Feats | Source | Effect |
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Able Learner | Human | You may always buy skills as if you were in Free Study |
Human Perseverance | Human | +1 to the final result of an opposed roll |
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Luck | Peasant | Reroll any dice once per day |
Common Sense | Peasant | Wis check TN 15 so the SM can tell me if I'm about to do something stupid. |
Skill Focus(Unarmed) | Peasant | |
Sound Constitution | Peasant | |
Unremarkable | Peasant | Attempts to pick the character out of a crowd or describe him are at -2k0 penalty. This is a magical effect. |
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Unarmed Warrior | Monk 1 | +1k0 to Unarmed Damage. |
Catfall | Monk 1 | Halve falling distance when calculating damage, always land on your feet. |
Fleet of Foot | Monk 1 | When making a Full Move action, you may move an additional distance equal to your Dex in meters. When running, you may double your movement for one round. Using this talent two turns in a row gives you one level of fatigue. |
Wholeness of Body | Monk 1 | Gain Armor ratting equal to Wisdom |
Skill Focus(Athletics) | Monk 1 | |
Weapon Prof(Basic) | Monk 1 | |
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Improvisational Warrior | Monk 2 | Improvisational Weapons deal +1k0 damage |
Ki Strike | Monk 2 | Unarmed strikes count as Magical |
Evasion | Monk 2 | When Dodging, Can move up to Dex in meters.This doesn't provoke from the Enemy I am Dodging. Others provoke as normal. |
Strong Minded | Monk 2 | Reroll one failed Willpower Test to resist magic once per Scene. |
Meditation | Monk 2 | Once per Session, Meditate for one hour to regain one spent Hero Point. |
Combat Sense | Monk 2 | May use Wisdom in place of Dex for dodge action or your Level on attacks that benefit from the aim action. |
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Stunning Fist | Monk 3 | Spend a hero point to give my fists the Shocking quality for one round. |
Diamond Body | Monk 3 | +4 armor from WoB that is ignored by Magic weapons |
Improvisational Master | Monk 3 | Improvisational Weapons Get +2 to Pen |
Skill Focus(Acrobatics) | Monk 3 | |
Defensive Mobility | Monk 3 | +5 bonus to static defense against opportunity attacks. |
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Unarmed Master | Monk 4 | +0k1 to Unarmed Damage |
Perfect Self | Monk 4 | I no longer need to eat, drink, or sleep as long as I can find time to meditate for an hour every day. I gain Aura equal to my Wisdom. |
Improvisational Savant | Monk 4 | Improvised weapons you use gain a special quality that is appropriate for the item. |
Swift Attack | Monk 4 | Multi-attack 2 time at baseline |
Wall of Steel | Monk 4 | Gain an additional Reaction action each round that can only be used to Parry. |
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Iron Fist | Monk 5 | Unarmed strikes gain +4 pen and deal Explosive damage |
Feather Step | Monk 5 | You can walk on any surface, even if it would not normally support your weight. This allows you to walk on thin rope, cloth awnings, and even mud, quicksand, or water |
Counter Attack | Monk 5 | When you successfully parry an attack, you may make an attack against that opponent with the weapon you used to parry, taking -2k0 to that attack |
Step Aside | Monk 5 | Gain an additional Reaction action each round that can only be used to Dodge. |
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Arcane Blade | Warlock 1 | Weapons I hold count as magical |
Spell Might | Warlock 1 | You may take -2k0 to Focus Power tests to get +10 to the final Result. |
Eldritch Trick (Evocation Mastery) | Warlock 1 | raise for +1k0 to spell Damage, 3 for +0k1 to Spell Damage |
Implement Focus | Warlock 1 | When using an Implement, you may reroll one die on your Magic Tests. |
Charlatan | Warlock 1 | So long as you do not perform any overt magical deeds, commoners will believe you to be a hedge mage and of little risk to them. |
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Calm the Winds | Warlock 2 | If you would suffer any type of Psychic Phenomena, you may spend Resource Points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per Resource Point spent. |
Eldritch Trick (Duration Mastery) | Warlock 2 | raises to increase from round(or more to a encounter. Or from Encounter to Scene. |
Spell Focus (Destruction) | Warlock 2 | If your magic Test is successful when casting spells from a certain school of magic, you may apply an extra raise to that magic Test for the purpose of determining the spell's effect. This stacks with Greater Spell Focus. |
