Feats

Feats are purchasable with spark points, and represent your character's distinctive manoeuvres and competencies in martial combat.

## **General Feats**

### **2 Points**

**Basic Armour Training**

You are skilled in using Basic Armour. If you wear Basic Armour without this talent, then that armour’s Armour Rating will be reduced by 1 and the Skill Penalty will be doubled.

**Charging Attack**

Requirement(s): Combat Specialism in any weapon skill set

You may make a charging attack if there is at least 6 feet between you and a target. When making a charging attack, you take a -2 to your Defence and -1 to your hit roll. You add an amount of damage equal to your Specialism bonus from the weapon you are attacking with.

**Dying Swing**

*Requires Meditation 3*

You have trained your body to react to even the most crippling of attacks. Any time you would be reduced to negative HG, you may make an immediate Normal Action before falling unconscious. This Action is limited to a Melee or Ranged attack.

**Fast Draw**

You can draw your weapon as an Accelerated Action instead of a Move Action. This also allows you to reload a crossbow as an Accelerated Action instead of a Move Action.

**I Have the High Ground**

You gain a +1 bonus to hit when on higher ground than your opponent.

**A Warrior’s Heart**

You possess the heart of a champion and reduce the penalties imposed upon you by being Bloody and Beaten by 1. This Feat can be purchased twice.

**Shield Master**

Requirement(s): Combat Status 3, Shield Training

You gain a +1 bonus to your Defence when you use a shield. Additionally, you gain a +1 bonus to any Parry rolls you make while holding a shield.

**Shield Training**

Characters without this talent cannot buy ranks in the Small Shields or Medium Shields skills.

### **4 Points**

**Additional Defence Capacity**

Requirement(s): Skill set Specialism in Evasion

You gain a bonus of 1 to your Defence Capacity.

**Advanced Armour Master**

Requirement(s): Combat Status 5, Advanced Armour Training

Choosing this talent will you give you a +1 bonus to the Armour Rating of one type of Advanced Armour. Your Skill Penalty with that type of armour will also be reduced by 1.

**Advanced Armour Training**

Requirement(s): Combat Status 3, Basic Armour Training

You are skilled in using Advanced Armour. If you wear Advanced Armour without this talent, then that armour’s Armour Rating will be reduced by 1 and the Skill Penalty will be doubled.

**Basic Armour Master**

Requirement(s): Combat Status 5, Basic Armour Training

Choosing this talent gives you a +1 bonus to the Armour Rating of one type of Basic Armour. You also reduce your skill penalty with that type of armour by 1.

**Double Fire**

Requirement(s): Bows 8

You may fire two arrows at once from a bow. This results in a -2 penalty to attack but a +2 bonus to damage.

**Blind Fighter**

*Requires Perception 1 and one of the following: 1 rank of Hearing or Sense of Smell, or Perception 6.*

You take a -5 penalty to hit when you can’t see, rather than the usual -10.

**Seasoned Combatant**

*Requires 2 grades in at least 2 weapon skills.*

You are considered to be skilled in all weapons, and as such you do not have a -4 penalty to hit when using a weapon you possess no skill grades in.

**First Strike**

Requirement(s): 1 skill rank in any Pole-arm

You are especially good at using the reach of your longer weapon. Instead of taking your Normal Action when you normally would, you can use it directly before any opponent that is attempting to close with you for melee combat with a non-pole-arm weapon or a lance, provided you have not already used it this round. You may only use this feat before an opponent closes with you for combat and only once per combat with each subject. You cannot use this ability more than once a round, regardless of how many attacks you may make.

### **5 Points**

**Knife’s Edge**

Dagger type weapons you wield now make attack rolls which explode on 9 and 10.

**Puncture**

Thrusting Sword type weapons you wield now have +1 Armour Surpass.

**Vein Slitter**

Curved Blade type weapons you wield now inflict Bleeding. At the start of their next turn after you deal damage to your opponent with one of these weapons, they must make a VIG roll or take 1 HG extra damage.

**Cleaver**

Axe type weapons you wield now inflict Bleeding. On their next turn after you inflict damage upon them with an Axe type weapon, opponents must make a VIG roll or lose an extra point of HG.

**Cutter**

Straight Sword type weapons you wield now make attack rolls that explode on a 9 and 10.

