Anchors

Your anchor keeps you centered, reminding you what's real, and helps counter the disorienting effects one might experience by causing paradoxes. You select your anchor at 1st level. Your anchor grants you a benefit and an anchoring effect that occurs when you Sustain your quantum field, including abilities with the anchoring trait.

SFS Standard Core Memories

No matter where you travel, precious memories keep you tethered to reality. Whatever the nature and number of your memories, you can focus on them to remind yourself which of the infinite possible realities impacts you the most: your own.

Anchor Benefit

During your daily preparations, choose a skill you're trained in. You gain Assurance in that skill. If you're expert in that skill, and the skill has the Recall Knowledge action, you gain Automatic Knowledge in that skill.

Anchoring Effect

Reduce your stupefied condition by 1. You can only benefit from this once per round.

SFS Standard Focal Point

You’re intensely focused on a specific subject, to the point that other things fade into the background — even paradoxes and alternate realities. Your focal point might be a field of study, an abstract concept, a hobby, or even your favorite media.

Anchor Benefit

Your single-minded focus helps you concentrate. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn't disrupted.

Anchoring Effect

Reduce your clumsy condition by 1, and ignore the effects of the suppressed condition until the start of your next turn. You can only benefit from this once per round.

SFS Standard Tangible Object

A small object, usually something you wear or can hold with one appendage, gives you comfort. It might be a trinket or article of clothing with sentimental value, a gadget to fidget with, or perhaps it just has a texture you find pleasing.

Anchor Benefit

The presence or weight of your chosen object helps ground you in this reality. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions and holograms.

Anchoring Effect

Reduce your frightened condition by 1. If you aren't frightened, you instead gain a +1 circumstance bonus to Will saves against fear effects and a +2 circumstance bonus to your Will DC against attempts to Demoralize you until the start of your next turn. You can only benefit from this once per round.