Build Notes

I have assembled these lists to help you find Feats for your character.

EDITORS NOTE: If you find something that should be on one of these lists but isn’t please let us know by emailing gatewaylarp@gmail.com

BUILD NOTES Armor

When on Expedition, your character may equip themselves however you like. You are not expected to wear armor and weapons in the live action space - you may if you like but weapons will have be left behind the bar when you are in the tavern. 

 Mechanically, your character’s choice of armor only matters when and if it is specified by something that happens on Expedition or by your Feats. 

For example, while on Expedition your party could come to a place where a rickety bridge crosses a chasm. The encounter (or GM) specifies that anyone with Light (or no) armor can make it across by moving slowly, but anyone with Medium or Heavy armor needs to make a DC 7 Agility test or the slats give way under them. Of course, they could take off the armor and find a way to get it across but then they aren’t wearing it when the Stormhawks attack…

Interactions with armor can also be specified by an opponent’s actions. An attacker may favor targets with less (or less obvious) armor, an acid splash may do less damage against characters with full body coverage, a lightning bolt may do more against armor that is at least half metal and so on.

NOTE: For our purposes, Light armor is mostly leather or hide and covers about half of the body. Medium armor is heavier, includes more metal and covers most of the body. Heavy armor features metal plates and provides full coverage. 

The following are Feats that interact with your choice of armor - 

No Armor 

Hard (Feat, Evasion, Toughness, Combat 3, Endurance 2, Resolve 2) While wearing no armor (carrying a shield is fine) you may spend 1 Advantage Chit to reduce the damage caused by any melee attack against you by 1. This may be coupled with the effects of the Evasion Feat. 

Raw (Feat, Combat 3, Endurance 3, Resolve 3, Hard, Rage) While wearing no armor (carrying a shield is fine) and Enraged you may reduce the damage caused by any melee attack against you by 1. If you are *not* Enraged, you may choose to immediately become Enraged by an attack (assuming you haven’t been Enraged already this battle) so you can use this Feat against it. This stacks with Evasion but doesn’t stack with “Hard”. 

Light (or no) Armor

Nonhumans can’t use the “Flitter” Feat to fly in anything but light (or no) armor.

Avoid (Feat, Combat 3, Dodge, Evasion) When fighting wearing light (or no) armor you may spend 1 Advantage Chit to avoid taking any damage from an attack but will lose your next turn. This may be done at any point in the resolution process including immediately before taking damage. This option isn’t available if you have already lost your next turn and the loss is still pending.   

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.

Dodge (Feat, Combat 3, Evasion) If you are wearing Light (or no) armor, when an attack is announced against you, you may spend 2 Advantage Chits to force the attacker to choose another target (this only works if there is another target available).

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 automatically succeed when defending if the Combat test has a Difficulty of less than 9 (reducing the damage by 2). 

Ready (Feat, Agility 3, Combat 3) If you are wearing light (or no) armor you begin each battle with 2 Advantage Chits. They do not go into the Reserve. They are yours alone to use - like a private reserve.  

Medium Armor 

Maneuver (Base Feat, Athletics 2, Combat 2)  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).   

Skirmisher (Feat, Combat 4, Maneuver) Once per battle, while wearing Medium Armor, when your turn comes up you may spend 2 Advantage chits to take two turns in a row. When you do this, discard the next turn that comes up (you have already used it).   

Medium (or better) Armor 

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.

No Heavy Armor 

Wearing Heavy Armor makes it impossible to use any archery related Feats such as Aim, Archer, First Shot, Hunter, Sureshot, Target or Trick Shot. 

Wearing Heavy Armor also makes it impossible to use Feats that rely on speed such as Brace, Distract, First Shot, First Strike, Flurry, Knife Fighter and Whiplash. 

Heavy Armor 

Charge (Feat, Combat 2, Athlete) The first time your card comes up in each combat, if you are not already in combat, you may choose to charge into combat against the opponent of your choice. If you are wearing heavy armor and you inflict at least 1 damage, you inflict an extra point.

Durable (Feat, Combat 3, Endurance 3) When wearing heavy armor you may 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. 

Tank (Feat, Combat 5, Durable, Unyielding) While wearing heavy armor, you may reduce the damage caused by a melee or ranged attack that inflicts 4 or more damage by 1. This is always the first consideration before any other Feats or the defense test. This does not help against magic attacks.

Unyielding (Feat, Combat 3, Resolve 3) When wearing heavy armor you may reduce the damage of a melee or ranged attack by 1. The first time you do this, you must spend 1 Advantage Chit. The second time you have spend 2 chits and so forth. This is done after the defense test is made and taken into consideration and may be combined with other Feats. This does not help against magic attacks.

Shields  

Blocker (Feat, Shield) Normally, to make a Ranged Attack another character must volunteer to act as a Blocker for you by committing to make a melee attack as their next action. A character with the Blocker Feat can act as a Blocker without having to make that commitment. 