**Batter**

Hammer type weapons you wield now have +1 Armour Surpass.

**Lacerate**

Curved Sword type weapons you wield now inflict Bleeding. On their next turn after you inflict damage upon them with a Curved Sword type weapon, opponents must make a VIG roll or lose an extra point of HG.

**Penetrator**

Spear type weapons you wield now get damage +1.

**Deep Wounds**

Greatsword type weapons you wield now make attack rolls which explode on 9 and 10.

**Limb Hewer**

Greataxe type weapons you wield now inflict Bleeding. On their next turn after you inflict damage upon them with a Greataxe type weapon, opponents must make a VIG roll or lose an extra point of HG.

**Skull Smasher**

Great Hammer type weapons you wield now have +1 Armour Surpass.

**Flesh Ripper**

Pole-arm type weapons you wield now have damage +1.

### **6 Points**

**Arbalist**

Requirement(s): Crossbows 1, Sight 3, Specialism in Perception Skill Set

You are an expert crossbowman. You gain a bonus to hit with crossbows equal to half your ranks in the Sight skill.

**Archer**

Requirement(s): Bows 3, Perception 1

Increases your range with bows by +25%.

**Advanced Armour Adept**

*Requires Advanced Armour Training.*

Choosing this Feat will you give you a +1 bonus to the Armour Rating of one type of Advanced Armour. Your Skill Penalty with that type of armour will also be reduced by 1.

**Basic Armour Adept**

*Requires Basic Armour Training.*

If you wear Basic Armour with this Feat, its Armour Rating will be increased by 1.

**Counterstriker**

Requirement(s): 1 rank in any weapon group.

This advantage allows you to hold your Normal Action until after an opponent attacks you. After their attack is resolved, you are able to immediately use your held Normal Action. If you choose to use this action to make an attack roll (or rolls) they are at +1 to hit. You will lose this held action if you are not attacked before your next turn.

**Disarm**

Requirement(s): 1 rank in any weapon group

This talent grants you a bonus equivalent to half your Combat Status with the weapon you are using; however, you must possess at least 1 rank in the weapon you are attempting to use this talent with. A disarm attempt requires an attack action. After declaring a disarm attempt, both you and the subject make opposing attack rolls to which you add the bonuses granted by this talent and any additional bonuses you may have to disarm attempts. If your roll is higher, they are disarmed. While a disarm attempt can be made with any weapon, weapons that are clearly not designed for disarming should be given a penalty to this roll as decided by the game master. This penalty should typically be either -2 or -4. Certain weapons also give you a bonus to this roll. Anyone may attempt to disarm an opponent; however, those with this advantage remove the -4 penalty they would otherwise receive. Disarm attacks may be made against any object, including weapons, shields, torches, etc. that a subject is holding.

**Fighting Blind**

Requirement(s): Hearing or Sense of Smell 6, or a Specialism in the Perception skill set

You receive a -5 penalty instead of a -10 penalty to hit a foe when unable to see.

**Flowing River Style**

Requirement(s): Quarterstaff and Spears Combat Specialism

You may use your DIS Rating instead of your STR Rating for determining damage with a quarterstaff. You may substitute half your DIS Rating for the quarterstaff's natural +1 Parry Value for all Parry Actions you take with this weapon.

**Hammerfall**

Requirement(s): Ranks in Great Hammer skill and heavy weapon skill set specialism

Your attacks with any great hammer you have ranks in gain 1 additional Armour Surpass. In addition, they only require 2 Boosts instead of 3 to damage metal armour. They also gain a +1 bonus on all shatter attempts.

**Ferocious Warrior**

Requirement(s): Charging Attack

This talent can only be used when charging. Instead of adding the bonus from Charging Attack, you add your Sanctity or Corruption score to damage. You no longer take a penalty to hit when charging. However, the utter lack of concern for your own protection used when making this wild attack incurs a penalty to your Defence equal to your Sanctity or Corruption score until the start of your next turn.

**Greatshield Bash**

Requirement(s): Evasion (Greatshields), Greatshield Training

You can attack once per round with your greatshield while still maintaining its Defence Bonus. Greatshields are crushing weapons. You take a -4 penalty on this roll when you use this as part of a Normal Action (instead of a Full Normal Action).

