Feats

Feats are special talents that a Character can possess.

Feats usually come in two levels. The first time a Feat is chosen, the benefits of the first level are gained. The second time it’s chosen, the benefits of the second level are added to those of the first.

A new Character chooses one Feat of any kind. Warriors and Partial Warriors select another combat-related Feat (marked with a (C)). Experts and Partial Experts select another non-combat-related Feat.

Alert (C)

You are keenly aware of your surroundings and virtually impossible to take unaware.

Armored Magic (C)

Usable only by Mage heroes who would otherwise be prevented from casting spells or using arts while armored, this Feat reflects special training in channeling magic through the hindering materials of conventional armor.

Armsmaster (C)

You have an unusual competence with thrown weapons and melee attacks. This Feat’s benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Feat’s bonuses also don’t stack with Deadeye or other Feats that add a skill’s level to your damage or Shock.

Assassin (C)

You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack.

Close Combatant (C)

You’ve had all too much practice at close-in fighting and desperate struggles with drawn blades. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.

Die Hard (C)

You are surprisingly hard to kill. You survive injuries and bear up under stresses that would incapacitate a less determined hero.

Deadeye (C)

You have a gift with ranged weapons. While this talent most commonly applies to bows, it is also applicable to thrown weapons or other ranged weapons that can be used with Shoot. For thrown weapons, you can’t use the benefits of Armsmaster at the same time as Deadeye.

Gifted Chirurgeon

You have an unusual gift for saving Mortally Injured allies and quickening the natural recovery of the wounded in your care.

Gain Heal as a Bonus Skill. You may attempt to stabilize one Mortally Injured adjacent person per round as a Free Action. When rolling Heal checks, roll 3d6 and drop the lowest die. You heal twice as many HP as usual when applying first aid after a battle.

Impervious Defense (C)

Whether through uncanny reflexes, remarkable luck, supernatural heritage, or magical talent, you have natural defenses equivalent to high-quality armor. The benefits of this Feat don’t stack with armor, though DEX and shield modifiers apply.

Impostor

You are exceedingly skilled at presenting yourself as something you are not, including disguises, voice mimicry, and lightning-fast wardrobe changes.

Nullifier (C)

Something about your hero interferes with easy use of magic on them. It may be a strangely powerful birth blessing, a particular supernatural bloodline, or simple occult incompatibility. This Feat cannot be taken by Mages or Partial Mages.

Shocking Assault (C)

You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.

Specialist

You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a famed athlete, a brilliant scholar, or some other savant, your expertise is extremely reliable. You may take this Feat more than once for different skills.

Spirit Familiar

You have a minor spirit, devil, construct, magical beast, or other creature as a devoted companion. While its abilities are limited, it is absolutely loyal to you.

Trapmaster

You have uncommon expertise in handling traps and snares, both mundane ones and the magical perils sometimes found in dungeons or the lairs of sorcerers. You know how to improvise traps with materials you easily carry.

Unarmed Combatant (C)

Your empty hands are more dangerous than swords in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding bows and similar ranged long arms, though you need at least one hand free to do so.

Valiant Defender (C)

You are a bodyguard, shieldbearer, or other gifted defender of others, accustomed to the roil of bloody battle and desperate struggle. You have an exceptional ability to shield your allies from the attacks of those who would slay them.

Whirlwind Assault (C)

You are a frenzy of bloody havoc in melee combat, and can hack down numerous lesser foes in close combat… assuming you survive being surrounded.