Protect (Feat, Combat 4, Shield) When nearby member of your party takes 2 or more damage from any attack and you are carrying a readied shield you may reduce the damage by 1. The first time you do this it costs 1 Advantage Chit. The cost increased by 1 each time (2 chits the second time, 3 the third and so on).

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.

Shield Bash (Feat, Combat 4, Shield) Once per combat, when making a melee attack with a weapon in one hand and a shield in the other, if two or more of the dice rolled for your combat test score two points higher than the target’s defense, add 1 damage. If you also have the Bash Feat, you may use both at once, scoring a total of two additional points of damage.  

Shield Block (Feat, Combat 3, Shield) Once per battle, after using the Shield Feat to make a defense test without rolling, you may increase the effect from lowering the incoming damage by 2 points to 4 but you lose the use of your shield for the rest of the battle. This effects of this Feat cannot be combined with any others.  

Shield Rush (Feat, Athletics 2, Combat 3, Shield) Once per battle, if you have a shield on your turn you may choose to make a Shield Rush attack. Resolve with a Combat test. If you inflict at least 1 damage you get a +1 damage bonus but if none of your dice score, you lose your next turn. This cannot be combined with any other Feat. 

BUILD NOTES: Weapons

As with armor, your character may equip themselves however you like. You are not expected to wear weapons in the live action space - you may if you like but weapons will have be left behind the bar when you are in the tavern. 

Mechanically, your character’s choice of weapons only matters when and if it is specified by something that happens on Expedition or by your Feats. 

The following are Feats that interact with your choice of weapons - 

SPECIALIZATIONS: You may only specialize with one weapon so if you take any Specialization  Feat you may not take any of the other Specialization Feats (which include Archer, Axe Fighter Battledance, Gunslinger and Swordfighter).

SHIELDS: The Shield Feats are summarized in the build notes for armor. 

Unarmed (no weapons)  

Bash (Feat, Combat 3, Brawling) Your fighting style may now incorporate weapons and brawling moves such as a sudden jab or head butt. Once per battle, if one of the dice rolled for your combat test scores two points higher than the target’s defense, add 1 damage.

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.

Brawler (Feat, Combat 3, Brawling, Strength) Your unarmed attacks inflict damage the same way attacks with weapons do.

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.

Pummel (Feat, Combat 3, Brawling, Strength) Once per battle you may unleash a flurry of unarmed blows on you opponent. Make a Combat Test using only 2 dice. Each die that succeeds scores 2 damage. 

One handed (any type) 

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.

Flurry (Feat, Combat 4, Toughness) After resolving a melee combat attack with a one handed weapon (regardless of outcome) you may spend 2 Advantage Chits to attack the same target again with the same weapon (unless you are wearing heavy armor). No Feats affect this second attack but you may still re-roll a die that is equal to or less than your Combat Skill Rank.

Jab (Feat, Combat 4, Brawling) When fighting with a weapon in one hand and nothing in the other (no shield) when an Edge card comes up, instead of taking an Advantage Chit, you may make an unarmed attack. Remember, unarmed attacks can only do 1 point of damage unless that limitation is improved or removed by Feats such as Brawling and Brawler. 

Dagger

Knife Fighter (Feat, Combat 3, Evasion) You specialize with the dagger. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats (which include Archer, Axe Fighter and Swordfighter). Knife Fighter gives you a re-roll when making an attack roll with the dagger (unless you are wearing heavy armor).

Shank (Feat, Combat 3, Knife Fighter, Skulk) If you attack by surprise with a dagger, you get an extra re-roll and if you hit, you score an extra point of damage. That can be hard to manage once battle is engaged. If it is the first attack of an encounter and you have the Crit Feat you may use it without spending Advantage Chits if you hit (for +3 damage total).

Dagger or Sword (1H) 

Feint (Feat, Combat 3 and either Knife Fighter or Swordfighter) When you hit with your dagger or one handed sword and would normally inflict 2 or more damage you may use this Feat to reduce your damage by 1 and add 2 Advantage Chits to your Reserve.

First Strike (Feat, Combat 3 and either Knife Fighter or Swordfighter) At the start of any combat you may make an attack with a dagger or one handed sword before any cards are drawn (unless you are wearing heavy armor).

Sword (1H) or Whip 

Disarming Strike (Feat, Agility 3, Combat 4) Once per battle, when you are attacking an opponent (or opponents) who armed with a weapon that could be dropped and you are armed with a one handed sword or whip you may attempt a Disarming Strike which can’t inflict more than 1 damage but if you scored with 2 or more dice, your opponent loses their next attack. 

Sword (1H) 

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.