**Khopesh Master**

Requirement(s): Ranks in Khopesh and Curved Sword Specialism

These martial secrets known by the solfar are rarely shared with outsiders. You gain a +4 bonus to all rolls to disarm opponents instead of the normal +1 bonus. You also gain a +1 bonus to all rolls to shatter items.

**Lancer**

Requirement(s): Ranks in Lance, Spears Specialism, Ride 1 with chosen steed

When you are mounted upon a charging steed, this talent will double the bonus against unmounted targets granted you by your multiplier in Lance. Creatures with horns can also make use of this talent. These creatures need the Hand to Hand (Natural Weapons) multiplier instead of the Lance requirements listed above.

**Paired Hangers**

Requirement(s): Ambidexterity, 3 ranks in the Light Blades skill set

Through special training you have learned to fight with two hangers in combination so well that you no longer take penalties to hit with either when fighting with both weapons.

**Pin Point Strike**

Requirement(s): Combat Status 5 and 1 rank in the weapon being selected

You gain a +1 bonus to damage with the selected weapon.

**Poisoner**

You are allowed to buy ranks of Poison Maker.

**Pole-arm Master**

Requirement(s): Ranks in Pole-arm, Heavy Weapon skill set Specialism

When using a pole-arm you have skills ranks in, you gain the bonuses of this talents. After successfully striking a subject, you may immediately make an additional attack with the other end of the weapon against that subject at a -2 penalty if that attack is successful it deals 3/0/7 of blunt damage. You may only use this feat once per round, regardless of how many attacks you have.

**Precision Strike**

Requirement(s): Ranks in the weapon this is to be applied to

You may forgo your STR Rating to damage to instead add your INT Rating as a bonus to the weapon’s Armour Surpass (however, you still suffer any penalty from a low STR Rating).

**Rapier and Dagger Style**

Requirement(s): Ambidexterity, 3 ranks in the Light Blades skill set

Through special training you have learned to fight so well with the rapier and dagger in combination that you no longer take penalties to hit with either when fighting with both weapons. In addition, you gain a +1 bonus to any parries you attempt when fighting with both these weapons.

**Retiarius**

Requirement(s): Ambidexterity, 3 ranks in spears and 3 ranks in the Projectiles skill set

Through special training you have learned to fight with the trident and net in combination so well that you no longer take penalties to hit with either one when fighting with both weapons.

**Morningstar Sadist**

Requirement(s): Ranks in Hammers and Torturer

Your knowledge of physiology is so advanced that you have learned how to inflict great pain upon your opponents with the morningstar. You can add all unused points of Armour Surpass to your damage when fighting an opponent whose Armour Rating is lower than your weapon’s Armour Surpass.

**Lightning Draw**

Requirement(s): Fast Draw, Combat Status 5

You no longer need to expend an action to draw a weapon or reload a crossbow.

**Martial Artist**

Requirement(s): Brawl 3

Your studies of ancient fighting styles mean that your unarmed attacks now deal 1 additional point of damage and make rolls which explode on 9.

**Seasoned Combatant**

Requirement(s): 2 ranks in at least 4 different weapon skills

You are considered to be skilled in all weapons. This means you have no penalty on any weapon which you have no training in, instead of a -3 penalty.

**Shatter**

Requirement(s): Disarm

You are better at breaking the weapons, shields and other items of those you are involved in combat with. This talent grants you a bonus equivalent to a Forte with the weapon you are using. However, you must possess at least 1 rank in the weapon you are attempting to use this talent with. A shatter attempt requires an attack action except that instead of adding your ALC Rating, you add your STR Rating to the attack roll. Additionally, you add your weapon’s base Armour Surpass to your roll, along with the bonus from this talent and any other modifiers assigned by your weapon. When you attack a weapon, the subject opposes that attack by making a normal melee attack, adding the base damage and the base Armour Surpass Ratings of their weapon. When attacking a shield, the subject opposes with a normal Defence roll and adds +8, modified by the material of the shield. Make your attack roll and add all modifiers placed on it by its nature and this talent, as well any successes. This attack must do more damage than the opponent’s weapon’s base damage rating and base Armour Surpass or, in the case of a shield, 8 damage modified by the material of the shield. If it does enough damage, the item will be destroyed. If not, the item will be damaged. The damage reduces the subject’s weapon’s Armour Surpass by 1 for each point of damage you deal. Likewise, it damages the shield’s Defence Bonus by 1 for each 2 points of damage you deal. While a shatter attempt can be made with any weapon, weapons that are clearly not designed for shattering the sort of item you are attacking, (which can vary from item to item) should be given a penalty to this roll as decided by the game master. This penalty should typically be either -2 or -4. Certain weapons also give you a bonus to this roll; however, daggers are unable to shatter shields. Certain enchanted items are unbreakable. Anyone may attempt to shatter an opponent’s item, though those with this talent remove the -4 penalty they would otherwise receive. If you roll double 1s when attempting to shatter a subject’s item, your weapon will shatter instead.  Shatter attacks can be made against any object that a subject is holding, such as weapons, shields, torches, etc.

