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Passive Abilities

Passive abilities are permanent upgrades that modify how your character functions. They do not need to be activated.

Passive abilities use one of four cost structures:

  • Flat (1 XP, once): Purchased once for 1 XP. Buying a second instance has no effect.
  • Leveled (1 XP per level): Can be invested in repeatedly. Each level stacks. Some have a maximum level.
  • Per instance (1 XP): Can be taken multiple times, but each purchase applies to a distinct target: a different polarity, sense, item, or awareness state. Each instance is tracked separately at 1 XP.
  • XP grant: Rather than costing XP, the passive grants XP in exchange for taking on a drawback. Tracked per level the same way as leveled passives, but the XP is returned to your pool to spend elsewhere.

Gain resistance to a specific damage type. Each level reduces incoming Strain of that type by 1.

Can be taken multiple times for different damage types. Each damage type is tracked and leveled separately.


Take on increased damage from a specific damage type in exchange for XP. Each level increases incoming Strain of that type by 1, and grants you 1 XP to spend elsewhere. Maximum level 5 per damage type.

Damage types that cover multiple types (Physical, Ren) grant XP at the same multiplier they cost as Resistant: Vulnerability to Physical grants 2 XP per level, and Vulnerability to Ren grants 5 XP per level.

Can be taken multiple times for different damage types. Each damage type is tracked and leveled separately.


When you receive a wound with a Strain rating of 1, the wound slot is filled but no condition is associated with it.


One state of your Awareness gains a boost to range. Each level increases how far that state reaches. Can be taken multiple times, either to boost the same state further or to apply to a different state.


Each level reduces any forced movement applied to you by 1 Range Band.


Gain an enhanced or alternative sense: seeing in complete darkness, seeing heat signatures, perceiving through a blindfold, or similar. Choose one specific sense when taking this passive.


When you would suffer from any complications, you regain 1 Strain.


You have natural armor with a maximum AS equal to the XP invested in this passive. It regenerates up to 2 points every time you rest.


Ignore terrain effects that reduce your Stride.


You are immune to mind control.


When your dice pool is built from 3 or fewer sources, you gain +1 success on the roll.


One state of your Awareness is only detectable to those who share a specific polarity you choose at purchase. Can be taken multiple times for different Awareness states or polarities. If taken for overlapping polarities, a detector needs both to perceive you.


Designate a specific action, interaction, or ability. Each time that trigger occurs, gain an escalating die starting at d12 and improving by one step each time (d12 > d10 > d8 > d6 > d4). The die caps at d4. You can add it to any roll at any time, then it resets.


When you and an ally suffer the same specific negative effect simultaneously, you gain +1 success on your next action.


Choose a specific item or toolset. You gain a die (starting at d12) when using that item for relevant tasks. Each level upgrades the die by one step, up to a maximum of d4.

Items in the same family (e.g. longbow and shortbow) benefit from the proficiency, but the die is one step worse than what the proficiency would normally provide.

Can be taken multiple times for different items or toolsets.


Gain one additional wound slot. Can only be taken once.


Choose one polarity you own. That polarity is treated as belonging to a value one rank higher than it actually is for all purposes. Can be taken multiple times for different polarities.


When you would successfully wound an enemy, you can instead choose not to wound them. If you do, apply an initial condition at the Strain you rolled and one additional condition at 1 Strain.


When you apply a condition to a target that already has at least one condition, they also become Destabilized (1 Strain).


When you roll a null result on a roll to apply a specific condition (not through a wound or attack), the condition applies at 1 Strain anyway.


When you receive a wound, gain a bonus die on your next roll. The die starts at d12 at 1 XP invested and improves by one step per additional XP invested (d12 > d10 > d8 > d6 > d4).


Passives are purchased with XP during downtime or between sessions, with GM approval. Flat passives cost 1 XP and cannot be leveled. Leveled passives cost 1 XP per level. Per-instance passives cost 1 XP each time and apply to a different specific target. XP-granting passives return XP to your pool in exchange for a lasting drawback.

There is no cap on the number of passive abilities a character can have.