Version 3.5 (06/2026)
Universal Result Point Feats
These are available to everyone all the time.
| Cost | Feat | Effect |
| 1+ | Party Pool | Add 1 Character Point to the Party Pool per Result Point spent. |
| 1 | Talent | Gain a +1D bonus to a related follow-up Test. |
| 2 | Enhanced Effect | Increase a related effect by +1D (healing, repair, etc.). |
| 3 | Set Up | An ally gains +1D on their next related Test. |
| 4 | Dramatic Success | Create a significant narrative advantage approved by the GM. |
Party Pool: This is an option that is available to all Players that gained Result Points that they can not use right away. If the GM allows, the character can allocate their Result Points as Character Points to the Party Pool. This Party Pool is a collective Character Point Pool available to all players to use during play – 1 point can be used as a Character Point at any time. Once the session is over, this pool is evenly divided up by the characters as Character Points on the character sheet.
Party Pool (1+ RP): For each Result Point spent, add one Character Point to the Party Pool. A player may spend any number of available Result Points on this Feat after a successful Test. This represents exceptional teamwork, morale, or momentum generated by the character’s success.
Momentum (1 RP): Gain a +2 bonus on the next directly related Test made by the same character. The follow-up Test should naturally flow from the original action and must occur before the end of the current scene, unless the GM rules otherwise.
Enhanced Effect (2 RP): Increase the primary non-combat effect of the successful Test by +1D. This most commonly enhances healing, repairs, crafting, or any other variable effect determined by the Test. This Feat may not be used to increase weapon damage or any effect that has a more specific Result Point Feat.
Set Up (3 RP): An ally who can reasonably capitalize on the success gains +1D on their next related Test. The bonus must be used before the end of the encounter or scene, as determined by the GM.
Dramatic Success (4 RP): The character achieves an exceptional outcome beyond the normal success of the Test. Rather than providing a fixed mechanical benefit, this Feat allows the player and GM to create a significant narrative advantage appropriate to the situation, such as discovering an unexpected opportunity, impressing witnesses, or turning circumstances in the party’s favor.
Combat Feats
Combat Feats allow a character to spend Result Points generated by a successful attack to perform cinematic combat maneuvers or enhance the attack’s effects.
| Cost | Feat | Effect |
|---|---|---|
| 1+ | Add Damage Die | Add +1D to the attack’s damage per point. |
| 1+ | Grapple | (Unarmed Combat only.) The target makes a Test or Grappled. |
| 1+ | Knockback | Move yourself or the target 1 Combat Space for each Result Point spent. |
| 1+ | Knockout | The target makes a Test or unconscious for 1d6 Rounds. |
| 1 | Wild Die Flip | Convert one normal Damage Die into a Wild Die. |
| 2 | Add Wild Die | Add one Wild Die to the damage roll. |
| 2 | Battlefield Awareness | Gain +2 to your next Attack Test before the end of your next turn. |
| 2 | Defensive Stance | Gain +2 Passive Defense until the start of your next turn. |
| 2 | Disarm | Force the target to drop one held item. |
| 2 | Intimidate | Immediately make a free Intimidation interaction attack. |
| 2 | Knockdown | Knock the target Prone. |
| 2 | Maneuver | Immediately make a free Maneuver interaction attack. |
| 2 | Rapid Reload | Instantly reload one weapon. |
| 2 | Taunt | Immediately make a free Taunt interaction attack. |
| 3 | Crippling Blow | The target makes a Stamina: Fortitude Test against the Damage Total. On a failure, the target cannot take Actions for 1d6 Rounds. |
| 3 | Lightning Attack | Immediately make one additional attack. No additional Combat Feats may be spent on the second attack. |
| 3 | Pierce Armor | Halve the target’s Armor against this attack. |
| 3 | Precision Shot | Adjust the attack to strike a specific location or object. |
| 4 | Dual Strike | Apply the attack against a second target within range. |
| 4 | Seize Initiative | Automatically act first during the next Round. |
Add Damage Die (1+ RP): Increase the attack’s Damage Total by +1D for each Result Point spent. A player may spend any number of available Result Points on this Feat before rolling damage.
Grapple (1+ RP): Unarmed Combat only. The target immediately makes a Strength: Fighting Test opposed by the attacker’s Strength: Fighting Test. The target suffers a –1 modifier to the Test for each additional Result Point spent beyond the first. On a failure, the target becomes Grappled.
Knockback (1+ RP): Move yourself, the target, or both by 1 Combat Space for each Result Point spent. Movement must be reasonable for the attack and is subject to obstacles and terrain at the GM’s discretion.
Knockout (1+ RP): The target immediately makes a Stamina: Fortitude Test against the attack’s Damage Total. The target suffers a –1 modifier to the Test for each additional Result Point spent beyond the first. On a failure, the target falls unconscious for 1D6 Rounds or until awakened.
