your attributes take a -1 penalty. Until you get what you need, this penalty increases by 1 per day. If one of your attributes reaches 0, you die.

XP cost: -3
Keywords: Physical, Bad, Anyone


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Detect

You can detect a specific substance or condition, even when it is shielded from the five human senses. This requires one second of concentration. Ask Tetra to add a ""Detect"" skill for your special sense, based off Perception with difficulty 2. On success, you can tell whether something of that nature is within ten feet of you, and its approximate direction. On a fail, you can't tell whether there is any of it nearby. Roleplay it as if you don't know how well you rolled. (Example: I don't sense it, but that doesn't necessarily mean there is none.) Note: Detect Magic already exists as a skill, so you don't need to take this feature to be able to detect magic if you are a mage.

XP cost: 3
Keywords: Perception, supernatural, Anyone


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Disability

You have a severe disability that requires special accomodations to go about your day as normal. This includes but is not limited to: missing limb, hard of hearing, being unable to speak, using a wheelchair, etc. This template should only come as part of a template that you and the GM create to fit your chosen disability.

XP cost: -5
Keywords: Anyone, Physical, Bad


Discriminatory Smell

Scents don't blend together, you can smell them individually. You can also memorize an individual's scent.

XP cost: 2
Keywords: Physical, Awareness/Perception, Inhuman, Animal


Do As I Say

When you have 3 or more Leverage on someone, they get +2 to do your bidding. Whenever someone expresses eagerness to serve you, make you happy, help you, or support you, gain Leverage on them. When you ask something of someone and they refuse, you must make a Self-Control roll to avoid insisting or trying to convince them a second time (does not stack with itself unless you want it to). You also get +1 to Leadership.

XP cost: 2
Keywords: Social, Anyone, Leverage


Doesn't Breathe

You don't have to breathe at all.

XP cost: 5
Keywords: Physical, Inhuman


Doesn't Eat or Drink

You don't need sustenance at all

XP cost: 5
Keywords: Physical, Inhuman


Doesn't Sleep

You don't need to sleep, although you still need to rest about 8 hours per day. Flavor Requirement: What do you do to rest?

XP cost: 5
Keywords: Physical, Inhuman


Duty

You are required to do something that takes up your time and energy. It may be inconvenient or even dangerous, depending on your situation. You might get in trouble with the law or your organization if you ignore this duty. Flavor Requirement: Describe it!

XP cost: -3
Keywords: Social, Bad, Anyone


Easy to Read

You are out on your sleeves and tend to broadcast your thoughts, feelings, and intentions. Roleplay it! Others roll at +2 for relevant rolls to read or understand you.

XP cost: -4
Keywords: Anyone, Awareness/Perception, Social, Bad


Empath

You have a supernatural ability to sense the emotions of other people. You get +3 to Empathy skill, and can ask other players what your character might be sensing at any time. You can use the Empathy skill to roll to read someone's emotions beyond what you can deduce from normal human senses.

XP cost: 5
Keywords: Social, Anyone, Smartypants, Awareness/Perception


Extra Language (Accented)

You can speak clearly and understand anything said to you in this language, and you never have to roll for it. However, you have an accent.

XP cost: 2
Keywords: Social, Anyone


Extra Language (Broken)

You can understand slowly spoken words and phrases in this language, though you might struggle with complicated ideas. In stressful situations, or where it feels right, roll with Intellect or Studies to see if you can speak clearly or understand.

XP cost: 1
Keywords: Social, Anyone


Extra Language (Native)

You speak and understand this language so well, that you pass for native.

XP cost: 4
Keywords: Social, Anyone


Extra Specialty

When you learn a "specialized" skill, it only does "one thing" by default. Taking this feature and selecting it for any specialized skill allows you to do mroe than one thing with the chosen skill. You can take this feature multiple times, even for the same skill.

XP cost: 1
Keywords: magic, academic, music


Familiar

You have a trusted and loyal companion. Even if the creature can't normally speak, this one can communicate with you telepathically. The creature's intelligence is like that of an average human, though they might not always understand human ways. Your familiar starts with 10xp, and can be improved with the "Improved Familiar" feature. They never gain xp of their own, but should behave as if they want it. You start with 2 Leverage on your own familiar, and they otherwise interact with the Leverage mechanic normally. Your familiar has a True Name, which you know. They also share your language proficiencies but may be anatomically unable to speak. Flavor Requirement: you must describe and stat your companion.