Armor Proficiency (Light) | Warlock 2 | |
Meld into Crowd | Warlock 2 | You treat crowds of people as concealment to hide amongst |
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Delay the Storm | Warlock 3 | If you would suffer any type of Psychic Phenomena, you may make a Focus Power test, as a free action, against a TN of 20 plus 5 per number of doubles. If it succeeds, you delay the onset of all Psychic Phenomena caused by you, by up to 5 rounds. However, if, by that time, you have accrued more Psychic Phenomena, those effects stack and unleash at the same time. |
Eldritch trick (Area Mastery) | Warlock 3 | raises to increase Blast by 1 |
Minor Magic (Reinforcement) | Warlock 3 | | |
Spell Penetration | Warlock 3 | Tests made to resist your spells need an additional raise to succeed. |
Combo Maker | Warlock 3 | The TN of Combo spells is 5 lower |
Lost Papers | Warlock 3 | Charm/Deceive/Intimidation to convence the Law that I am an approved Spellcaster |
Trust the Hair | Warlock 3 | When someone observes you, you are aware of it and may make a detection Test against them to find out how the detection is done (physical or magical). With a turn of focusing you can get some more clues, such as the direction or if it's focused on you or an area. Detecting a magical observation effect requires a Wisdom + Arcana Test, while a physical would need a Wisdom + Perception Test |
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Eldritch Trick (Range Mastery) | Warlock 4 | raise to increase range by 5m |
Improvisational Magic | Warlock 4 | You may spend a Hero point to cast one spell of any school that is of a lower rank than the highest rank of Magic you possess.(Highest rank is 5 so I can use lv 4 or lower spells.) You still use that spell's normal magic check. |
Redirect the Hurricane | Warlock 4 | If you would be within the effect of any Psychic Phenomena, you may spend a Resource Point and make a Focus Power test, as a free action, against a TN equal to the TN of the effect that caused it. If you succeed, you may choose where elsewhere, within 50m of you and inside your line of sight, this Psychic Phenomenon will occur. If there is another spellcaster with the same feat, they may try to oppose you, ending in Opposed Focus Power tests. |
Minor Magic (Relation) | Warlock 4 | | |
Poker Face | Warlock 4 | Reading your face, allegiance or even alignment is completely impossible. Any attempts at reading your mind or figuring out your alignment or if you are lying are opposed by a Charisma + Arcana test instead of the normal – if any. If you succeed, they cannot detect the truth. This does not mean they believe you or not, just that you scramble up their results. |
Unstoppable Force | Warlock 4 | Your force of will is such that it grants you an extra raise on all opposed checks as part of spells or feats that deal with spells, such as Redirect the Hurricane. |
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Eldritch Trick (Counterspelling Mastery) | Warlock 5 | raise to give +1k1 to resist counter spelling or to counter spell others. |
Mental Fortress | Warlock 5 | When anyone tries to read your thoughts, you may instead choose exactly what the caster perceives from your thoughts. |
Spell Specialization (Destruction) | Warlock 5 | Can reroll The Focus Power tests of Selected School once if the Focus Power Test failed | |
Stop The Tide | Warlock 5 | If you would cause or be affected by Psychic Phenomena, you may spend, not burn, a Hero Point to stop them from occurring. This is on a per-case basis. |
Fettered Push | Warlock 5 | Half the Rolled Dice of a Pushed Spell to have it count as Unfettered for Psychic Phenomena Rolls |
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Frenzy | Sohei 1 | Spend one Full action, Gain +1 Str, +1 Con,-2 Int and -2 Wis until the End of the Combat. you must make a melee attack or move closer to an enemy on each of your turns. You may not make parry actions |
Danger Sense | Sohei 1 | You are never surprised. While you might be taken unaware, you may act normally during the surprise round regardless of if your party is taken by surprise or not |
Hatred(Daemons) | Sohei 1 | +1k0 to melee attack rolls against the designated group,Must be aware that they belong to that group. |
