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Level Type Name Feature Recall
3 Ability Animal Instinct
Once per session, you can intrinsically foretell something coming or something that's off.

Once per session, you can intrinsically foretell something coming or something that's off. When the GM would gain a Fear, describe how your primal sensations prewarn you and your allies about the danger that's coming. Work with your GM on what this imminent danger may be. Either you or an ally within Far range that would be effected by this danger can automatically succeed on the next Reaction Roll that uses this information, or you can stop the GM from gaining the Fear.

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3 Spell Mandrake Meadow
As part of a rest, when you have a few minutes to focus you can conjure a magical mandrake that takes root and creates an enhanced space around itself.

As part of a rest, when you have a few minutes to focus you can conjure a magical mandrake that takes root and creates an enhanced space around itself. It makes the space more comfortable. It also wakes all allies with a shrill scream if a non-ally enters the space or an ally within the space is attacked.

While taking a rest in this space an ally can reroll a downtime move die. After the first reroll, you can **spend a Hope** for any subsequent rerolls by the same ally or others within the space.

The mandrake disappears back into the soil once the rest is finished, leaving a single purple flower behind.

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6 Ability Adaptation
When you enter a new Environment with a Difficulty attached to it, describe how you mentally and physically adapt to survive it.

When you enter a new Environment with a Difficulty attached to it, describe how you mentally and physically adapt to survive it. Whenever you make an action roll against the Difficulty of the Environment, you can **mark a Stress **to reroll your Hope die.

Once per rest, when an ally within Close range fails an action roll within an Environment you've adapted to, you can turn it into a success with Fear instead.

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Domain cards

3

1
Ability

Animal Instinct

Once per session, you can intrinsically foretell something coming or something that's off. When the GM would gain a Fear, describe how your primal sensations prewarn you and your allies about the danger that's coming. Work with your GM on what this imminent danger may be. Either you or an ally within Far range that would be effected by this danger can automatically succeed on the next Reaction Roll that uses this information, or you can stop the GM from gaining the Fear.

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3

1
Spell

Mandrake Meadow

As part of a rest, when you have a few minutes to focus you can conjure a magical mandrake that takes root and creates an enhanced space around itself. It makes the space more comfortable. It also wakes all allies with a shrill scream if a non-ally enters the space or an ally within the space is attacked.

While taking a rest in this space an ally can reroll a downtime move die. After the first reroll, you can **spend a Hope** for any subsequent rerolls by the same ally or others within the space.

The mandrake disappears back into the soil once the rest is finished, leaving a single purple flower behind.

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Card Backing

6

1
Ability

Adaptation

When you enter a new Environment with a Difficulty attached to it, describe how you mentally and physically adapt to survive it. Whenever you make an action roll against the Difficulty of the Environment, you can **mark a Stress **to reroll your Hope die.

Once per rest, when an ally within Close range fails an action roll within an Environment you've adapted to, you can turn it into a success with Fear instead.

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Card Backing

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