XP cost: 5
Keywords: Magic, Combat, Mobility, Social, Anyone, Animal


Feth Fiada

This feature is only for those with fae blood. You can become invisible at will, but with some limitations. You must stand very still and close your eyes for three seconds to activate this ability. You are always visible to faeries and those with Second Sight. If you are in someone's line of sight when you activate this ability to become invisible, they can still see you. This ability functions as Glamour for the purposes of being dispelled. There are other ways to see through it.

XP cost: 5
Keywords: Fae, Magic, Combat


Fetish

There are behaviors or qualities in certain people that you are inexplicably drawn to. When someone pushes the right button, they take +1 to skills in the Charisma tree. Flavor Requirement: What's your fetish?

XP cost: -1
Keywords: Anyone, Bad, Social, mental


Fire Breath

You have a fire breath weapon that you can use to hit everyone in front of you, up to three targets. Targets can roll Dodge. If they successfully Dodge, they manage to move out of the way in time and do not catch fire or take an injury (though they might flavor their clothe as getting singed!). If they do not Dodge, then they take 1 injury now, and they are on fire, taking an additional injury once per minute unless they can extinguish it. Additionally, anyone witnessing a fire breath for the first time must succeed on a Bravery roll or give you Leverage.

XP cost: 5
Keywords: Combat, magic, breath, inhuman, Leverage


First Language

Everyone starts play able to speak, read, and write one language for free. To learn other languages, select "Extra Languages" features. See also "Language Talent." If your race comes with a language, then this slot gives you an additional one for free.

XP cost: 0
Keywords: Social, Anyone


Flight

You can fly. You maneuverability depends on your Flying skill. Flavor Requirement: You must describe how you're flying (wings, psionic hovering, etc.) and what it takes to turn this ability on and off, if you can.

XP cost: 4
Keywords: Physical, Combat, Mobility, Inhuman, Animal


Follower

Once per scene when imitating, mirroring, or trying to act just like someone to get by, take +2 to a roll. When someone asks you to go somewhere with them, gain 1xp if you agree. If something goes wrong, gain Leverage on them. Also, whoever you perceive as the leader, your presence gives them +1 to skills in the Charisma tree.

XP cost: 2
Keywords: Social, Anyone, Leverage


Fragile

It takes less damage to stop you. Your maximum HP decreases by 1. You can stack this as many times as you wish. You'll need to keep track of this yourself if it's coming from a shapeshift.

XP cost: -5
Keywords: Physical, Combat, Bad, Anyone


Frozen Emotions

Once per scene, take +1 to a roll to remain cold and stoic. If another character would gain Leverage on you, you can spend Leverage on them to prevent them from gaining it. You also get +1 to Self Control and Focus.

XP cost: 2
Keywords: Social, Anyone, Leverage


Give to Get

Once per scene, when you supply a PC with something they desire (physical or other), gain Leverage on them. If they asked you for it, they gain 1xp. When you fail to come through on something you offered or promised someone, give them Leverage and take -1 to your next roll against them. You also get +1 to Persuasion (which needs to go in your Modifiers tab).

XP cost: 2
Keywords: Social, Anyone, Leverage


Gliding

You can't fly, but you can glide. Flavor Requirement: You must describe how you're gliding (wings, psionic hovering, etc.) and what it takes to turn this ability on and off, if you can.

XP cost: 2
Keywords: Physical, Mobility, Inhuman


Go Through Me First

When you stand up for someone who's being mistreated, gain Leverage on them, and give Leverage to the harasser. Also gain 1xp. You also get +1 to Persuasion and Leadership.

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Good with Accents

Increase the distance from your native region in which you get a bonus to Accent skills by 100 miles.

XP cost: 1
Keywords: Anyone, Awareness/Perception, Smartypants, Social, Accent


Greed

You think with your wallet. Make a self-control roll whenever significant riches are offered. If you fail, you do whatever it takes to get the payoff. You also don't like to share and are stingy with your stuff and with your time.

XP cost: -4
Keywords: Anyone, Social, Mental, Bad


Gullibility

You believe everything you hear. You’ll swallow even the most ridiculous story, if it’s told with conviction. Make a self-control roll, modified by the plausibility of the story, whenever you are confronted with a lie – or an improbable truth, for that matter. If you fail, you believe what you were told! You can't learn the Detect Lies skill. You also suffer -3 to rolls where your gullibility might be exploited.

XP cost: -3
Keywords: Anyone, Social, Mental, Bad


Headpats

The first time someone tells you a secret because they think you are an animal that doesn't understand, gain Leverage on them. The first time someone pets your animal form and you enjoy it, give them Leverage. The first time someone admires your animal form, gain Leverage on them.

XP cost: 2
Keywords: Inhuman, Animal, Leverage


Higher Purpose

You have a certain calling from something bigger than yourself. Whenever a roll would help you in these endeavors, take +1 to the roll. Flavor Requirement: Work with the GMs to describe how and why you have this.

