Base Feats

Skills are the things your character learns that determine what they can do and how well they can do them. Feats are extensions of that knowledge and those abilities. They will help you do things better, more reliably or provide new abilities that expand your options.

This section contains "Base" Feats which are those that can be taken during Character Creation.   

Make sure your character meets any prerequisites the Feat may have.

ATHLETICS FEATS

Climbing (Base Feat, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 9 that involves climbing.

Jumping (Base Feat, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 9 that involves jumping.

Riding (Base Feat, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 9 that involves riding.

Running (Base Feat, Athletics 3 or Agility 3) You may automatically succeed in any Athletics test with a Difficulty of less than 9 that involves running.

Strength (Base Feat, Athletics 3) You may automatically succeed in any Athletics test with a Difficulty of less than 9 that involves feats of strength such as forcing open a door or lifting a heavy gates.

Swimming (Base Feat, Athletics 3) You may hold your breath for twice as long as most and you automatically succeed in any Athletics test with a Difficulty of less than 9 that involves swimming.

COMBAT FEATS


Aim (Base Feat, Combat 3) When attacking with a ranged weapon such as a bow or crossbow (but not a thrown weapon) and you take your entire turn to attack (you don’t move or do anything else) you may choose to automatically Succeed if the Combat test has a Difficulty of less than 9 (unless you are wearing heavy armor).

Blade (Base Feat, Combat 3) Once per round, when attacking with a one handed sword in light (or no) armor with nothing in the off hand, you may spend an Advantage Chit to make an additional re-roll.

Brawling (Base Feat, Combat 3) Normally, unarmed attacks can only do 1 point of damage When attacking an unarmored humanoid opponent, this Feat eliminates that restriction.

Dual (Base Feat, Combat 3) When fighting with a weapon in each hand, you may spend an Advantage Chit to change the result of one of the dice you rolled to resolve a Combat test when attacking to the result of another your dice (so if you rolled 3, 6 and 9, you could spend a chit to change the 3 to a 9).

Duel (Base Feat, Combat 3) When duelling in the arena (one on one armed with duelling weapons in light (or no) armor against an opponent also using duelling weapons and willing to fight according to the Code), you get an extra re-roll when setting up (the results of arena combat are decided before the combat is acted out in the live action area).

Evasion (Base Feat, Agility 2, Combat 2) When fighting with light (or no) weapon (or weapons) and wearing light (or no) armor you may you automatically succeed when defending if the Combat test has a Difficulty of less than 9 (reducing the damage by 2).

Fighter (Base Feat, Combat 3) When fighting with a one handed weapon (regardless of whether or not there is another weapon or shield in the other) while wearing medium or better armor, if your first Combat test is a complete miss (no dice score) you may reroll the entire test (all three dice). This must be done before any dice are re-rolled and you still get to do any re-rolls you have coming for the new test.

Maneuver (Base Feat, Athletics 2, Combat 2) Once per turn, when making a melee attack while wearing Medium Armor in a situation where you have room to move you get 1 Advantage Chit that you must use in some way to resolve that attack or it is lost (it does not go into the Reserve).

Shield (Base Feat, Combat 2) When fighting with a shield in one hand and a weapon in the other you may you automatically succeed when defending against a melee or ranged attack if the Combat test has a Difficulty of less than 9 (reducing the damage by 2). This does not help against magic attacks.

Toughness (Base Feat, Combat 3) You may take an additional wound which is represented by adding a red bead to your badge.

COMMERCE FEATS

Profession (Base Feat) You have the skills required to make money doing something. It adds 1 gold to your starting money. If the thing you are doing makes of one or more of your Feats in a plausible way, add 2 gold instead. For example, Profession: Cook would add 1 gold, but if you also have Craft: Cook, add 2. A Profession: Soldier adds 1 gold but if you also have the Fighter Feat its worth 2. There are countless Profession options. When in doubt, check with the staff.

Wealthy (Base Feat) Your character has a source of income that gives them a of 10 instead of the usual 2 (20 if they also have the Highborn or Patron Advantage). It is up to you to work with the staff to decide the what the source is (in the case of Highborn “Family Fortune is acceptable”). You can only take this Advantage if there is a justification for it. Most of the time, it is grated as a Bonus Feat as part of taking the Highborn Advantage.