Power Attack | Sohei 1 | When making a melee attack, you may choose to take -Xk0 to attack and gain +Xk0 to damage, where X is any number up to your Level. If you make multiple attacks during a round, you must decide to use this ability before making any attacks, and it applies to all of your attacks that round. |
Sound Constitution | Sohei 1 | |
Weapon proficiency(Melee 1) | Sohei 1 | |
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Bear Hug | Sohei 2 | If you are grappling, your strength is considered one point higher for the purpose of your and your opponents attempts to Break Free. Your opponent's Slip Free TN is increased by 5. |
Bounding Beast | Sohei 2 | While you are using Frenzy and not carrying anything in your hands, you gain the Quadruped trait. |
Hardy | Sohei 2 | You are always counted as Lightly Wounded while recovering from injuries |
Jaded | Sohei 2 | You never need to roll fear checks against normal scenes of gore and death. Supernatural effects will still cause you to roll fear normally |
Sound Constitution | Sohei 2 | |
Weapon proficiency(Melee 2) | Sohei 2 | |
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Battle Meditation | Sohei 3 | You no longer take a penalty to Wisdom while using Frenzy |
Fiery Fist | Sohei 3 | You may spend a Hero Point to give your unarmed strikes the Incendiary property for one round |
Furious Assault | Sohei 3 | If you take an All Out Attack and the attack is successful, hitting the target and dealing at least one wound to it, you may make a second attack with the same bonuses and penalties |
Nerves of Steel | Sohei 3 | you don't scare easy, and are immune to fear effects. In addition, your Mental Defense is considered 10 higher when someone attempts to intimidate you |
Short Fuse | Sohei 3 | You can Frenzy as a half action |
Weapon proficiency(Melee 3) | Sohei 3 | |
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Battle Rage | Sohei 4 | While using Frenzy, you may make parry actions. |
Fearless | Sohei 4 | You are immune to all fear effects and pinning. Disengaging from combat or backing down from a fight requires a successful willpower Test (TN 15). |
Iron Jaw | Sohei 4 | Whenever you become stunned you may make a Con Test (TN 10 + 5 x Number of rounds you'd be stunned) to shrug it off. You may only make this check once, at the time you become stunned. |
Reforging Pain | Sohei 4 | While you are using Frenzy, any critical damage that does not cost you a body part or explicitly knock you unconscious does not affect you until the end of the battle or the scene, whichever comes first. |
Greater Frenzy | Sohei 4 | While you are using Frenzy, you take a -2 penalty to Fellowship and gain an additional +1 bonus to Strength and Constitution. |
Weapon proficiency(Ranged 1) | Sohei 4 | |
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Armor of Contempt | Sohei 5 | Even if you run out of Resolve, you cannot be forced to go against your Alignment. |
Empowering Agony | Sohei 5 | While you are using Frenzy, you gain +1k1 on attack and damage rolls for every point of critical damage you suffer |
True Grit | Sohei 5 | Whenever you suffer critical damage, you may halve the result (rounding up). |
Reflexive Fury | Sohei 5 | You can use Frenzy as a reaction when you take damage from an attack. |
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Weapon proficiency(Ranged 2) | Barbarian 1 | |
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Quick Draw | Barbarian 2 | You may ready a weapon as a free action |
Light Sleeper | Barbarian 2 | You are always counted as awake, even when asleep. You don't count as helpless while you're resting, though it's possible someone will still sneak up on you. You are considered to be aware of what's going on around you, though stealth will work normally |
Powerful Charge | Barbarian 2 | You gain +1k0 to melee damage rolls on a charge |
Weapon Focus(Unarmed) | Barbarian 2 | Gain +2k0 to attacks made with a specific type of weapon |
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Crushing Blow | Barbarian 3 | Melee attacks you make deal +2 damage |
Armor Proficiency (Medium) | Barbarian 3 | |
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Cleave | Barbarian 4 | The first time you kill an enemy with a melee attack in a round, you may make a melee attack against another enemy within your reach. |
Weapon Focus(Two-Handed Sword) | Barbarian 4 | Gain +2k0 to attacks made with a specific type of weapon |
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Devastating Critical | Barbarian 5 | Whenever you deal critical damage to an opponent, deal an additional wound. |
