General Features
The list below includes all Features that function independently and are not purely flavor based. That means Features that assume the creature has other Features, and do not function otherwise, are not included.
Similarly, Features that are highly focused on the flavor of the clan they come from are left out. This section can be used both as a general reference of current Features and to help inspire new clans.
Invincibility (32 FP): [character name] has no Hit Points, rendering them immune to damage.
Limited Immortality (10 FP): [character name] can restore themselves from anything short of total destruction. Unless their body is vaporized or similarly destroyed, they are only mechanically treated as unconscious, Kill Checks having no effect.
Effects that would return Hit Points, including Features that do so without needing to be conscious, still return Hit Points and will result in them regaining consciousness.
For 10 additional FP, they are immune to Kill Checks, no matter what happens to their body. This is treated as an Immortality Feature.
Mind Over Mind (8 FP): [character name] can control other creatures like puppets. As three actions, they can touch a creature and make a Dominate Check (1d2 + Smart Ass) against the creature’s Emotional Armor (6 + Smart Ass).
If their Dominate Check is higher, the creature is under their control for one full rest per Smart Ass. The creature obeys any commands given by them, but is capable of working against them as long as it does not go against any command. Creatures immune to mental tampering cannot be affected by this Feature.
Temporal Mobility (8 FP): As twelve actions, [character name] can move themselves and a maximum number of other creatures equal to their Smart Ass to any point in time. Whenever they go back in time, their actions can alter the future as normal.
However, anything that would affect their personal linear objective timeline will cause temporal dissidence.
This is because changes that effect their P.L.O.T. will directly alter their history, and therefore them.
Temporal dissidence is the strain on existence created by the circle of constant minute changes made by a time traveler effecting their own future and having those effects change by how it effects the past.
Due to this, if they do something that causes too much temporal dissidence, such as by greatly changing their own future, the changes too their P.L.O.T. become too extreme and cause a rapid energetic transitive chronological orientation normalization.
A R.E.T.C.O.N. causes their personal timeline to rewind until before they made the action that caused the R.E.T.C.O.N., therefore making it impossible for them to change their own P.L.O.T. to a noticeable extent.
Vitality (8 FP): [character name] can spend three actions to return one Hit Point. Once they have returned to their maximum Hit Points, their physical body will return to a flawless state, re-growing lost limbs and undoing all injuries without scars.
For 4 additional FP, they regain one Hit Point each Turn, without the need to take actions.
Necromancy (6 FP): [character name] is skilled at bringing creatures half way back to life. As twelve actions, they can touch a corpse and return it to life with 1 Hit Point.
They can choose Features for the returned creature to gain. However, the total FP cost of all Features gained must equal zero, and it always gains the Undeath Feature.
For -2 additional FP, they cannot choose the Features the creature returns with. The reanimated creature gains the Undeath, Walking Corpse and Will Of The Master Features.
However, nothing prevents the creature from buying back Will Of The Master with available FP, making it possible for creatures enslaved by this Feature to gain free will unexpectedly.
Revise Memory (6 FP): As twelve actions while touching an unconscious creature, [character name] can alter ten minutes per Smart Ass of the creature’s memories, adding, altering or removing them. Creatures immune to mental tampering cannot be affected by this Feature.
Tough (6 FP): All damage [character name] takes is halved, rounded down. This Feature can be taken repeatedly, its effects stacking upon themselves.
Non-biological (5 FP): [character name] does not need to eat or sleep, but can meditate for an hour to gain the effects of a full rest. They aren’t affected by toxins, pathogens or similar ailments. Likewise, they are immune to Features that would rely on biological reactions.
Bigger Ass (4 FP): One of [character name]’s Ability Scores increases by 1. This Feature can be taken repeatedly for different or the same Ability Score. This cannot raise an Ability Score over 12.
Energy Thrower (4 FP): [character name] may shoot a ray that can damage creatures at a distance. This increases their Unarmed Attack Dice from 1d2 to 1d4, allows them to make Unarmed Attacks as Ranged Attacks and those Attacks are treated as 20 ft. closer.
Fast Step (4 FP): [character name] can defy the physical limitations of movement, virtually teleporting over significant distances. As an action, they can move to any location they can see and physically fit within.