INFLUENCE FEATS

Barter (Base Feat, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 9 that involves negotiating a good price for goods and services (often 20% off the initial ask).

Deceive (Base Feat, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 9 that involves lying or misleading.

Intimidate (Base Feat, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 9 that involves intimidating someone. In combat this requires an action and depending on the opponent(s) and the situation could result in them fleeing, surrendering or panicking which would make them fight less effectively.

Lead (Base Feat, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 9 that involves leading others. This Feat and Strategy are prerequisites for certain Heroic Feats that involve battlefield commands.

Perform (Base Feat, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 9 that involves giving an effective (and affecting) performance. The difficulty is determined by how receptive the audience is and the conditions in which the performance is made.

Persuade (Base Feat, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 9 that involves convincing someone to do something or to influence their way of thinking (without lying or deception).

Teach (Base Feat, Influence 3) You may automatically succeed in any Influence test with a Difficulty of less than 9 that involves teaching.

LANGUAGE FEATS

Aeorul (Base Feat, Linguist 3) You may speak, read and write the language of the elves fluently. This never requires a test.

Cerul (Base Feat, Linguist 3) The language of the Iash of Cereborn. Has both spoken and written forms.

Gharj (Base Feat, Uruk or Linguist 2) You may speak the language of the Uruk fluently. This never requires a test. Gharj has no written form.

Infernal (Base Feat, Hellspawn or Linguist 5) You may speak, read and write the language of demons fluently. This never requires a test.

Jae (Base Feat, Wildling or Linguist 3) You may speak the language of the wildlings fluently. This never requires a test. Jae has no written form.

Oha (Base Feat, Heathlander or Linguist 3) You may speak, read and write the language of the hearthlanders fluently. This never requires a test.

Pomkifon (Base Feat, Fey or Linguist 4) You may speak, read and write the language of the Fey fluently. This never requires a test.

Skurn (Base Feat, Linguist 2) The language of the Nords. Has no written form.

Sign (Base Feat, Linguist 3) You know sign language with which you can communicate silently in common and with any language you have taken a Feat to become fluent in.

Telktar (Base Feat, Dwarven or Linguist 3) You may speak, read and write the language of the dwarves, fluently. This never requires a test.

LORE FEATS

Appraisal (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 9 that involves determining the value of something. The Difficulty is determined by how rare and how tricky it is to figure out what it is worth. This cannot be used to determine the value of magical items unless you also have the Arcana Feat.

Arcana (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 9 that involves knowing about Arcane magic and how it works.

History (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 9 that involves the history of any region known to you. This includes heraldry where applicable.

Legends (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 9 that involves the stories of any region known to you.

Medicine (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 9 that involves treating injuries or sickness. This won’t restore wounds.

Religion (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 9 that involves knowing about religion, the gods and divine magic.

Strategy (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 9 that involves knowledge of strategy (large scale) and tactics (small scale). This doesn’t include execution of battle plans. That is often going to require at least one Leadership test of some kind. This Feat and Lead are also prerequisites for certain Heroic Feats that involve battlefield commands.

Streetwise (Base Feat, Lore 3) You may automatically succeed in any Lore test with a Difficulty of less than 10 that involves knowing the workings of the criminal underworld in any region known to you.

PERCEPTION FEATS

Awareness (Base Feat, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 9 to avoid being surprised.

Insight (Base Feat, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 9 that involves reading someone’s emotional state. Can be useful for figuring out if someone is lying but sussing out a good liar could have a Difficulty of 9 or more so wouldn’t be affected by this Feat.

Notice (Base Feat, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 9 that involves spotting something.

Search (Base Feat, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 9 that involves searching an area.

Sense (Base Feat, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 9 that involves noticing supernatural phenomena such as cold spots, unnatural darkness and the intangible presence of the infernal or the undead. This sort of test is used to determine if a character notices a Glyph or Ward (but a Lore/Arcana test is required to figure out what it might be)

Wake (Base Feat, Perception 3) You may automatically succeed in any Perception test with a Difficulty of less than 9 when your character is sleeping and there is noise in the area that could wake them up.

RANGER FEATS

Beastmastery (Base Feat, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 9 that involves dealing with animals (animal handling).