Lightning Attack | Barbarian 5 | You may make three melee attacks with the multiple attacks action. |
Armor Proficiency (Heavy) | Barbarian 5 | |
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Extracurricular Study() | Arcane Knight 1 | You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up. |
Arcane Mark | Arcane Knight 1 | When you strike an opponent with a weapon, you may make an Arcana + Intelligence Test against their Static Defense. If it succeeds, you may brand them with your Arcane Mark, a magical mark that allows you to track their position. As long as you remain in the same crystal sphere (or outside of one, if you and your target are on the Astral Plane) you can sense the presence of your target well enough to track them to a general location. While in combat your target doesn't benefit from Ganging Up on you and you treat their Static Defense as being 5 points lower. You can only have one target marked in this way at a time - if you brand a new target with your Arcane Mark the old target is freed. |
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Extracurricular Study() | Arcane Knight 2 | You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up. |
Iron Tower | Arcane Knight 2 | You may use a melee weapon as though it were an Implement for the purpose of all feats or class abilities. |
Mana Generator | Arcane Knight 2 | You may use the Aid Another action to give a spellcaster a free raise on their next successful Focus Power test. This bonus is lost if they don't make a Focus Power test before your next turn |
Weapon Focus (Any) | Arcane Knight 2 | Gain +2k0 to attacks made with a specific type of weapon |
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Extracurricular Study() | Arcane Knight 3 | You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up. |
Spell Parry | Arcane Knight 3 | By spending a Hero Point you may attempt to Parry a spell that targets you and only you. The TN for the Parry attempt is equal to the result of the Focus Power test of the spell. |
Weapon Specialization (Unarmed) | Arcane Knight 3 | Gain +2k0 to damage done with a specific type of weapon. |
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Extracurricular Study() | Arcane Knight 4 | You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up. |
DaggerSpell Stance | Arcane Knight 4 | Your Focus Power tests no longer provoke Opportunity Attacks |
Sword Beam | Arcane Knight 4 | When you make an All Out Attack you may choose to make a Sword Beam attack in place of its usual benefits. Your melee attack gains the Reach property and can strike at opponents up to 10m away. You suffer all the normal penalties for using an All Out Attack |
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Extracurricular Study() | Arcane Knight 5 | You gain a rank in any Sword or Magic school, up to a maximum of half your level, rounded up. |
Blademaster | Arcane Knight 5 | You may reroll a missed melee attack once per round. |
Spell shield | Arcane Knight 5 | As long as you have one hand free, you gain a bonus to your Aura equal to your ranks in Arcana. |
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Fast Reflexes | Assassin 1 | You may reroll your initiative dice. If you choose to do so, you must take the result of the reroll, even if it would be worse. |
Blind Fighting | Assassin 1 | You do not suffer any of the normal penalties for fighting blind, except the obvious ones - you still can't read or anything like that |
Improved Feint | Assassin 1 | Even on a failed Feint attempt, the target suffers -2k0 to reactions. If you have Sneak Attack or Improved Sneak Attack, Feinting now allows you to benefit from their effects against targets you've successfully feinted. |
Two Weapon Fighting | Assassin 1 | Remove the -2k0 penalty to two weapon Fighting |
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Weapon Focus(any) | Fighter 2 | Gain +2k0 to attacks made with a specific type of weapon |
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Crack Shot | Fighter 3 | Ranged attacks you make deal +2 damage |
Combat Insight | Fighter 3 | You may use Intelligence in place of Dexterity when using the Dodge action or in place of your Level on attacks that benefit from the Aim action. |
Armor Proficiency(Extreme) | Fighter 3 | |
Weapon Specialization (Two-Handed Sword) | Fighter 3 | Gain +2k0 to damage done with a specific type of weapon |
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Armor Specialization(Extreme) | Fighter 4 | Choose a particular category of armor (light, medium, heavy, extreme, or Power). Thanks to your extreme training the chosen armor type provides +2 armor points |
