Feats
Version 1.1 revised 1/17/2004
In general, feats may not be taken multiple times unless the
description of the feat specifically allows for it.
Extra Attacks
Melee
- Cleave - Down a foe, get
an extra attack against an adjacent foe.
- Great Cleave - Get an
extra attack against an adjacent foe for every foe you down (requires Cleave).
- Carnival of Carnage - Get
an extra attack and a 1 hex step
for every foe you down. (max AGL steps, requires Great Cleave) Cost 1 POW.
- Sweeping Blow - Attack all
in front arc: 1 SD roll for all, -2 per each additional foe.
- Riposte - Forgo attacking,
but automatically hit one foe who hits you in melee.
- Spring Attack - Attack in
the middle of moving, no penalties for the snapshot maneuver. (The
attack still counts as an action, so you can't half-move spring attack,
and half-move away--but you can
move half a half-move (1/4 move) spring attack, and then 1/4 move away).
- Onslaught - Attack twice
in a single action, with a -1 cumulative penalty (e.g. -1 on the first
attack, -2 on the second, then if you attack instead of defending, -3
on the third and -4 on the fourth).
- Retribution Whirlwind -
Forgo attacking, but automatically hit all foes who hit you in melee. (requires Riposte) Cost 1 POW.
- Flurry of Blows - Attack a
single foe at -2, and for every additional -2 that still beats his
defense, it counts as another hit (Max AGL Apt extra hits).
- Whirlwind Attack -
Attack once vs. every adjacent foe. (requires
Great Cleave) Cost 1 POW.
- Hurricane Attack - Attack
once vs. every foe you can reach with AGL hex steps. (requires Whirlwind Attack or Carnival of
Carnage) Cost 1 POW for every 3 hexes covered.
- Lightning Strike - Draw
your weapon, half-move, and attack in a single action. Requires
Spring Attack or the Quickdraw
Gift. (If you have both, then you may Full Move.)
Archery
- Multishot - Fire up to INT
Apt shots at once, all at the same target, all at -2. May be taken
for ranged or thrown, but each seperately
- Rapidfire - Fire one arrow
at each foe in a clear LOS from your front arc (no firing past friend,
foes, or cover), each successive at -1 cumulative. Cost 1 POW. May be
taken for ranged or thrown, but each seperately
- Death From Above - May
time multiple indirect shots (up to AWR Apt + INT Apt) to all hit
within the same round. May only be used outdoors (or in a space
with a very high
ceiling) and at Medium or greater range.
Extra Modifiers
Melee
- Eyes In The Back Of Your Head
- Get up to AWR Apt in bonuses to counter being attacked from
flanking/rear.
- By The Pricking Of Your Thumbs
- Get up to INT Apt in bonuses to counter for being surprised/ambushed.
- Hair-trigger Reflexes -
Get your normal SD roll even when surprised.
- Blind Fight - Get up to
AWR (not AWR Apt) bonuses vs. fighting blind, in darkness, vs. invisible
opponents.
- Shield Wall - Your shield
bonus applies to any ally fighting on your shielded side, as well as
yourself.
- Stand Fast - Force-back
maneuvers require an extra Size v. Size check to budge you.
- Protect - Substitute your
defense for an ally standing to your side or flank (but only vs.
attackers who are adjacent to you).
- Hard to Flank - Flanking
hexes count as front hexes, even for attacking into them, rear hex
counts as a flanking hex (no attacking into it, -1 defense).
- Slippery Customer - Get
your normal dodge defense (AGL Apt + SD) even when entangled or held
unless you are utterly immobilized (e.g. frozen in a block of ice).
- Jack-Rabbit Start - You
may forfeit your next action to use your full Agility when Diving For
Cover, even if you've already used your actions this turn.
- Artful Dodger - +1 to all
defensive maneuvers.
- Finesse - No penalties
based on foe's AGL Apt for maneuvers such as Knockdown, Disarm, or
Feint.
Archery
- Crack Shot - Get up to AWR
Apt in bonuses to counter called-shot penalties in ranged combat
- Good Ole Fashioned Windage
- Get up into INT Apt in bonuses to counter movement/wind penalties in
ranged combat
- Fly True - Negates all
situational (but not range or called shot) penalties on a single ranged
combat shot. Cost 1 POW
- Far Shot - Shift all
ranges one category down for calculating penalty for ranged attack
- Precise Shot - +2 w/called
shots and shots vs. small targets
- Combat Shooting - +2 vs.
enemies w/cover from friends
- Sniper - Each round spent
targetting a specific foe adds +1 to hit, but only for negating
penalties; works for all penalties (range, environment, target size,
etc.)
- Zen Archery - Negates all
environmental penalties. Costs 1 POW.