Cartography (Base Feat, Pathfinder 3 or Dungeoneer) You are skilled at making maps that are accurate, easy to read and informative. You don’t need to make a test to do so. This Feat only covers land maps - for navigational maps you will need the Navigate Heroic Feat.

Guide (Base Feat, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 9 that involves leading a party to a desired destination. Using a map usually results in a Difficulty less than 9 so a Guide can use one to get you where you want to go without rolling.

Nature (Base Feat, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 9 that involves the natural order of any region known to you. That includes information about weather patterns, seasons, flora and fauna.

Scout (Base Feat, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 9 that involves avoiding dangers of various kinds including terrain and creatures. It isn’t always possible to avoid everything but a skilled scout can go a long way to providing a safe trip.

Survival (Base Feat, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 9 that involves surviving the elements, helping a party you are guiding survive the elements, finding a safe place to camp, foraging to find food and finding safe water.

Tracking (Base Feat, Pathfinder 3) You may automatically succeed in any Pathfinder test with a Difficulty of less than 9 that involves tracking.

RESOURCE FEATS 


Equipped (Base Feat) Begin each session with two items from the following list: Antidote Potion, Arrow Charm, Backfire Ward, Gillian's Knot, Healing Potion, Manna Stone, Save Charm (any type). 

Ravens (Base Feat) Every session you will be given two special scrolls. To use one fill out the top explaining who it is being sent to and then write your message. Give it to the Gatekeeper and in roughly a half hour it will be returned with a response.

Rumors (Base Feat) You begin each session with 4 rumors instead of the usual 2. Two thirds of all rumors are at least partially true. The others range from harmless assumptions to being dangerously off target.

Source (Base Feat) You have access to someone who has access to information. When you take this Feat work with the Staff to decide who they are and what kind of information they have access to. Between sessions you can use his access to ask your source for information on any chosen topic. They will do their best to answer. If you have this ability you can use a Raven Scroll to ask for information during play.

 
ROGUE FEATS

Conceal (Base Feat, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 9 that involves hiding something. This can include you if you don’t move after finding a hiding place.

Crack (Base Feat, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 9 that involves picking a lock or opening a secure mechanical latch.

Disarm (Base Feat, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 9 that involves disarming a trap. Finding a trap requires a Perception/Notice test.  

Skulk (Base Feat, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 9 that involves moving without being seen.

Sleight (Base Feat, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 9 that involves picking up (lifting), concealing or moving handheld objects without being seen.

Sneak (Base Feat, Stealth 3) You may automatically succeed in any Stealth test with a Difficulty of less than 9 that involves moving silently.

NONHUMAN FEATS

Battledance (Base Feat, Elf, Combat 3, Brawling, Perform): This Feat allows you specialize in unarmed combat. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats. Battledance gives you a re-roll when making an unarmed attack.

Beastbond (Base Feat, Wyldling, Beastmastery): Your character can communicate with natural (non magical) beasts. They won’t interact if hostile. Only simple ideas can be shared. The sophistication of these exchanges depends on the creature in question and is limited to their perspective and comprehension (for example: squirrels don’t know what a guard is but are acutely aware of local predators).

Brewbold (Base Feat, Dwarf): Once per Expedition your character can drink some dwarven mead they carry with them, which takes 10 minutes but restores 2 Wounds but they become intoxicated and in the next combat they are in and lose their first turn (intoxication ends 10 minutes after the character returns to the live Action space). Dwarves who also have the Ironblood feat are immune to this penalty.

Confound (Base Feat, Fey, Combat 2, Influence 2): You get a re-roll any time you perform an Maneuver in Combat because you are an expert at distracting and frustrating your opponents.

Damnation (Base Feat, Hellspawn, 3 Black or 3 White beads, Retribution): If your character is reduced to 0 Wounds by a directed attack (something someone did, not environmental damage) you may choose to die and to DRAG THE ATTACKER TO HELL WITH YOU.

Deathgift (Base Feat, Elf, Resolve 3, Arcana): When another character in your party has failed a Death Save, has a Mortal Wound and is facing death you know an ancient technique whereby your spirit passes over instead of theirs. They are saved and restored to full health and you die. This death is a choice - it cannot be prevented or reversed but you will have a few moments to speak to your companions before you pass.

