| Naturals | ➤ NAT 20 Roll dmg dice a second time. ➤ NAT 1 Crit fail or consequence (DM discretion). |
| Initiative Slots | Interchangeable within PC and NPC groups during combat. |
| Quick Initiative | Main monsters on turn 11. Sidekicks on turn 2. |
| Inspiration | ➤ HEROIC Standard inspo, players can award, DM can veto. ➤ HISTORIC Free Nat 20 for major events. Say before throwing. |
| Unaligned Progression | Can level-up both on group milestones (major achievements) and personal milestones. |
| Permanent Injuries | Gain injury on death or major dmg (e.g. -speed, missing eye). Mitigate PARTIALLY via Downtime Jobs (below). |
| Downtime Jobs | DC + time requirement (e.g. 40h). If working 8h/day, can roll skill check. Success = 16h progress. |
| Law of Surprise | Claim future reward/boon tied to significant event. |
| Weapon Customization | ➤ HONED STR/DEX prerequisite for bonus dmg (e.g. DEX 16+ = d8 finesse). ➤ VARIED Upgrade mundane weapons (e.g. Fine Dagger = d8). ➤ TIERED Tarnished ⥥ dmg, Mastercrafted ⥣ dmg. |