XP cost: 3
Keywords: Magic, Anyone


Hooves

You have blunt hooves on your feet that can easily hurt someone. Use the Heavy Weapons skill to attack with them. If you're using lower appendages (legs/hind feet), take -2 to your attack rolls.

XP cost: 2
Keywords: Inhuman, Animal


I Know You

Once per scene, you can give someone Leverage on you to get +2 to your next roll to perceive or read them. Whenever someone surprises you with their actions, give them Leverage.

XP cost: 2
Keywords: Social, Anyone, Leverage


Ice Breath

You have an ice breath weapon that you can use to hit everyone in front of you, up to three targets. Targets can roll Dodge. If they successfully Dodge, they manage to move out of the way in time and do not freeze up or take an injury (though they might flavor some minor effects). If they do not Dodge, then they take 1 injury, and the ground at their feet becomes icy and slippery, requiring a Balance check to move around on without being hindered. The target must alos make a Cold Tolerance roll to avoid being slow and shivery. Additionally, anyone witnessing an ice breath for the first time must succeed on a Bravery roll or give you Leverage.

XP cost: 5
Keywords: Combat, magic, breath, inhuman


Idealistic

You see the good in others, and have trouble predicting the bad. Whenever someone asks you for a second chance, you have to succeed on a Reasoning or Empathy roll to refuse. Whenever someone successfully tricks you or takes advantage of you, give them Leverage if you didn't learn your lesson, or give them 2 Leverage if you did.

XP cost: -5
Keywords: Anyone, bad, social


Immunity To Metabolic Hazzards

You are naturally immune to all threats that only affect the living, including all disease and poison, plus syndromes such as altitude sickness, bends, seasickness, and jet lag.

XP cost: 5
Keywords: Inhuman, supernatural, Physical


Improved Familiar

Increase the value of your Familiar by 10xp.

XP cost: 5
Keywords:


Improved Shapeshiting

Increase the maximum value of your Shapeshifting template by 5xp. If you have more than one shapeshifting template, it applies to only one of them.

XP cost: 3
Keywords: Inhuman, Vampire, Magic, Physical, Mobility, Awareness/Perception, Fae


Impulsiveness

You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents’ worth quickly – if at all – and then do something. Roleplay it! Make a self-control roll when-ever it would be wise to wait and ponder. If you fail, you must act.

XP cost: -3
Keywords: Anyone, Social, Mental, Bad


Indecisive

When you are faced with a decision, make a Keep Calm roll. If you fail, you can't decide what to do, and end up flailing around a little bit.

XP cost: -4
Keywords: Combat, Anyone, Social, Mental, Bad


Ineptitude (broad)

Choose 4 skills. You get -1 to all four of those skills. You can stack the same narrow ineptitude up to 4 times, otherwise, overlapping ineptitudes always stack. This needs to go in your "Modifiers" tab. Flavor Requirement: Why are you bad at these things, and how can you make it matter in your story?

XP cost: -5
Keywords: Social, Physical, Anyone, Smartypants, Awareness/Perception, Sneaky, Combat, Magic, Mobility, Bad


Ineptitude (narrow)

Choose 2 skills. You get -2 to both of those skills. You can stack the same broad Ineptitude up to 2 times, otherwise, overlapping ineptitudes always stack. This needs to go in your "Modifiers" tab. Flavor Requirement: Why are you bad at these things, and how can you make it matter in your story?

XP cost: -5
Keywords: Social, Physical, Anyone, Smartypants, Awareness/Perception, Sneaky, Combat, Magic, Mobility, Bad


Ineptitude (small)

Take -1 to a skill of your choice. You can take this feature as many times as you like, but can only stack it on the same skill 4 times.

XP cost: -2
Keywords: Social, Physical, Anyone, Smartypants, Awareness/Perception, Sneaky, Combat, Magic, Mobility, Bad


Inescapable

You can apply Leverage on someone to demand that they remain in your presence. If they still walk out on you, gain 2 Leverage on them. If they stay, you each get 1xp. You get +1 to Stealth. Others are at -1 when they roll to get away from you.

XP cost: 2
Keywords: Social, Anyone, Leverage


Intuition

You usually guess right. Once per scene, when faced with a number of alternatives, you can let the GM know you want to use this feature. The GM will make a hidden roll based on whatever mental stat seems to best fit the situation, and then tell you what your gut feeling is.