Defiance (Base Feat, Uruk, Endurance 2, Resolve 2): Once per Expedition, when you take 1 (and only 1) damage, you may immediately heal 2 Wounds (the one you just took and one more).

Earthborn (Base Feat, Dwarf, Athletics 1, Endurance 1, Brawling): As a child of the earth, you are made of tougher stuff than most humanoids. You get 1 extra Wound.

Echo (Base Feat, Elf, Lore 2, Resolve 2): Once per Expedition, your character may automatically succeed at any Skill test (combat or otherwise) with a Difficulty of less than 9 because they remember having done the same before at some point in their long life.

Fireproof (Base Feat, Hellspawn, Endurance 3): Your character is immune to fire and fire damage. They cannot burn and do not feel heat.

Flitter (Base Feat, Fey or Hellspawn with Agility 1, Athletics 2, Combat 2): You have limited flight while wearing light (or no) armor. It only works on Expedition and when you do it you manifest wings (unless you are already wearing them). You can only fly a few feet off the ground and only for short distances (great for crossing chasms, doing assisted leaps and avoiding falling damage). Once per combat, when an Edge card is drawn, instead of adding an Advantage Chit to the Reserve you may take a turn as though your card was drawn (you Flitted into position) OR when you are targeted by an attack, you may force the attacker to choose a new target (you Flitted away).

Forest Fighter (Base Feat, Wyldling, Athletics 2, Combat 2, Pathfinder 2, Perception 2): When fighting in woods or forests, you get an extra re-roll every time you have to make an attack or defend test.

Giantslayer (Base Feat, Dwarf, Combat 2, Fighter): When you score a hit against a much larger opponent (at least double your size), you may spend 1 Advantage Chit to add 1 damage. If you also have the Smash feat, are using a Greataxe and the attack was an Exceptional Success it only costs 1 Advantage chit to use both abilities (doing 5 damage).

Greenborn (Base Feat, Wyldling, Endurance 2, Resolve 2): Once per Expedition, while in the outdoors, your character may meditate for 10 minutes which restores 2 Wounds and and reinvigorates them as much as if they has rested for a full hour.

Hearthguard (Base Feat, Hearthlander, Combat 2): When protecting your home, you get a re-roll on any and all Combat tests (attacking or defending) and on Endurance and Resolve tests.

Ironblood (Base Feat, Dwarf, Endurance 3, Toughness): You take 1 less damage from any poison based attacks, suffer no other effects of poison and when intoxicated can “shake it off” at any time.

Keen (Base Feat, Wyldling, Awareness, Notice): At the start of each combat, you may discard the first card drawn and draw a new one.

Kindler (Base Feat, Dwarf, Combat 3, Tinker 4): Your character knows how to work (relatively) safely with smokepowder. This means they can wield a flintlock or blunderbuss. This is a ranged weapon that takes an action to reload (it starts each battle loaded). It explodes on a failed attack test (take 2 wounds, repair between sessions), jams on a Partial Success (a jam can only be cleared between Expeditions) but Success inflicts 3 damage and Exceptional Success inflicts 5.

Meditate (Base Feat, Elf, Endurance 2, Resolve 2): Once per Expedition, your character may meditate for 10 minutes which restores 1 Wound and and reinvigorates them as much as if they has rested for a full hour.

Missme (Base Feat, Fey, Agility 2, Combat 2, Evasion): The first time (and only the first time) your card is drawn in any Combat, your character uses a combination of limited invisibility and very limited teleportation to vanish. You don’t get an action but add 1 Advantage chit to the Reserve and if the next opponent action (and only the next opponent action) is supposed to target a single target, it must target you and it automatically misses.

Nibbles (Base Feat, Hearthlander, Snack, Profession - Cook) Once per Expedition you may share a snack with another character which heals both of you of 1 Wound each. This cannot be done in combat.

Omnivore (Base Feat, Hearthlander or Uruk, Endurance 1): Your character can eat just about anything and be nourished by it.

Planewalker (Base Feat, Fey or Hellspawn, Endurance 1, Resolve 1): You find planar travel invigorating. Every time you begin a Portal Expedition, recover 1 Wound.

