Features

Features are special characteristics and capabilities that allow a character to do unique and extraordinary things.

Features are one of the most powerful tools players have to create unique, special, and meaningful characters. They can represent things like uncommon genetic traits, innate talents, exceptional skill proficiency or technique, supernatural powers, magical items, or specialized gear.

Features are written using a short description that must include a limit and an effect.

Defining a Limit

A limit defines and describes when and how a feature can be used.

SITUATION: Only applicable under specific circumstances. For example, gills allow a character to breathe while underwater, special scales may provide resistance to damage from fire, or a sneak attack can only be made when hidden in shadows.

RESOURCE: Consumes one or more points of a scarce resource. The resource may be a special type of ammunition for a weapon, and increase in a character's stress level, or a pool of magical energy used when casting a spell. When using a scare resource, consider how the character acquires and replenishes the resource during game play.

CONDITION: Adds a level to a new or existing condition. This could be adding a level of fatigue from doing something physically challenging. The condition can also be permanent, such as a character flaw or a disability.

TIME: A time-related constraint that determines how often it can be used. This could be a fixed number of uses per situation, encounter, or scene, or between extended rests. The feature might require one or more turns in preparation (such as performing a ritual or procedure), or to cool down or recharge after its use before it can be used again.

Defining the Effect

The effect describes what the feature does. Effects can be mechanical (altering the outcomes of an action roll or altering the constraints of a player's turn), or narrative (making a change to the current environment or situation).

AUTOMATIC SUCCESS: Alter a single action die to convert a failure to a success. The consequence for the success is determined by the player per normal rules for determining consequences.

FIXED CONSEQUENCE: The feature imposes a specific consequence to the target character. This can include adding stress, a level of a specific condition, or damage to a type of asset.

EXPANDED TURN: Allows breaking the standard rules related to what a character can accomplish during their turn. The boost may alter normal restrictions on movement, extend the range or area of effect of a weapon or spell, or allow targeting or applying an effect to multiple targets). Features can also extend the standard turn by allowing the player to perform a specific kind of secondary action. A quick draw pistol expert may be able to draw and fire at multiple targets in a single turn or disarm an opponent before they can return fire.

NARRATIVE ASPECT: Creates or alters a narrative aspect related to the character's situation in the game world. An effect might be changing an aspect of the environment like or covering the terrain with grasping vines. A narrative aspect might involve an aura that charms or frightens everyone within proximity to the character.

CHOICE OF EFFECTS

To help make features that are dynamic and versatile, features can be written to allow players to choose from a list of up to three (3) related effects. Effects should be cohesive and aligned with the overall purpose and description of the feature. For example, a feature intended to allow a mage to *push themselves* when casting a spell might provide a choice of extending the range of a spell, increasing the size of an area of effect, or allowing for the selection of multiple targets. A feature of a weapon that fires specialized ammunition could allow a different effect to be chosen based on the type of ammunition fired.

Creating Features

Features can be created by writing a short description using the following recommended format.

< description of the feature>. <description of the limit>, <description of the effect(s)>.

Feature descriptions should be concise and specific to avoid ambiguity in determining how and when a feature can be invoked during game play. If a feature defines multiple optional effects, each option should be clearly identified.

Examples

QUICK DRAW - You are greased lightning with pistol. At the beginning of any conflict where you are drawing your pistol, you can choose to a) target and shoot up to 3 separate targets (within range), or b) draw and make a called or trick shot without disadvantage.

ARCANE OVERLOAD - You can push yourself when you cast a spell to boost your arcane power. Add a bane to the character's control or performance conditions to a) double the distance of any spell, or b) double the number of targets or the area of effect.

FEATURE EXAMPLES

For more examples, refer to the Features section of the Toolkit.

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