For 2 additional FP, they can teleport to any location they are reasonably aware of, such as locations they have already been or have had clearly explained to them.
Flight (4 FP): [character name] can move in three dimensions, flying 10 feet faster than their ground speed.
Omniattack (4 FP): [character name] can use their Unarmed Attack against all creatures within range, rolling one Attack against all targets. This functions as a normal Unarmed Attack, each creature’s Armor being compared to the Attack individually.
Siphon (4 FP): When damaging a creature with Unarmed Attacks, [character name] can regain Hit Points equal to half the damage dealt to the creature.
Storage (4 FP): As an action, [character name] can store away any item they can easily carry on their own in a non-dimensional realm, allowing them to carry a potentially infinite amount of random junk. They must be touching the item.
This means that they cannot store an entire building, unless they are strong enough to carry the building, but they could pick up and store every individual brick that composed that building.
Unknown (4 FP): Memories, information or interest relating to [character name] or their nature falls out of mind once out of sight. This effect does not stop creatures from retaining working memory while interacting with them, but will stop creatures from noticing their presence without direct interaction or remembering it afterwards. Creatures with minds immune to mental tampering are not affected by this Feature.
For 4 additional FP, they can choose to apply this Feature selectively, it only effecting creatures they choose when they choose.
Regenerate (3 FP): As two actions three times per full rest, [character name] can restore Hit Points to themselves equal to their Smart Ass + 1d6.
For 1 additional FP, this Feature also removes physical damage that does not effect Hit Points, such as disease, scars, malformation or similar lasting problems of the flesh.
For 2 additional FP, this Feature can be used on other creatures via touch.
For 3 additional FP, they can use this Feature three more times per full rest. This additional cost can be payed repeatedly, each time it increases the number of uses by three.
For 6 additional FP, this Feature can return creatures from the dead. Using this Feature requires them to touch the target, so they must have some form of remains to target in order to return the dead. Since they must spend actions to use this Feature, they cannot normally use it to return from the dead themselves.
Aim (2 FP): [character name] can hit their enemies with excellent aim. Their Attacks are increased by 1. This Feature can be taken repeatedly, it’s effects stacking upon itself.
Bilocation (2 FP): As twelve actions, [character name] can create a second instance of themselves that functions as if it was a different creature, sharing their awareness and Features with the second instance. The new instance has independent actions. They can create as many instances as they wish.
When creating an instance, they must give the instance a number of Hit Points. The instance gains however many Hit Points they choose to give it as its maximum Hit Points and their maximum Hit Points are reduced by the same number.
They cannot reduce their own Hit Points below, or create an instance with less than, the maximum number that would result in them falling unconscious from 1 damage. If making an instance would require the instance to have too few Hit Points, they cannot create the instance.
As an action, they can touch an instance and reabsorb it, regaining the invested Hit Points. Instances are treated as no different from their original self, meaning they can absorb instances from an instance other than the original, potentially resulting in a different instance becoming the single instance by absorbing the others.
If an instance is killed, it is not absorbed and they do not regain Hit Points from it. However, it can still be absorbed as normal once it is return to life or by touching it while it is dead.
Death Magic (2 FP): Whenever [character name] kills a creature with their Unarmed Attacks or Features, they gain a number of Murder Points (MP) equal to the creature’s Smart Ass. They cannot have more than 10 per Smart Ass MP at a time.
They can spend MP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and MP cost. They pay the MP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the MP.
Dodge (2 FP): [character name] can move out of the way of attacks with great skill. Their Armor increases by 1. This Feature can be taken repeatedly, it’s effects stacking upon itself.
Energy Blast (2 FP): [character name] can attack at range with a blast of destructive force, causing 2d2 damage to an area 5 ft. wide and 10 ft. long in front of them. For every 10 feet beyond that range, the damage goes down by 1d2.
For 1 additional FP, the Damage Dice of this Feature increases by 1d2. This additional cost can be payed repeatedly, the effects stacking upon themselves.
Erosvore (2 FP): Each turn that [character name] engages in a sexual act with another creature, it loses one Hit Point and they gain two Hit Points.