Rebirth (Base Feat, Fey): If you die, you are spontaneously reincarnated (still Fey but can be a different kind of Fey). You still recall who you were but now you are this new person. You can make changes to your character write up but the new character won’t have this Feat or anything to replace it (it has been expended). When you take this Feat it’s a good idea to have your reincarnation ready - new sheet, new badge and a costume change. Work with the staff to set it up (but keep it a secret).

Relentless (Base Feat, Uruk, Combat 2, Endurance 2, Resolve 2, Toughness): Once per combat, when your character is about to reach 0 Wounds, enough damage is countered that they retain 1 Wound (they stay conscious and keep fighting).

Retribution (Base Feat, Hellspawn, Combat 2, Resolve 2, Awareness): When your character takes damage from a melee attack, you may spend 1 Advantage Chit to cause a burst of flame that inflicts 1 wound on your attacker.

Savage (Base Feat, Wyldling or Uruk, Combat 2, Endurance 2 or Resolve 2, Toughness): Once per combat, when you hit in melee combat, you may suffer a Wound to deal an additional Wound to your opponent.

Scary (Base Feat, Hellspawn or Uruk, Intimidate): You get an extra re-roll when using Influence to Intimidate someone. In addition, a Partial Success counts as a Success. In Combat, when an Edge card is drawn and your opponents are humanoids who aren’t “fearless” if you spend 2 Advantage chits discard the next opponent card that comes up.

Smol (Base Feat, Hearthlander, Agility 1, Combat 1): When defending yourself against the melee attack of a much larger opponent (at least double your size), you get an extra re-roll.

Snack (Base Feat, Hearthlander): Once per Expedition your character can have a “bit of a rest and a bit of a snack” which takes 10 minutes but restores 1 Wound and reinvigorates them as much as if they has rested for a full hour. “Right! Let’s get back to it!”.

Stoneskin (Base Feat, Dwarf - Combat 2, Endurance 2): Once per combat, you may reduce the damage you take from an attack by 1.

Supporter (Base Feat, Hearthlander, Combat 2, Support): When an Edge card comes up, instead of adding 1 Advantage Chit to the Reserve you may Support the character of your choice. Indicate this by placing your significator in front of them. The next time their card comes up, if they test they get a +1 to all 3 dice (a character can only be supported once - multiple Support effects do not stack). When the effect is triggered, take your card back.

Tunnelfighter (Base Feat, Dwarf, Combat 2, Perception 2): When fighting underground in close quarters and in dim light, you get an extra re-roll every time you attack.

Truesight (Base Feat, Fey, Perception 3): Your character automatically succeeds at any test to resist the effects of illusion magic.

Truespeak (Base Feat, Elf, Linguist 4, Arcana): You may speak a few words and phrases of what the elves call “Truespeak” which they believe to be “the language of creation”. These words are supernaturally compelling. You have become adept at working them imperceptibly into otherwise normal language, giving you a reroll with any Influence test.

OTHER

Build (Base Feat, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 9 that involves building a simple mechanical device. 

Craft (Base Feat) You have a skill that allows you to how to make or customize something. Normally no test is required, but if you are asked to test, resolve it as though you have a Skill Rank of 4. You have basic tools for simple work but producing anything of quality requires access to a workbench (which can be done on Expedition to Grendelmir or with the Tool Kit Feat). 

Faith (Base Feat, Resolve 3) Your character has such a strong conviction to their god (or gods) that they cannot be corrupted or dominated by any evil force. This is similar to the effect of the Pure Feat but cannot be sensed by animals. The same character cannot have both Faith and Pure (they essentially do the same thing).

Famous (Base Feat, TAG) It will say “Reputation” on your badge and you must tell anyone who asks what your Reputation is. It must be something positive like “I’m the finest blade in the land” or “I once saved a town single handedly”. It doesn’t have to be true. You can’t take Famous if you are Infamous.

Noble (Base Feat, optional TAG) Your character is noble. This is usually reserved for humans because the other races don’t really have a noble caste but there are examples of nonhumans being granted titles. What the title is depends on how how they got it and you will need to have a justification to add this Feat after character creation. In the parts of the setting that recognize nobility, those that have it have additional influence and rights. You may choose to have the word “Noble” or your character’s specific title printed on your badge (or none at all).

Repair (Base Feat, Tinker 3) You may automatically succeed in any Tinker test with a Difficulty of less than 9 that involves repairing a mechanical device.