- Shooting Blind - Negates
all penalties for concealment (including invisibility or cover).
Extra Damage
Melee
- Giant Killer - +1 Scale
vs. Giant creatures. May be taken multiple times, but never does
more than negate the Giant's size advantage
- Backstab - +1 Scale when
attacking with surprise or from a flanking position.
- Smash - +1 Scale
w/crushing weapons, but become unbalanced (no attack next round,
defensive SD is 0)
- I Hate These Guys - +1
Scale vs. a certain narrow class of enemies (e.g. lupines, dragons,
Nazis). May be taken multiple times for new foes, but not on the
same kind of foe. (If a foe fits in more than one class, then the
modifiers stack, e.g. a Nazi dragon).
- Death From Above - +1
Scale when executing a leaping attack (requires a full move jump, or
half-move jump a higher position, so can't be done when already engaged)
- I Have Had Enough Of You -
+1 Scale one one attack. Cost 1 POW
- Wave-Cutting Stroke - +1
Scale when attacking with a weapon obscured by something in the
environment (e.g. from beneath waist-deep water or in tall grass)
- Improved Critical - Double
5's also count as a critical.
Archery
- Power Shot - Shift
the damage up by one level. Cost 1 POW.
- I Hate These Guys
(ranged)- +1 Scale vs. a certain narrow class of enemies (e.g. lupines,
dragons, Nazis). May be taken multiple times for new foes, but
not on the same kind of foe. (If a foe fits in more than one class,
then the modifiers stack, e.g. a Nazi dragon).
Unarmed Combat
- My Hands Are Registered Weapons -
Unarmed attacks do lethal damage if you wish.
- Hit Me With Your Best Shot -
+1 Scale vs unarmed attacks, when braced. May be taken multiple times.
Extra Defense
- Suck It Up - Negates any
previous wound penalties for the duration of a scene, but take as many
levels as were cancelled in non-lethal damage when the scene ends.
- Brace For Impact - +1
Scale v. damage done by a charge or Death From Above feat.
- Second Wind - Negates up
to WILL Apt levels of damage, Cost 1 POW per level negated. Can
only be used once per scene.(requires
Suck It Up)
- It's Just A Flesh Wound -
Negates the extra scale from one critical hit. Must be done before the
damage is rolled. Cost 1 POW (requires
Suck It Up)
- Sword Catching - Can
execute Bind maneuver bare-handed against a sword or other bladed weapon
(anyone can do it against a hafted weapon).
- Deflect Thrown Weapon -
May use weapon or HTH skill vs. thrown weapon attacks (instead of AGL
apt, or AGL when dodging).
- Deflect Arrows - May use
weapon or HTH skill vs. missile weapon attacks (instead of AGL Apt, or
AGL when dodging). (requires Deflect
Thrown)
- Catch Thrown Weapon -
Successful defense vs. thrown weapon allows you to catch it instead. (requires Deflect Thrown Weapon)
- Catch Arrow - Successful
defense vs. missile weapon allows you to catch it instead. (requires Catch Thrown Weapon and Deflect
Arrows)
- Serpentine, Serpentine! -
Instead of moving a full move while dodging, you move a half-move, but
get a + to your defense = hexes in your half-move.
- Missed All My Vital Spots!
- +1 Scale v. damage from thrown or missile weapons, duration one round/1 POW
spent. (requires Suck It Up)
- Sword Grab - May
perform the block maneuver vs. edged weapons even while unarmed. A
successful block allows you to grapple your opponent's weapon, and +2
STR in the STR v STR roll to wrest it away.
- Let's You And Him Fight -
On a succesful dodge, you may make a quick contest of skills your AGL
vs. opponent's INT; on a success you redirect the attack against a foe
adjacent to both of you. The new foe gets to defend (with the
usual situational modifiers depending on flanking, surprise if he was
facing the other way, etc.). If the AGL vs. INT roll fails,
however, the foe gets another attack on you immediately, with a bonus
by however much the maneuver failed. If you perform this feat on
an opponent more than once in a melee, he gets a +2 cumulative on the
AGL vs. INT roll for each extra time you try it.
Magical Feats
- Obfuscate Spell - Add your
own skill to the POW of the spell to conceal its effects (i.e. the
analyze becomes a Skill vs. POW + Skill contest); stacks w/Hide Bond.
- Extend Spell - For every
point of effect you reduce the spell by (while keeping the POW and cost
the same), you gain one more point to spend on area/duration. The casting difficulty goes
up by 1 per point of extension.
E.g. A 5 POW Instant spell would usually give you 5 points to spread
between area and duration (5 + 0); with this feat if you chose to have
it only work as well as a 3 POW spell in terms of damage/effect, then
you would have 7 points to spend for area and duration, but the casting difficulty will
be 7 rather than 5.