Player's Handbook · Chapter 5

Feats and Advancement

Everything beyond the basics is a Feat, bought with XP. Four types:

  • General Feats — skills, utility, and the only feats that grant permanent stat bonuses. No resource cost.
  • Mana Feats — magic, powered by Mana.
  • Energy Feats — tech, powered by Energy.
  • Stamina Feats — physical techniques, powered by Stamina.

Every feat lists its XP cost to learn, its Resource Cost per use (if any), its effect, and its prerequisites. Active feats spend points from the matching pool; pools refresh on a long rest.

Chains

Strong feats sit at the end of a chain — Fire Bead leads to Fire Blast leads to Fireball. You buy the early steps first, and they stay useful: lower-cost versions cost less of your pool. In a hurry, you may skip prerequisites by paying +40 XP, but the scenic route is usually the better deal. The pricing logic behind every feat is open — see @Missing file — so nothing on your sheet is a mystery number.

Spending XP on yourself

Feats aren't the only purchase. XP raises stats, Health, and pools directly, with costs that climb as the number does — the tables are in @Missing file and @Missing file. Rough guide: early Health is 1 XP a point, a stat step costs 3–20 XP depending on height, and pools cost 2 XP a point while small. Health soft-caps at 50 and a single pool at 40.

Stat-boosting General Feats

Only General Feats grant permanent stat bonuses (+1 to a stat, or +5 to Health or a pool), they cost 20+ XP, they always end a chain, and you may hold at most two per stat. Details in @Missing file.

Manual updated Jul 29, 2026.