Other Side (2 FP): [character name] can take one action per full rest while dead. The action can be used on anything they could do while alive. This Feature can be taken repeatedly, gaining another action per full rest each time.
Realm (2 FP): Through an hour of work, [character name] can turn a doorway into a permanent gateway to a realm within their soul. Matter can pass through such a gateway, but material originating from their realm dissipates outside. An avatar of them can be created within this realm.
Over a full rest, they can change any aspect of their realm to their will. If the frame of the doorway is destroyed, the gateway within it is destroyed. They cannot create a gateway wider than 6 ft. per Smart Ass.
For 1 additional FP, they can halve or double the rate of time within their realm relative to the realm they physically inhabit. This additional cost can be payed repeatedly, meaning that the possible degree of dilation doubles each time it is taken.
Sanctum (2 FP): [character name] creates a personal pocket realm of their design, accessible to them as a refuge from the world. The realm can be restructured over a full rest. However, it cannot be larger than 10 cubic feet per Smart Ass and any material created as part of the realm cannot be removed from it.
As twelve actions, they can transport themselves and any items or creatures they are carrying to the realm or from the realm to their previous location.
Objects originating from outside the realm can still be removed, even if altered within it. A creature capable of inter-realm travel can leave the realm or enter the realm if it has a way to locate the realm.
See Me Not (2 FP): As an action three times per full rest, [character name] can become invisible for 10 minutes per Smart Ass. This provides +1 to Attacks and increases Armor by 2 against creatures that cannot tell were they are
For 2 additional FP, they can use this Feature on creatures they touch.
For 4 additional FP, this Feature can be used at-will.
Sucker Punch (2 FP): One time per full rest, [character name] can use an action in another creature’s turn. This gives them one action per full rest that can be used when it is not their turn at any time and in any combination.
This action is taken away from their next turn, once it reaches their turn again in the turn order. This Feature can be taken repeatedly, providing one more action per full rest each time it is taken.
Telekinesis (2 FP): [character name] can control objects with the force of their mind alone. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
For 2 additional FP, they can interact within 100 ft. per Smart Ass, rather than 10 ft.
Universal Language (2 FP): [character name] has the low grade ability to sense the meanings of other’s words and convey their own meanings. This doesn’t actually let them speak or know languages they have never learned.
Instead, when they hear the words of a creature, the meaning of the words bypasses the physical words and goes directly from the creature’s language center to their language center. Likewise, their words are directly conveyed to any creature hearing them.
This lets them understand, and be understood by, any creature with a concept of language. Since the meaning goes directly to the mind, idioms and grammar are reflexively translated. They cannot use this to understand recorded language, such as written language or audio recordings.
For 1 additional FP, they can understand any form of language, even recorded language.
Unliving (2 FP): [character name]’s body requires food, water, air and sleep to function, but does not require them to live. When they would die from the absence of one of these resources, they instead fall unconscious until the missing resource is returned.
In addition, if they would die from a toxin, pathogen or similar ailment, they instead fall unconscious for a full rest. After this full rest, they awake completely cured of the ailment effecting them. Likewise, taking a full rest while effected by such an ailment, wether life threatening or not, will cure them of the ailment after the full rest.
Vital Mage (2 FP): Whenever [character name] would gain Hit Points over their maximum Hit Points, they gain a number of Vital Points (VP) equal to the Hit Points they would gain. They cannot have more than 10 per Smart Ass VP at a time.
They can spend VP to perform impossible feats. To do so, they define what they want to happen. The Game Master determines the DC and VP cost. They pay the VP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the VP.
Alert (1 FP): When rolling for Turn order, [character name] can add 1d4 to their roll. This Feature can be taken repeatedly.
Disease Immunity (1 FP): [character name] is immune to pathogens, being incapable of contracting diseases.
Divine (1 FP): When [character name] wants to gain unknown knowledge, they can make a Diviner Check (1d12 + Smart Ass) to rip the answer from the fabric of reality. The DC for any specific knowledge is set by the Game Master, but should correlate to how well known the knowledge is and the FP cost of this Feature.
For 2 additional FP, they add 1d4 to the result of Diviner Checks. This cost can be payed repeatedly, another 1d4 being added each time.
Essence Sight (1 FP): [character name] may make Sight Checks (1d12 + Smart Ass) to attempt to see non-physical aspects of reality.