Combat Master | Fighter 4 | Opponents gain no bonuses for outnumbering you in melee combat. Not only does this include the normal bonuses for ganging up, but also from talents like Back Stab |
Weapon Focus | Fighter 4 | Gain +2k0 to attacks made with a specific type of weapon |
Improved Weapon focus (Unarmed) | Fighter 4 | Gain an additional +0k1 to attacks made with a specific type of weapon |
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Weapon Specialisation (Any) | Fighter 5 | Gain +2k0 to Damage done with a specific type of weapon |
Improved Weapon Specialisation (Unarmed) | Fighter 5 | Gain an additional +0k1 to damage done with a specific type of weapon |
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*Sound Constitution | Rassler 1 | |
Peer(Entertainment) | Rassler 1 | You gain +2k0 to Charm, Persuasion, and Command rolls with a certain group. |
Skill Focus(Performer) | Rassler 1 | |
Weapon focus(Improvised) | Rassler 1 | Gain +2k0 to attacks made with a specific type of weapon |
Weapon Proficiency (Imporvised) | Rassler 1 | |
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Decadence | Rassler 2 | You are never affected by drugs or alcohol, or at least you can sober up quickly enough to do whatever you need to do. |
Sound Constitution | Rassler 2 | |
World-Breaker Grip | Rassler 2 | You gain a number of rolled dice equal to your level on Brawl tests made to initiate a grapple and on opposed Strength tests while you are the controller of a grapple. |
*Sound Constitution | Rassler 2 | |
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Crushing Bear | Rassler 3 | While grappling someone, you automatically deal your unarmed strike damage every turn in addition to your other grapple actions |
Good Reputation(Entertainment) | Rassler 3 | You gain +0k1 to Charm, Persuasion, and Command rolls with a group you have as a Peer. |
Screaming Meat-Shield | Rassler 3 | When you are attacked while grappling an opponent, if you are aware of the attack and in control of the grapple, you can make an opposed Strength test to interpose your held victim between yourself and the attack, causing them to become the new target. |
Weapon Specialize(Improvised) | Rassler 3 | Gain +2k0 to Damage done with a specific type of weapon |
*Sound Constitution | Rassler 3 | |
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Armor to Coffin | Rassler 4 | When you attack a grappled opponent, you can choose to take up to a -Xk0 penalty on the damage roll, where X is your Strength. If you do, the target loses X AP on the struck location (after taking damage) as you devote your force to crushing their protective gear. If the target is wearing metal armor, he takes the same penalty to Speed. These penalties last until the armor is repaired. |
Living Plowshare Rampage | Rassler 4 | When you choose to push a grappled opponent, the pushed distance can be up to your full move distance, and you can assign the damage dealt by the Crushing Bear feat to the opponent's head. |
Sound Constitution | Rassler 4 | | |
*Sound Constitution | Rassler 4 | |
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Air of Authority | Rassler 5 | While in social combat, you can influence everyone who hears you and is paying attention |
Hero-Sundering Hands | Rassler 5 | When you choose to attack a grappled opponent, you can assign the damage dealt by the Crushing Bear feat to the location hit by the attack. |
*Sound Constitution | Rassler 5 | |
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Obtain Familiar(Owl) | Magic User 1 | You get a small animal companion like a rat, toad, or raven. It can follow simple orders, carry messages, and so forth |
Eidetic Memory | Magic User 1 | As long as you've heard or read something, you can reproduce it in detail with no real difficulty |
Foresight | Magic User 1 | You may spend 10 minutes examining a problem to get a free raise to your next Int Test. |
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Spell Book(Power) | Magic User 2 | Studied wide variety of spell in a Word |
Spell Focus(Power) | Magic User 2 | If your magic Test is successful when casting spells from a certain school of magic, you may apply an extra raise to that magic Test for the purpose of determining the spell's effect. This stacks with Greater Spell Focus. |
Wizard Tradition(Emerald Frost) | Magic User 2 | Gain twice Word Rating at Aura Penatration. |