**Shield Bash**

Requirement(s): Evasion (Medium Shields), Shield Training

You can attack once per round with your shield while still maintaining its Defence Bonus. Shields are crushing weapons. You take a -2 penalty on this roll when you use this as part of a Normal Action (instead of a Full Normal Action).

**Shotel Master**

Requirement(s): Ranks in Shotel, Curved Swords skill set Specialism

Your skill at overcoming an adversary’s defences with this sickle-shaped blade nullifies your opponent’s Defense Bonus from his shield when attacking with one of these swords.

**Signature Slam**

Requirement(s): PRE 11, 3 ranks in Slam, Hand to Hand combat Specialism

You have developed a more devastating slam (the exact description of which is yours to decide) which you can perform a number of times per scene equal to your PRE Rating. You must spend an Accelerated Action to use this feat. On your signature slam you add your slam Specialism modifier not only to hit but also to damage. Whenever you attempt a signature slam against a subject in the Bloodied or Beaten state, you gain an extra bonus to hit equal to their penalty in these states. In addition, all your slam attacks now have a base damage of 3/0/6.

**Strangle**

Requirement(s): Hand to Hand 3 ranks

This feat represents special training you have undergone which allows you to perform choke attacks. These attacks can either render an opponent unconscious or dead at your discretion. To attempt a choke attack you roll a normal attack against their Defense. If you are successful, you will begin to apply a chokehold instead of inflicting damage. During their turn, your opponent may attempt an opposed Grapple roll to break free of your choke. You must describe your combat positioning in the process. Depending on the position of your chokehold, they may or may not be able to attack you, but they will likely take a penalty in doing so. While engaged in a chokehold, both you and your subject are treated as if you each had Defense Capacities of 0. During your turn, you may make a Grapple attack opposed by your opponent’s Grapple – but if you do not win this roll, then they will break free. If you do win this roll, they take 1 VIG damage + 1 VIG damage for each Boost you roll. If their VIG reaches 0, they will either be choked out or strangled to death, depending on your wishes. Regardless of how many attacks you could otherwise perform in a round, you can perform no more than 1 choke attack per round. If they break free of your chokehold, this VIG damage will return at a rate of 1 per round on their turn. Without this feat, you will not be able to make choking attacks unless the attributes of your weapon allow you to. Depending on their armour, an opponent with a helmet on may be invulnerable to your choke attempt. Attacks with this fighting style work the same against Extras, except that they are treated as only having a VIG of 1 for purposes of this attack.

**Trip**

Requirement(s): 1 rank in any weapon group

This talent functions like a Specialism but can be applied to any weapon you possess at least 1 rank in. While a trip attempt can be made with any weapon, weapons that are clearly not designed for tripping should be given a penalty to this roll as decided by the game master. This penalty should typically be either -2 or -4. Certain weapons also give you a bonus to this roll. Anyone may attempt to trip an opponent, though those with this feat remove the -4 penalty they would otherwise receive. Successful trip attacks deal no damage, but send the subject directly to the ground instead. To trip a subject, you must roll your attack against their Acrobatics (Balance). If you roll higher, they will be tripped. It requires a Normal Action to stand back up after being tripped. You take a -4 penalty to your Defence and on all attacks while prone.

**Whip Master**

Requirement(s): Ranks in Whips

You can use this feat on any whip you have ranks in. Whenever you Boost with your whip, you can blind or silence the subject for 1 round per Boost applied instead of taking the extra point of damage. A blinded opponent takes a -10 penalty, and a silenced opponent cannot cast, speak or sing. You gain an additional +1 bonus to disarm or trip with these weapons. The general term ‘whip’ covers nightmare whips and scourges as well as normal whips. Additionally, a whip (not a nightmare whip or scourge) gives you a bonus on all Acrobatics checks equal to your Forte bonus in the Forte on checks where you can use your whip.

