Lux Aeterna
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      • The Berserker
      • The Cantor
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      • The Engineer
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      • The Exorcist
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      • The Hunter
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      • The Monk
      • The Occultist
      • The Sage
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      • The Warrior
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Features

Features describe the special parts of your character; the physical, mental, and social attributes that give them strength, the collection of experiences that inform their decisions, and the little quirks that make them unique. Whenever a Feat is rolled, players can connect their most relevant Features to the roll, gaining a +1 bonus for each Feature that could reasonably contribute towards the success of the task at hand.

Features are intentionally broad and open to interpretation. Players and GMs are encouraged to find creative ways to use Features in conjunction with their B.A.S.I.C.s to achieve interesting results. For example, one could reason that Wandering Warrior would be helpful both when sizing up an opponent and when navigating a perilous wilderness. It might be reaching, however, to tie the skills of a Wandering Warrior to a terse negotiation (though you might be able to make a case). Ultimately, the GM is the final arbiter as to whether or not a Feature (and its attendant bonus) are related or unrelated to a particular Feat.
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Creating Custom Features

The Features listed here are less an exhaustive list and more a collection of suggestions. The GM and players are encouraged to collaborate on custom Features specific to each character. In order to make sure your custom Features are useful and fit thematically with the rest of the game, keep three things in mind as you design:
  • Features should be written as an answer to the statement "he/she is..." or "he/she has a..." "A Way With Words" is better than "Diplomacy" because it answer's the statement "he/she is..." or "he/she has a..."
  • A Feature should be intentionally vague and thus open to interpretation across a wide array of scenarios, otherwise the Feature's usefulness will be very limited. "Able Bodied" is better than "Strong Lungs" because Strong Lungs would only apply if the character is holding their breath or shouting, whereas the ability to hold one's breath is somewhat implied in "Able Bodied".
  • A Feature shouldn't be too vague or it could potentially be applied to every Feat a character makes. "Lucky" is a bad Feature because a player could always reason "I may get lucky and succeed" any time their character attempts something.
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Features LIst

Aptitude Features

Able Seaman
Adventure is My Middle Name
Animal Kinship
Artisan
Badass
Creative Genius
Criminal
Devil’s Own
Eccentric Inventor
​Entertainer
Escape Artist
Gift for Subtlety
Healer
Jack of All Trades
Master of Disguise
Mind for Business
Nature’s Ally
Physician
Polyglot
Sneakthief
Student of War
Survival Instinct
Tech Savvy
Wilderness Survivor

​

Mental Features

Academic
Analytical Mind
Attention to Detail
Bookworm
Chessmaster
Clergy
Creature of the Night
Data Collector
Detective
Educated
Eidetic Memory
Fearless
Genius
Grace Under Fire
I’m Gonna Wing It
Iron Will
Keen Observer
Killer Instinct
​Mystic
​No Thoughts, Just Flow

Nose for Trouble
Organized
Prescient
Quick Thinker
Ready For Anything
​Scientific Approach
Sense of Direction
Sixth Sense
Tactician
Uncanny Senses
Well-Traveled

Physical Features

Able Bodied
Acrobat
Adrenaline Junkie
Attractive
Boundless Energy
​Catlike Agility
Double Jointed
Easily Overlooked
​Freerunner
Hulking Strength
Imposing Presence
Inconspicuous
Indomitable
Iron Fortitude
Light Touch
Lightning Reflexes
Natural Athlete
Nimble Fingers
Noble Bearing
Pain Tolerant
Resilient
Sex Appeal
Sharpshooter
Strong Swimmer
The Big Guy/Girl
Tough as Nails
Wandering Warrior
​Youthful Enthusiasm

Social Features

A Way with Words
Air of Authority
Born Leader
Bureaucrat
Comic Relief
Con Artist
Diplomat
Everyone's Best Friend
Famous
Gift of Gab
Grace & Charm
I Know a Guy
Masterful Improviser
My Reputation Precedes Me
Never Bullshit a Bullshitter
Orator
Peacemaker
Poker Face
Seductive
Silver Tongue
Star Quality
Storyteller
Streetwise
Subtle Manipulator
Team Player
Tit for Tat
Unwavering Confidence
Well-Connected
Wheeler Dealer

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  • Home
  • How to Play
  • Setting
    • AfterLight
    • Belhaven
  • Character Creation
    • Species
    • Backgrounds
    • Assets
    • Features
    • Foils
    • Class >
      • The Berserker
      • The Cantor
      • The Dread
      • The Engineer
      • The Esper
      • The Exorcist
      • The Hallowed
      • The Hunter
      • The Magus
      • The Monk
      • The Occultist
      • The Sage
      • The Scoundrel
      • The Verdant
      • The Warrior
  • Adventure
    • Arms and Equipment