Once per rest, when an ally within Close range rolls with Fear, you can make it a roll with Hope instead.
You have advantage on rolls to command or persuade.
Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.
When you take a short rest, you can choose a long rest move instead of a short rest move.
Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.
Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinctweapon that deals
Gain a +1 bonus to your Armor Score and Damage Thresholds.
While your feet are touching the ground, you cannot be lifted or moved against your will.
Mark a Stress to gain advantage on a reaction roll.
During a rest, you can drop into a trance to choose an additional downtime move.
You are immune to damage from magical or mundane flame.
Mark a Stress to wreathe your primary weapon in flame until the end of the scene. While ablaze, it gives off a bright light and grants a
Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice.
You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.
When you succeed on an attack against a target within Melee range, you can mark a Stress to kick yourself off them, dealing an extra
Make an Instinct Roll ( 12) to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.
While touching a corpse that died recently, you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.
Gain a bonus to your damage thresholds equal to your Proficiency.
Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move.
Gain an additional Hit Point slot at character creation.
Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.
When you make a Finesse Roll, you can spend 2 Hope to reroll your Hope Die.
You have advantage on rolls to see through illusions.
You ignore disadvantage on Agility Rolls.
Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.
At the start of each session, everyone in your party gains a Hope.
When you roll a 1 on your Hope Die, you can reroll it.
Gain an additional Stress slot at character creation.
When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
Make an Agility Roll to scratch a target within Melee range. On a success, they become temporarily Vulnerable.
When you have 1 Hit Point remaining, attacks against you have disadvantage.
You can breathe and move naturally underwater.
You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals
Mark a Stress to conjure a gust of wind that carries you or an ally up to Very Far range. Additionally, you can always control the speed at which you fall.
Spend 2 Hope to grant a +1 bonus to either your or an ally’s Evasion until you next take Severe damage or you use Eye of the Storm again.
You can breathe and move naturally underwater.
Once per rest, when you have access to a small amount of water, you can mark 2 Stress to heal a Hit Point on yourself or an ally.