Wild Die Flip (1 RP): Convert one normal Damage Die into a Wild Die before rolling damage. This increases the chance of exceptional damage without increasing the total number of dice rolled.
Add Wild Die (2 RP): Add one additional Wild Die to the damage roll. This Wild Die is rolled alongside the attack’s normal damage dice.
Battlefield Awareness (2 RP): Gain a +2 bonus on your next Attack Test before the end of your next turn. This represents exploiting an opening created by your successful attack.
Defensive Stance (2 RP): Gain +2 Passive Defense until the start of your next turn. This bonus represents maintaining superior positioning and readiness after the attack.
Disarm (2 RP): Force the target to immediately drop one held item of the attacker’s choice. The dropped item lands in an adjacent Combat Space, as determined by the GM.
Intimidate (2 RP): Immediately make a free Intimidation Interaction Attack against the target. This does not count as an additional Action.
Knockdown (2 RP): The target is knocked Prone immediately after the attack is resolved, provided it is physically capable of being knocked down.
Maneuver (2 RP): Immediately make a free Maneuver Interaction Attack against the target. This does not count as an additional Action.
Rapid Reload (2 RP): Immediately reload one weapon you are carrying. This ignores the normal Action required to reload but does not provide additional ammunition beyond the weapon’s normal capacity.
Taunt (2 RP): Immediately make a free Taunt Interaction Attack against the target. This does not count as an additional Action.
Crippling Blow (3 RP): The target immediately makes a Stamina: Fortitude Test against the attack’s Damage Total. On a failure, the target cannot take any Actions for 1D6 Rounds, though it may still defend normally if able.
Lightning Attack (3 RP): Immediately make one additional attack with the same weapon against a legal target. No additional Combat Result Point Feats may be applied to this second attack.
Pierce Armor (3 RP): Halve the target’s Armor value against this attack, rounding down unless otherwise specified by the GM. This applies only to the current attack.
Precision Shot (3 RP): Adjust the attack to strike a specific body location, held item, or other small target without using the normal Called Shot rules. The exact effect is determined by the GM based on the circumstances.
Dual Strike (4 RP): Apply the attack against a second legal target within the weapon’s range. Resolve the attack and damage separately against each target.
Seize Initiative (4 RP): You automatically act first during the next Round. If multiple characters use this Feat, determine their order normally among themselves before all other combatants.
Investigation & Discovery Feats
| Cost | Feat | Effect |
|---|---|---|
| 1 | Talent Unlock | Learn something useful that grants an immediate advantage. |
| 2 | Efficient Search | Use half the normal time or resources. |
| 2 | Additional Clue | Discover an extra piece of useful information. |
| 3 | Further Discovery | Make an immediate secondary investigation Test. |
| 3 | Focused Research | Gain +1D on related investigation Tests for the session. |
| 4 | Ready for Battle | Gain +1D Initiative if combat follows soon. |
| 4 | Learned Something | Gain Rank 1 in a related Skill for the remainder of the session. |
Talent (1 RP): Learn something useful beyond the immediate success of the Test. This information should provide an immediate advantage, reveal a hidden opportunity, or answer a question relevant to the current situation, as determined by the GM.
Efficient Search (2 RP): Complete the investigation using half the normal time or expend only half the normal resources required. The GM determines how this applies based on the circumstances, such as searching more quickly, conserving supplies, or minimizing disruption.
Additional Clue (2 RP): Discover one additional piece of useful information beyond what was required for success. The clue should be relevant to the investigation and may point toward new evidence, a hidden connection, or another lead.
Further Discovery (3 RP): Immediately make one additional Investigation Test related to the current search without spending additional time or requiring a separate Action. This Test may reveal further information if successful.
Focused Research (3 RP): Gain +1D on all Investigation Tests directly related to the current subject for the remainder of the session. This represents developing a deeper understanding as the investigation progresses.
Ready for Battle (4 RP): If combat begins before the end of the current scene, gain +1D to your Initiative Total during the first Round. This represents identifying danger, anticipating trouble, or recognizing tactical opportunities during the investigation.
Learned Something (4 RP): Gain Rank 1 in one Skill directly related to the subject of the investigation for the remainder of the session. The GM must approve the Skill, and it should represent practical knowledge gained through the character’s discoveries rather than permanent training.