XP cost: 5
Keywords: Anyone, Mental


Kinda Creepy

When someone ignores you, asks you to leave, tells you you're creepy, or flees from you, gain Leverage on them. You get -1 to Persuasion and Flirting, and+2 to Intimidate, which need to go in your Modifiers tab

XP cost: 2
Keywords: Social, Anyone, Leverage


Kleptomania

You are compelled to steal – not necessarily things of value, but anything you can get away with. Make a Self Control roll whenever you are presented with a chance to steal, at up to -3 if the item is especially interesting to you (not necessarily valuable, unless you are poor or have Greed). If fail, you must try to steal it. You may keep or sell stolen items, but you may not return or discard them.

XP cost: -4
Keywords: Anyone, Mental, Bad


Klutz

Failures with Dexterity or Agility-based rolls are treated as Critical Failures for you, but not for the purpose of xp.

XP cost: -4
Keywords: Anyone, Physical, Bad


Language Talent

You learn languages faster. Whenever you select Extra Language features, you gain an additional language at that proficiency. This feature stacks with itself, +1 language each time

XP cost: 2
Keywords: Social, Anyone, Smartypants


Lawful

You must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise.

XP cost: -4
Keywords: Anyone, Social, Mental, Bad


Learning and Growing

When you critically fail a roll, give someone present Leverage. When you critically succeed on a roll, take Leverage on someone present. You also get +1 to Studies and Reasoning, which needs to go in your Modifiers tab.

XP cost: 2
Keywords: Social, Anyone, Leverage


Lecherous

When you encounter an attractive person, make a Self Control roll. If you fail, you must attempt to flirt with them by the end of the scene. If the scene ends before you find a way, you must attempt to make contact with the person later.

XP cost: -3
Keywords: Anyone, Social, Mental, Bad


Let Me Help

Once per scene, you can give someone Leverage on you to get +3 to your next roll to help them. When your help makes something worse for someone, your rolls against them are at -1 until you apologize. You also get +1 to a skill of your choice that can be used to help people.

XP cost: 2
Keywords: Social, Anyone, Leverage


Lightning Breath

Tell the GMs you want this so we can work out the details. See Fire Breath to get an idea of how it would work.

XP cost: 5
Keywords: Combat, magic, breath, inhuman


Loner

You require a great deal of “personal space.” Make a self-control roll whenever anyone lingers nearby, watches over your shoulder, etc. If you fail, you act out toward them in some way. Flavor Requirement: Loner characters take some extra skill to pull off well in a Living World. Describe ways you can think of to get your character to easily find themselves saddled with social situations.

XP cost: -3
Keywords: Anyone, Social, Mental, Bad


Low Self-Esteem

You lack self-confidence and underrate your abilities to such a degree that it interferes with your performance. You are at -1 to all rolls whenever you believe that the odds are against you or others expect you to fail. Flavor Requirement: Why is your self-esteem so low, and how does it manifest in your behavior?

XP cost: -4
Keywords: Anyone, Mental, Bad


Luck

Once per scene, you get a free reroll, which you can declare after rolling.

XP cost: 4
Keywords: Anyone


Magic Resistance

When someone tries to do magic on you, they take -1 to their roll. This cannot be turned off for friendly effects. You can stack this up to 4 times.

XP cost: 1
Keywords: Magic, Combat, Anyone


Magic Susceptibility

When someone tries to do magic on you, they take +1 to their roll, whether it is friendly or unfriendly. You can stack this up to 4 times.

XP cost: -1
Keywords: Combat, Magic, Bad, Anyone


Magical Aptitude

Choose a type of magic; you can now spend points on the skills associated with it, in order to use active abilities of that type. You can only choose one. If you have any Passive Magic, the types must match. Magic Skills are specialized, meaning you need the Extra Specialty feature in order to make them do more than one specific thing. Flavor Requirement: For any magical skill you learn, you must write a description of how your character's ability works and any limitations they have.

XP cost: 0
Keywords: Magic, Anyone


Marine Lungs

The increment at which you have to roll Swimming to continue to hold your breath is 10 minutes instead of 30 seconds. You may also have other adaptations for improved movement in the water. Flavor Requirement: You must describe your aquatic adaptations or what makes you able to get along in the water.

XP cost: 2
Keywords: Physical, Inhuman


Martyr

Once per scene, if someone you perceive as smaller, weaker, or less competent than you asks for your protection, take +1 to all rolls to do so. If that person gets hurt, you momentarily choke up before you can act. Once per scene, if you are hurt because you were helping or protecting someone, gain 1xp. Any time you do so, gain Leverage on the person you were helping or protecting. You also get +1 to your choice of Dodge, Block, or Parry, which needs to go in your Modifiers tab.