**With the Wind**

Requirement(s): Bows 7, Marksman Combat Specialism.

You add 50% to all range categories. It seems as if the wind itself aids in carrying your strikes true. This talent can also be used with a sling or crossbow, but the requirements must be changed.

### **7 Points**

**Deadly Charge**

*Requires Charging Attack and Critical Charge.*

Your charges now have a +4 bonus to damage instead of +3.

### **8 Points**

**Critical Charge**

*Requires Charging Attack.*

Your charges now have a +3 bonus to damage instead of +2.

**Might of the Moonbow**

Requirement(s): Greatbows 7, Marksman Combat Specialism

Adds your Rating from STR along with your Rating from DIS to all damage rolls from a Moonbow made within the first range category.

### **9 Points**

**Razor’s Edge**

*Requires Knife’s Edge.*

Dagger type weapons you wield now make attacks which explode on 8, 9 and 10.

**Run Through**

*Requires Puncture.*

Thrusting Sword type weapons you wield now have +2 Armour Surpass instead of +1.

**Sever Arteries**

*Requires Vein Slitter.*

Curved Blade type weapons you wield now inflict Bleeding which deals 2 HG damage on a failed VIG roll.

**Hack and Slash**

*Requires Cleaver.*

Axe type weapons you wield now inflict Bleeding which inflicts 2HG damage on a failed VIG roll.

**Dire Gashes**

*Requires Cutter.*

Straight Sword type weapons you wield now make attack rolls which explode on an 8, 9 and 10.

**Bone Breaker**

*Requires Batter.*

Hammer type weapons you wield now have +2 Armour Surpass instead of +1.

**Slice and Dice**

*Requires Lacerate.*

Curved Sword type weapons now inflict Bleeding that inflicts 2HG damage on a failed VIG roll.

**Impaler**

*Requires Penetrator.*

Spear type weapons you wield now get damage +2 instead of +1.

**Vorpal Blade**

*Requires Deep Wounds*

Greatsword type weapons you wield now make attack rolls which explode on 8, 9 and 10.

**Body Cleaver**

*Requires Limb Hewer*

Greataxe type weapons you wield now inflict Bleeding which deals 2HG damage on a failed VIG roll.

**Demolisher**

*Requires Skull Crusher*

Great Hammer type weapons you wield now have +2 Armour Surpass instead of +1.

**Mangler**

*Requires Flesh Ripper*

Pole-Arm type weapons you wield now have damage +2 instead of +1.

### **10 Points**

**Accelerated Strike**

Requirement(s): Combat Status 5, 10 ranks in at least 1 weapon group

You may make an attack or Parry as an Accelerated Action.

**Advanced Armour Master**

*Requires Advanced Armour Training and Advanced Armour Adept.*

Choosing this Feat will you give you a +1 bonus to the Armour Rating of one type of Advanced Armour. Your Skill Penalty with that type of armour will also be further reduced by 1.

**Basic Armour Master**

*Requires Basic Armour Training and Basic Armour Adept.*

When you wear Basic Armour with this Feat, its skill penalties do not apply to you.

**Paralysing Strike**

*Requires Weapon Adept in chosen weapon type.*

When you gain 3 or more boosts against an opponent with an attack, they must make a VIG roll or become immobilised. This paralysis can be temporary or permanent as you choose.

**Lethal Weapon**

Requirement(s): Combat Status 7, 10 ranks in at least 1 weapon, A Specialism in this weapon's skill set

The number on which your attack dice with this weapon explode decreases by 1. This feat may only be selected for a weapon you have a skill set Specialism in. Each time you select this feat, it is applied to a different weapon. Each selection of this feat only affects one weapon. For example, if you had a weapon with dice exploding on 9, your weapon will now have its attack dice explode on an 8 after applying this feat.

**Sudden Strike**

Requirement(s): Combat Status 6, 8 Grades in at least 1 weapon

You may forgo your movement in a round to take an additional attack or Parry.

**Wily Combatant**

*Requires Detect Fakes*

You now add your INT Rating to rolls to detect Fakes in combat.