Social Feats
| Cost | Feat | Effect |
| 1 | Clever Quip | Target suffers -1D on the next social Test. |
| 1 | Last Word | Target suffers -1D on the next social Test. |
| 2 | Sway Crowd | Affect one additional target. |
| 2 | Read the Room | Learn the emotional state or motivation of those present. |
| 3 | Leave Them Speechless | Witnesses are stunned into silence for a round. |
| 3 | Jest | Nearby listeners must resist becoming distracted. |
| 4 | Seduce | Create a strong social opening with the target. |
| 4 | Force of Will | Gain +1D against social pressure for the scene. |
| 5 | Enrage | Force a target to attack, leave, or otherwise react emotionally. |
Clever Quip (1 RP): Deliver a timely remark that undermines the target’s confidence or composure. The target suffers –1D on its next Social Test before the end of the current scene.
Last Word (1 RP): End the exchange with a decisive statement that leaves the target unable to effectively respond. The target suffers –1D on its next Social Test against you before the end of the current scene.
Sway Crowd (2 RP): Extend the effects of your successful Social Test to one additional target who can reasonably hear or observe the interaction. The additional target is affected in the same manner as the original target, if appropriate.
Read the Room (2 RP): Gain insight into the emotions, attitudes, or motivations of those present. The GM should reveal one useful piece of social information, such as who is sympathetic, hostile, nervous, deceptive, or influential.
Leave Them Speechless (3 RP): Your words leave nearby witnesses momentarily stunned. Those affected are unable to make Social Tests until the end of their next turn, though they may still defend themselves or take other non-social Actions normally.
Jest (3 RP): Your humor or wit distracts those nearby. All listeners within earshot must succeed on an appropriate Will Power Test, as determined by the GM, or become distracted until the end of their next turn.
Seduce (4 RP): Create a powerful social opening with the target through charm, flirtation, or personal appeal. The target becomes significantly more receptive to further friendly Social Tests for the remainder of the scene, provided your actions remain believable and appropriate to the situation.
Force of Will (4 RP): Your confidence and determination make you difficult to influence. Gain +1D on all Tests to resist Social interaction attacks or other forms of social pressure for the remainder of the scene.
Enrage (5 RP): Drive the target into an emotional outburst. The target must immediately make an appropriate Will Power Test or react emotionally in a manner consistent with its personality, such as attacking, storming away, shouting, or otherwise losing its composure. The GM determines the exact reaction based on the circumstances.
Movement & Chase Feats
| Cost | Feat | Effect |
| 1 | Quick Step | Move 1 extra Space. |
| 2 | Evasive Motion | Gain +1D Defense until your next turn. |
| 2 | Shortcut | Reduce travel time or bypass an obstacle. |
| 3 | Gain Position | Move to a tactically superior location. |
| 4 | Escape | Break free from a pursuit or engagement. |
Quick Step (1 RP): Immediately move 1 additional Combat Space. This movement follows all normal movement rules and does not provoke any additional effects unless otherwise specified.
Evasive Motion (2 RP): Gain +2 Passive Defense until the start of your next turn. This represents weaving, ducking, or maintaining constant motion to make yourself a more difficult target.
Shortcut (2 RP): Discover or create a more efficient route, reducing the time required to travel or allowing you to bypass a minor obstacle. The exact benefit is determined by the GM based on the terrain and circumstances.
Gain Position (3 RP): Immediately move to a tactically advantageous location within your normal movement. This may include reaching higher ground, gaining cover, securing a choke point, or otherwise improving your battlefield position, subject to the GM’s approval.
Escape (4 RP): Successfully break free from a pursuit, engagement, or similar restriction. If engaged in melee, grappled, or being actively pursued, you immediately disengage and may move normally. Outside of combat, this Feat may allow you to evade pursuers or slip away unnoticed, as determined by the GM.
Crafting & Technical Feats
| Cost | Feat | Effect |
| 1 | Efficient Work | Reduce required time by half. |
| 2 | Conserve Materials | Use half the normal resources. |
| 2 | Temporary Improvement | Grant +1 bonus to the created item. |
| 3 | Exceptional Quality | Grant +1D on one use of the item. |
| 4 | Breakthrough | Discover additional information or an improved solution. |
Efficient Work (1 RP): Complete the task in half the normal time without reducing the quality of the finished work. This Feat represents careful planning, practiced technique, or exceptional efficiency.
Conserve Materials (2 RP): Use half the normal raw materials or consumable resources required to complete the task. The finished item is otherwise created normally with no reduction in quality.
Temporary Improvement (2 RP): Grant the completed item a +1 bonus to one appropriate characteristic or Test. The GM determines the exact benefit based on the type of item created or repaired. This improvement lasts until the item is significantly damaged, modified, or the current adventure ends.
Exceptional Quality (3 RP): Craft or repair an item of outstanding workmanship. Once before the end of the current adventure, the item’s user may gain +1D on a single appropriate Test involving that item.
Breakthrough (4 RP): Your work produces an unexpected insight or innovation. In addition to the intended result, discover useful information, identify a more effective technique, reduce future complexity, or develop an improved solution, as determined by the GM.