XP cost: 2
Keywords: Social, Anyone, Leverage


Mental Illness

You have a mental illness. Roleplay it! Flavor Requirement: Describe your mental illness and how it affects you.

XP cost: -3
Keywords: Mental, anyone, Bad


Mimicry

You can imitate sounds and voices almost perfectly.

XP cost: 3
Keywords: Inhuman


My Own Way

Change the controller for a skill, with GM approval. If you take this feature, Tetra needs to do something special to your sheet. Flavor Requirement: describe why this makes sense for your character.

XP cost: 3
Keywords: Anyone


Night Vision

You can see well in the dark as long as there is some light. You don't see colors and probably can't read, but you can get around. Otherwise, you're generally able to see things near you well enough to fight, get around, or carry out simple tasks, depending on how dark it is.

XP cost: 2
Keywords: Physical, Awareness/Perception, Inhuman


Obsession

Your entire life revolves around a single goal, an overpowering fixation that motivates all of your actions. Make a self-control roll whenever it would be wise to deviate from your goal. If you fail, you continue to pursue your Obsession, regardless of the consequences. Flavor Requirement: Describe how and why this came to be.

XP cost: -4
Keywords: Anyone, Social, Mental, Bad


On A Budget

You don't have much excess money to spend. Sometimes you can't afford to do fun things, or to splurge on nice things, and you might spend some time cutting coupons.

XP cost: -1
Keywords: Bad, anyone, social


Overconfidence

You believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly determined, but you must roleplay this trait. You must make a Reasoning roll any time you or the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation! Caution is not an option.

XP cost: -3
Keywords: Anyone, Smartypants, Social, Mental, Bad


Pacifism

You never throw the first punch, and you only ever fight as a last resort. You may defend yourself if attacked, but your goal throughout the combat will be to resolve things peacefully. You can only use deadly force if it's necessary to protect yourself or someone else.

XP cost: -2
Keywords: Combat, Anyone, Mental, Bad


Passive Magic

Choose a type of magic. You have some kind of passive, "always on" ability that fits in with that type. It does not depend on a magic skill, hence the cost of this feature. If you have Magical Aptitude or other Passive Magic, the types must all match. Flavor Requirement: Work with the GMs to describe it. You must provide a paragraph on how it works or any limitations your ability has. You may select this feature more than once, but your abilities must fall under the same type.

XP cost: 5
Keywords: Magic, Anyone


You have special rapport and can sense the thoughts or feelings with another individual. You must each buy this feature. You can also add more people to form a "collective." Flavor Requirement: Work out with them how this works and why you have it.

XP cost: 2
Keywords: Magic, Social, Anyone


Phobia

You have an overwhelming and irrational fear of something. When faced with the thing you are afraid of, make a Bravery roll. On a success, you can act normally, but you have Status: Frightened, giving your mental attributes a -2 penalty. You don't have to RP this as visibly and blatantly afraid, you're simply not at your best. On a fail, you will cringe, flee, panic, or otherwise react in a manner that precludes sensible action, in addition to being Frightened. You also give Leverage to someone. Flavor Requirement: Not all phobias can be linked to a specific event, but if yours can, describe it!

XP cost: -3
Keywords: Combat, Anyone, Mental, Bad, Leverage


"

Post-Combat Shakes

You are shaken and sickened by combat, but only after it’s over. Make a Bravery roll at the end of any violence. It is up to the GM to determine when a battle has truly ended, and he may apply a penalty if it was particularly dangerous or gruesome. On a success, you are clearly shaken but suffer no obviously harmful effects. On a failure, you break down, flee, throw up, or something similarly drastic. Everyone who witnesses this gets Leverage on you.

XP cost: -3
Keywords: Combat, Anyone, Mental, Bad, Leverage


"

Primal Dominance

Once per scene, when you hurt someone, gain Leverage on them. Once per scene, when someone submits to you, you both gain 1xp. You also get +1 to Persuasion (which needs to go in your "Modifiers" tab).

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Putting Myself Out There

You can give someone Leverage on you to get +2 to your next roll against them. Whenever someone applies Leverage against you to Exploit or Debuff you, your roll against them, gain 1xp. Others have +1 to Empathy and Detect Lies against you.

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Regeneration

Your wounds heal with supernatural speed. Roll to recover lost HP once per day instead of once per week, no matter what kinds of injuries you have sustained.

XP cost: 5
Keywords: Magic, Physical, Inhuman


Religious

You are a believer in a religion. It guides your life and your manner of thinking. (See also: Very Religious) Flavor Requirement: What is your religion, why is it important to you, and how does it impact your day-to-day life?

