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Feature (Environment)Core

Rule

The bottom of each stat block lists that environment’s features.

The bottom of each stat block lists that environment’s features.

Feature Questions

Below each feature, you’ll find italicized questions. These questions are there to inspire plot hooks, provide ideas to fuel the scene, and help connect the scene to other story elements.

For example, the Raging River’s “ Undertow ” feature asks, “What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers?” These questions invite you to consider who or what has been here before, what their presence has left behind, as well as what predators might take advantage of the powerful undertow for their own benefit.

Using Features

When you make a GM move, you can use environment features like you would adversary features. Environment features can take the form of actions (which can be used as your GM move), reactions (which happen freely in response to a trigger), and passives (which automatically apply).

Fear Features

Like adversaries, environments can have Fear Features—powerful, scene-defining effects that require spending Fear to activate. Most environment Fear Features take the form of actions, such as the following example:

Tunneling Terror - Action: Spend a Fear to summon an Acid Burrower, who bursts up from the ground where they have been waiting for prey. The Acid Burrower takes the spotlight to use their “Earth Eruption” action.

Not every environment has a Fear Feature—we recommend reserving them for when they’re most impactful.

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