Feature: Web of Favors
Once per rest, before a social or magical negotiation roll, declare that you “know a cousin, clerk, or courtier.”
Gain +1 Advantage on the roll.
If you fail, mark 1 Stress — favors must be repaid.
Feature: Rootwise
Once per session, you automatically succeed at a survival-style check as if your Hope die beat your Fear die, but the GM introduces a complication from the Wyld.
You always know safe routes, edible plants, or nearby spirits.
Feature: Veteran’s Instinct
Gain +1 Advantage on the first roll of any combat encounter.
If you win that fight, clear 1 Stress — you’re still alive. If you are brought to 0HP and survive, gain 1 Fear.
Feature: Big Smoke Once per rest, when you first take environmental damage (fire, poison, smoke, or chemical), reduce it by 1d4 and gain +1 Advantage on your next roll that uses Finesse or Knowledge.
You’ve learned to work through the fumes.