XP cost: -2
Keywords: Bad, anyone


Resistance

You are resistant to a certain substance, a certain type of damage, a certain type of magic, etc. Whenever someone rolls against you with what you're resistant to, they take -1. Whenever you roll to reisist the effects of it, you take +1. You can stack this up to five times. Flavor Requirement: What are you resistant to and why?

XP cost: 1
Keywords: Physical, Supernatrual, Inhuman


Rethink (features)

When you select this feature, you can delete a good feature and get your points back to spend on anything you want. Flavor Requirement: why do you want to retrain?

XP cost: 1
Keywords: Anyone


Rethink (skills)

When you select this feature, you can remove up to 5xp from skills, with GM approval. You gain the xp back from this, and can spend it on anything you want. Flavor requirement: Why do you want to retrain?

XP cost: 1
Keywords: Anyone


Rethink (templates)

When you select this feature, you can remove a single template, but not a Racial or an Age template. You gain the xp back from this, and can spend it on anything you want. (If something happens that would make your race or age template change, that adjustment is made without needing to purchase this feature.)

XP cost: 1
Keywords: Anyone


Ritual Magic

A group of people who all have this feature can do magic together as a ritual. One person is the caster, and the intended magic must be something that they can do with their abilities, and the rest are the assistants. The assitants need not have the ability that the caster is using, but they need to have at least 1xp spent on a magic gateway skill. The particpants all walk around to cast a circle, giving Leverage to the person in front of them. However you describe it, the ritual takes at least one hour. The assistants all roll with their magic gateway skill, and anyone who succeeds gives +1 to the caster. Then the caster rolls their magic skill at the end of the hour.

XP cost: 5
Keywords: Magic, social, anyone, Leverage


Second Sight

Those with Feth Fiada are never invisible to you. If you have reason to believe someone is under a Seeming, you can blatantly squint at them and roll Sight opposed by Disguise. If they are under a Seeming and you win the opposed roll, then their disguise flickers whenever you squint at them and you get a glimpse of their true form. Anyone with fae blood is eligible to take this feature. Anyone without fae blood needs to have a strong backstory reason in order to have it.

XP cost: 2
Keywords: Fae, Magic, Awareness/Perception, Social


Secret

You have a secret, and it would be very bad for you if this information fell into the wrong hands. Give Leverage to anyone who finds out. Flavor Requirement: What's your secret, and how can we make it matter in RP?

XP cost: -3
Keywords: Inhuman, Social, Bad, Leverage


See it coming

Your Acting Quickly skill is based on Perception instead of Agility. When you take this feature, Tetra has to do something special with your sheet.

XP cost: 1
Keywords: Awareness/Perception, Anyone


Seeming

This feature is only for those with fae blood. You have another form that you can take at will. It takes a few seconds to complete the transformation, and it's interrupted if you're struck. With GM approval, this may have an impact on your Numbers. Those with Second Sight can roll to see if they notice you have a Seeming and get a glimpse of your true form. This ability counts as Glamour for the purpose of being dispelled. Flavor Requirement: You must provide a description of your other form and any limitations it has. If you would like more fluid control over your form, consider Magical Aptitiude.

XP cost: 4
Keywords: Fae, Magic, Social


Selfless

You are altruistic and self-sacrificing, and put little importance on personal fame and wealth. You must make a self-control roll to put your needs – even survival – before those of someone else.

XP cost: -3
Keywords: Anyone, Social, Mental, Bad


Sense of Duty (individual)

You feel a strong sense of commitment toward a particular individual. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help. Flavor Requirement: Work with the GMs or other players to make sure that this person can be relevant in your story. Describe the history between yourself and this person, and why they mean as much to you as they do.

XP cost: -1
Keywords: Anyone, Combat, Social, Bad


Sense of Duty (large group)

You feel a strong sense of commitment toward a group of hundreds of people or more. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help.

XP cost: -3
Keywords: Anyone, Combat, Social, Bad


Sense of Duty (small group)

You feel a strong sense of commitment toward a handful of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help.

XP cost: -2
Keywords: Anyone, Combat, Social, Bad


Shapeshifting

You have another form that you can take at will. It takes a few seconds to complete the transformation, and it's interrupted if you're struck. Work with the GM to come up with an appropriate Template. It must be worth 10xp or less, but can be improved using the "Improved Shapeshifting" feature. The xp value of the alternate form is not "spent" when you assume it, the xp limit is merely a limit to its power. Flavor Requirement: You must provide a description of your other form and any limitations it has. If you would like more fluid control over your form, consider Magical Aptitiude.