For 1 additional FP, the results of their Sight Checks are increased by 1. This extra cost can be paid repeatedly, increasing Sight Checks by 1 each time.
Flesh Sculptor (1 FP): As three actions while touching a creature, [character name] can alter a creatures physical form as they wish. They can change the creature’s Height, Weight, anatomy and biological processes appropriately. This does not provide Features or mechanical changes, unless the Game Master rules that the addition or removal of a zero FP Feature is appropriate.
Hive Mind (1 FP): [character name] can spend an hour touching a willing creature to make a mental link between them and it. The link allows both of them to communicate telepathically over any distance.
As an action, either them or the creature can break this link. Any creature they have a link with can communicate with any other creature they have a link with, but a creature can only break its own link, not the links of others. If they die, all the links stop functioning, but are reestablished if they return to life.
Martial Artist (1 FP): [character name] has Unarmed Dice of 1d3, rather than 1d2. This Feature can be bought repeatedly. Each time it is purchased, the Unarmed Dice go up by one die type.
Cost Dice
1 FP: 1d3
2 FP: 1d4
3 FP: 1d6
4 FP: 1d8
5 FP: 2d6
6 FP: 2d8
7 FP: 4d6
+1 FP: +1d6
Minor Magic (1 FP): [character name] has a number of Mana Points (MP) equal to their Smart Ass. This MP renews after a full rest. They can spend MP to perform impossible feats.
To do so, they define what they want to happen. The Game Master determines the DC and MP cost. They pay the MP cost and make a Casting Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, they still lose the MP.
For 5 additional FP, they can make Casting Checks without needing to spend MP. This removes their MP pool entirely.
For 3 additional FP, the results of their Casting Checks are increased by 1. This additional cost can be taken multiple times, increasing the result by 1 again each time.
For 1 additional FP, the results of Casting Checks to achieve a specific variety of effects are increased by 1. An example of such a variety of effects would be healing and flesh shaping, scrying on events or magic object creation. This additional cost can be taken multiple times, increasing the result by 1 again each time.
Normalcy (1 FP): [character name] has a low grade distorting effect on the minds of those around them, obfuscating anything suspicious about them.
Wherever they go, creatures will automatically assume that they belong there, without considering the implications of their presence. A creature will not question their presence on its own, but can still question if others do.
Likewise, any creature will ignore behavior or events relating to them that should cause concern, unless those events actively effect or threaten the creature. This Feature only works on events that are strange, not those truly suspicious in a manner the creature can understand. Creatures with minds immune to outside tampering are not effected by this Feature.
Old One (1 FP): If [character name] dies, but their body remains completely in tact, they will return to life completely healed after a single year. If they die, and a vital organ was destroyed or removed, they will return to life completely healed after a decade. If they die, and only a small part of their body remains, they will return to life completely healed after a century. If they die, and nothing distinguishable as remains is left, they will return to life completely healed after an eon.
At Game Master discretion, outside forces may attempt to accelerate this process by repairing their body or providing their soul a more intact one. Likewise, damage to their body after death or removal of their soul from their flesh may extend the time required, although they will return after an eon regardless. This is treated as an Immortality Feature.
For 3 additional FP, the time required for them to return is divided by 12. For another 16 additional FP, they will return to life completely healed after an hour, regardless of the degree of damage.
Note: An eon is roughly a billion years.
Patron (1 FP): [character name] can imbue a sliver of their will into lesser beings. This allows them to make Chosen Ones to enforce their will. A preexisting creature that pledges its will to them can be made into a Chosen One. They gain all knowledge known by such a creature, and an insight into its identity, at the time of its pledge.
If they choose, the creature becomes a Chosen One and gains a Divine Will Feature dictated by them and Champion Features of their choice. However, the creature must have sufficient FP.
For 1 additional FP, they can make Warping Checks from any location one of their Chosen Ones inhabits, as if they were standing where the Chosen One is standing.
For 2 additional FP, they can see into the minds of their Chosen Ones, being aware of their thoughts and all their senses.
