Feats, Spells, and Techniques
All Heroes can use Basic Attacks and Maneuvers in a fight, and their Traits to navigate social and environmental hazards. However, Heroes can further personalize their fighting style, magical repertoire, and their capabilities, by learning Feats, Spells, and Techniques.
Feats represent knowledge, training, or natural aptitude that a Hero uses under certain circumstances. Feats aren’t so much “things you do” as “things you are or know”.
Spells are specific magical incantations or actions that a Hero has learned to use. Not all spells are focused on causing destruction in combat; some Spells manipulate the natural world in useful ways.
Techniques are specific attacks or forms of combat that a Hero has learned to use. Techniques tend to be entirely focused on combat, using weapons in clever ways that quickly harm or disable a foe.
Notes
All Trait Requirements for Feats use your base Trait, ignoring any boosts from Dishes, Elixirs, Enchantments, or other circumstances.
You may only take a particular Feat once, unless a Feat says otherwise.
Spells and Techniques hit automatically, unless other circumstances (such as Status Effects) state otherwise. Spells and Techniques cannot be Critical Hits, even if circumstances make it possible for them to miss. If a Spell or Technique won’t hit automatically (due to whatever circumstances), roll To-Hit vs. Evasion; if you miss, the Spell or Technique has no effect.
When a Spell or Technique says to make a Basic Attack, you must still roll To-Hit with that Basic Attack. This means that these Basic Attacks may miss, hit, or even be Critical Hits.