XP cost: 5
Keywords: Inhuman, Vampire, Magic, Physical, Mobility, Awareness/Perception, Fae


Skill Focus

Choose a skill. You get +2 with that skill. If you fail a roll with this skill or anything in its tree, give someone Leverage. You can only take this feature once, you can't even apply it to a different skill.

XP cost: 5
Keywords: Social, Physical, Anyone, Smartypants, Awareness/Perception, Sneaky, Combat, Magic, Mobility, Leverage


Special Diet

By choice or because of a medical condition, you're on a special diet. Examples include vegetarian, vegan, gluten-free, paleo, etc. Flavor Requirement: what diet are you on and why?

XP cost: -1
Keywords: Bad, anyone


Spirit Vision

You can see ghosts and spirits of the dead that are normally invisible to the human eye.

XP cost: 2
Keywords: Awareness/perception, spirits, magic


Squeeze

You can squeeze into REALLY small spaces. Flavor requirement: Describe why you have this adaptation, how it works, and what kinds of spaces you can squeeze into.

XP cost: 5
Keywords: Physical, animal, mobility


Stigma

You belong to a particular group that society tends to frown upon. When someone frames this in a positive light, give them Leverage. Players and NPCs might react poorly to you in certain contexts because of it. Flavor Requirement: Describe it, and how it affects your daily life.

XP cost: -3
Keywords: Social, Anyone, Bad, Leverage


Stronger Discourage

When someone uses your True Name to Discourage you, they get an additional +1 to their roll.

XP cost: -1
Keywords: Social, Anyone, Bad, True Name


Stronger Entice

When someone uses your True Name to Entice you, you must make a Resist Influence roll. If you succeed, it's your choice whether to do what they said. If you fail, you must do what they said. In either case, you get 1xp if you do it.

XP cost: -3
Keywords: Social, Anyone, Bad, True Name


Stronger Hinder

When someone uses your True Name to Hinder you, you take an additional -1 to your roll.

XP cost: -1
Keywords: Social, Anyone, Bad, True Name


Supernatural Appearance (subtle)

You have disturbing features that mark you as a demon, vampire, or other supernatural being. You can pass for a normal mortal to casual observers, but closer inspection reveals that you are not quite right. This might give away your secret to the trained eye.

XP cost: -5
Keywords: Inhuman, Social, Bad


Sympathetic Tokens

You gain power from items of personal significance you take from others. Each token you acquire can be used as if applying Leverage, and is destroyed once it's used. Starting play with a Sympathetic Token from someone can count as a Backstory Connection. You also get +1 to Sleight of Hand.

XP cost: 2
Keywords: Social, Anyone, Magic, Leverage


Tail, balancing

You have a tail that improves your balance. You get +1 to Balancing skill.

XP cost: 1
Keywords: Physical, Mobility, Inhuman


Tail, climbing

You have a tail that can wrap around things to support your weight. You get +1 to Climbing. You can also Grapple.

XP cost: 1
Keywords: Physical, Mobility, Combat, Inhuman


Tail, gripping

You have a tail that can grip and manipulate objects, but it can't support your weight. You can also Grapple.

XP cost: 1
Keywords: Physical, Combat, Inhuman


Tail, striking

You have a tail that can easily hurt someone. Use the Brawling skill to attack with it.

XP cost: 1
Keywords: Physical, Combat, Inhuman


Talent

Choose 4 related skills, with GM approval. You get +1 to all four of those skills. You can stack the same talent up to 4 times, otherwise, overlapping talents always stack. This needs to go in your "Modifiers" tab. Flavor Requirement: describe how these skills are related, and how this talent fits your character.

XP cost: 5
Keywords: Social, Physical, Anyone, Smartypants, Awareness/Perception, Sneaky, Combat, Magic, Mobility


Teeth

Your teeth are sharp and can easily hurt someone. Use the Light Weapons skill to attack with them. You can also Grapple.

XP cost: 2
Keywords: Physical, Combat, Inhuman


Tough

It takes more damage to stop you. Your maximum HP increases by 1. You can stack this as many times as you wish.

XP cost: 5
Keywords: Physical, Combat, Anyone


True Name

You have a True Name. Speaking it has certain affects (Entice, Harm, Hinder, Discourage) and it affects certain races more than others. When you decide what you want your character's True Name to be, add it to your character page under Basic Info.

XP cost: 0
Keywords: Everyone, Social, True Name


Truthfulness

You hate to tell a lie – or you are just very bad at it. Make a Keep Calm roll whenever you must keep silent about an uncomfortable truth (lying by omission). Roll at -5 if you actually have to tell a falsehood! If you fail, you blurt out the truth, or stumble so much that your lie is obvious. You also take -5 to Deception.