Perfect Memory (1 FP): [character name] is physically incapable of forgetting knowledge once it is learned. Any sensory input that has ever entered their mind is perfectly recorded and can be retrieved and experienced at any time as it was when first received. This makes it impossible for them to forget or lose quality from any experience.
As an action, they can go back to any point in their limitless memory and study the sensory input from that point. While doing this, they can make Checks to study their senses at the time as they would if present at that time and place. This might let them spot details they missed the first time or process information they weren’t paying attention to at the time.
Likewise, they never need to make Checks to remember past events, regardless of possible distractions.
Ranged Attacker (1 FP): [character name] is treated as if they were 10 ft. closer for making ranged attacks. This Feature can be taken repeatedly.
Recuperate (1 FP): While healing damage takes most people weeks or months, [character name] can heal quickly and easily. Whenever they finish a full rest, they gain a number of Hit Points back equal to their Bad Ass.
For 1 additional FP, they add 1d6 to the regained Hit Points every full rest.
See Darkness (1 FP): At-will, [character name] can touch themself or another creature and provide the ability to see in any level of darkness as if it were fully illuminated. Each creature effected retains this ability until it finishes a full rest.
Shield (1 FP): Three times per full rest, [character name] can put up a barrier against an Attack. This is used while a creature is making an Attack against them and does not have an action cost. They roll 1d6 and add it to their Armor against the creature’s Attack.
For 1 additional FP, they can add their Smart Ass to their Armor when using this Feature.
For 6 additional FP, they can use this Feature at-will.
Skilled (1 FP): [character name] is good at a particular skillset. When they make a Check to do something related to that skillset, they can add 1d4 to the result.
This Feature can be taken for multiple skills, at the same cost each time. It can also be taken repeatedly for the same skill, adding another 1d4 to that skill’s Checks. If taken for the same skill, the cost of taking it again is 1 higher each time.
For example, if they take this Feature once for Checks to observe their surroundings and once for Checks to persuade other creatures, each would cost 1 FP, for a total of 2 FP. However, if they take it twice for observing their surroundings, gaining 2d4 to such Checks, it would cost 1 FP the first time and 2 FP the second time, for a total cost of 3 FP.
Soul Sculptor (1 FP; Varies): Any amount of FP can be spent on this Feature. As twelve actions while touching a creature, [character name] can give any arrangement of Features to the creature.
The total FP cost of all Features given to a creature must be equal to or less than the total FP used to buy this Feature minus one. The creature must have sufficient FP available to gain the Features.
Amorphous (0 FP): Once [character name] has returned to their maximum Hit Points, they will return to a flawless state, re-growing lost limbs and undoing all injuries without scars.
Blighted Blood (0 FP): When [character name]’s blood is ingested by, or similarly enters the body of, a creature, that creature gains a corruption. For the next 12 hours, the creature regains one Hit Point each hour. Once it is returned to its maximum Hit Points, its physical body will return to a flawless state, re-growing lost limbs and undoing all injuries without scars.
For one day per their Smart Ass, the corruption remains within the creature and it cannot benefit from this Feature’s healing effect again until this corruption has dispersed. If the creature dies while under this corruption, the creature returns to life 1d6 hours later with a specific set of Features that have a total FP cost of zero, which is chosen when this Feature is taken. A creature returned to life by this Feature cannot be affected by it again. They cannot benefit from this Feature.
Fury (Varies): [character name] selects an arrangement of Features that do not have limited uses. The FP cost of this Feature is equal to half of the FP cost of all Features selected, rounded up. For a number of Turns per full rest equal to their highest Ability Score, they can gain the effects of all the selected Features.
It requires no action to activate this Feature, and they do not need to use the Turns consecutively. However, they will fall unconscious for a number of Turns equal to the Turns they used once they stop using this Feature or run out of available Turns.
This does not reduce their Hit Points and they wake up with the same number as they fell unconscious with, unless they took damage while unconscious. If one of the Features provided by this Feature increases their highest Ability Score, it does not increase the number of Turns this Feature can be used.
For 2 additional FP, they do not fall unconscious after using this Feature.
Blight (0 FP): When [character name] kills a creature with their Unarmed Attack, the creature returns to life 3 days later with a specific set of Features that have a total FP cost of zero.
Timeless (0 FP): [character name] does not age no matter how much time passes.