XP cost: -4
Keywords: Anyone, Social, Bad


Unaging

You age at the same rate as a human to a certain "prime" age (probably around 25, your choice), then stop. You are immortal. Do not select any age templates.

XP cost: 1
Keywords: Inhuman, physical


Uncontrollable Appetite

You consume something that you must obtain from other sapient beings through force or guile, and you have difficulty controlling your appetites. You must specify what it is you crave. This could be blood, “life force,” sex, or anything else the GM permits. Whenever you have an opportunity to indulge, you must make a self-control roll. If you fail, you must pursue it. Flavor Requirement: Describe what it is you need, why, and how often you need it.

XP cost: -4
Keywords: Inhuman, Mental


Understanding

When you hold someone close, gain Leverage on them. Once per scene, when you make someone feel heard and understood, you both gain 1xp. You also get +1 to rolls made to understand someone.

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Unintelligent

You can only use skills you have spent at least 1xp on. Exceptions may apply for rolls to endure or resist an effect or environmental condition. This feature is for animals and creatures with similar intelligence.

XP cost: -5
Keywords: Bad, inhuman, animal, mental


Unlucky

Once per scene, when you succeed at a roll, any player or GM can make you reroll.

XP cost: -5
Keywords: Anyone, Bad


Very Fast

Pick one method of movement' you've got superhuman speed with it. Flavor requirement: Describe how fast you are and what allows you to move so well.

XP cost: 5
Keywords: Inhuman. supernatural, physical


Very Religious

You are a very devout believer in a religion. You might even go as far as to say you are zealous, and you might be out to convert others. (See also: Religious). Flavor Requirement: What is your religion, why is it important to you, and how does it impact your day-to-day life?

XP cost: -3
Keywords: Bad, anyone


Vibration Sense

You can tell where things are by feeling vibrations through contact with the ground. Use the "Vibration Sense" skill when rolling to notice things with this sense.

XP cost: 5
Keywords: Awareness/Perception, Physical, Inhuman


Vow

You have sworn an oath to do (or not to do) something. Whatever the oath, you take it seriously; if you didn’t, it would not be a disadvantage. This trait is especially appropriate for knights, holy men, and fanatics. Flavor Requirement: Describe it!

XP cost: -3
Keywords: Anyone, Social, Bad


Walk on Water

You can walk on the surface of any liquid as if it were solid ground

XP cost: 3
Keywords: Supernatrual, Magic, Anyone


Weak Attacks

You are too small or too weak to do a lot of damage. When you win the roll-off to see if your attack hits, there is only a 50% chance that it will cause an injury. Rather than dealing damage, roll with a 50% chance of success, and deal an injury only on a success. Even if this roll fails, you still hurt them and caused them pain, just not well enough to substantially injure the target. The target felt it, and they may be in pain, distracted, angered, bleeding slightly, bruised, etc. This feature does nothing to the special affect of the skill you used to attack; those still occur if you succeed on the roll.

XP cost: -2
Keywords: Bad, anyone, animal, physical, combat


Weakness

You have an incapacitating supernatural reaction to an ordinarily innocuous substance. If you are exposed to it, you must immediately make a Pain Tolerance roll every minute. On a failure, your attributes all have a -5 penalty. Contact with the substance might also sting or burn you, weapons made of it might hurt you more, etc.

XP cost: -4
Keywords: Combat, Magic, Physical, Inhuman, Bad


Whatever It Takes

You can give someone Leverage on you to get +2 to your next roll to hurt them (physically or otherwise). Gain 1xp whenever combat starts. If someone challenges you to a fight, and the challenge is fair, you must roll Self Control to refuse or walk away. You also get +1 to Brawling or Martial Arts (your choice).

XP cost: 2
Keywords: Social, Anyone, Leverage, xp


Workaholic

You tend to drive yourself past your limits, and find it hard to relax and turn away from your work. You work extra hours, don't sleep much, and neglect other obligations. You may need a Self Control roll to take your attention away from your work.

XP cost: -2
Keywords: Anyone, Smartypants, Social, Bad


Xenophilia

You are instinctively fascinated and attracted by strangers and aliens, no matter how dangerous or frightening they appear to be. Make a self-control roll whenever you meet someone (or something) like this. If you fail, you assume that this person is interested in interacting with you socially. A xenophile finds himself offering drinks to glaring foreign soldiers, making passes at cute vampires, and shaking tentacles with Things Man Was Not Meant To Know while his companions are pointing weapons or running the other way . . . As partial compensation, you get a +2 bonus to Bravery Checks when meeting strange creatures.

XP cost: -2
Keywords: Anyone, Smartypants, Social, Bad