Fighting Style (Feat, Combat 3, Blade) You have trained in one of four fighting styles used by classic blade masters - Aru, Beya, Ciht and Dal. You may take this Feat more than once to learn more one style, but no more than 1 style for every 2 full Combat Skill Ranks (so 1 at 2, 2 at 4, 3 at 6 and all 4 at Skill Rank 8). When fighting a single opponent armed with a one handed sword you gain a temporary Advantage Point that only you can use every turn for every Style you know. If you are walking this path, you may need to find a mentor to teach you each of the styles.   

Riposte (Feat, Agility 3. Combat 4) After you are attacked by an opponent with a melee weapon you may spend 3 Advantage Chits to make an immediate counterattack with a one handed sword. This attack can be affected by Feats like any other. 

Swordfighter (Feat, Combat 3, Blade or Fighter) You specialize with the sword. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Archer, Axe Fighter and Knife Fighter). Swordfighter gives you a re-roll when making an attack roll with a one handed sword (whether or not something is in the other hand).

Axe (1H or 2H) 

Axefighter (Feat, Combat 3, Fighter, Smash and either Dwarven or Combat 5) You specialize with the axe. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Archer, Knife Fighter and Swordfighter). Axefighter gives you a re-roll when making an attack roll with an axe of any kind (one or two handed). It also allows you to use Smash with a one handed Axe (on an Exceptional Success, spend an Advantage Chit to inflict +1 damage).

Flail (1H or 2H) 

Flail (Feat, Combat 4, Toughness) When you attack with a Flail against an opponent who has a shield equipped you add +1 to all three of your dice and if you hit, you score +1 damage.

Spear

Reach (Feat, Combat 2) When attacking a flying enemy that can be hit by a melee attack with a spear, you get an extra reroll. 

Two Weapons

Block (Feat, Agility 1, Combat 2) This Feat allows you to use your off hand weapon as a shield. It has no effect other than you can use any of the shield Feats with it. 

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).

Two Handed 

Cleave (Feat, Athletics 2, Combat 4) Once per battle, after resolving a melee attack with a two handed weapon against an enemy force that consists of more than one individual, you may spend 2 Advantage Chits to make another attack with the same weapon. This is technically against a different individual but since the system treats a group as one opponent, you just attack again. No Feats affect this second attack.

Two Handed (heavy) 

Smash (Feat, Combat 3, Strength) When attacking with a large two handed melee weapon such as a Greataxe, Greatsword or Great Club and you score an Exceptional Success, you may spend an Advantage Chit to inflict an extra point of damage (inflicting 4 points total).

Club (2H)

Clobber (Feat, Combat 3, Strength) Once per battle when wielding a large two handed club you may make a Clobbering attack by making a Combat Test with a -1 to each die but if you score an Exceptional Success, your opponent loses their next turn. This doesn’t affect automatons or the undead. 

Wallop (Feat, Combat 3, Strength) When attacking with a large two handed club you may make a Bash attack by making a Combat Test with a -1 to each die but if you score an Exceptional Success, you deal an extra point of damage (inflicting 4 points total). If you also have the Smash Feat you may also spend an Advantage Chit to inflict an extra point of damage (raising the total damage inflicted to 5 points).

Greataxe (2H)

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).

Whip

Lash (Feat, Agility 2, Combat 3) When armed with a whip in either main or off hand you may make a Lash attack on your turn which can’t inflict more than 2 damage (by any means) but if you scored with two or more dice, you also add an Advantage Chit to the Reserve. 

Whiplash (Feat, Combat 3, Lash) You specialize with the whip. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats. Whiplash gives you a re-roll when making an attack roll with the whip (unless you are wearing heavy armor).

Ranged - Thrown (dagger)

Brace (Feat, Combat 3, Knife Fighter, Slight) Once per combat, when an Edge card is drawn, instead of adding a chit you may throw several daggers at the target of your choice (unless you are wearing heavy armor). This is resolved as a standard combat test (in this case the daggers thrown count as a single attack).

Ranged - Bow, Crossbow or Spear

Hunter (Feat, Combat 4, Nature, Scout) If you are using a bow, crossbow or spear to attack a natural (or giant) beast (but not a monster like an Owlbear) and you inflict at least 1 damage you may spend 1 Advantage Chit to inflict an extra point of damage (unless you are wearing heavy armor).

Ranged - Flintlock and Blunderbuss 

Clear (Feat, Kindler, Repair) You may clear a jammed weapon with an Action or by spending 2 Advantage Chits as your turn begins.  

Gunslinger (Feat, Kindler) You specialize with firearms. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feats (which include Archer, Axe Fighter and Swordfighter). Gunslinger gives you a re-roll when making an attack roll with flintlock or blunderbuss.

Gunsmith (Feat, Tinker 5, Clear, Craft: Guns) You may repair a gun that has backfired by spending 30 minutes while on Expedition or 10 minutes in the Live Action area pretending to do so (it might help to have some props on hand for doing this). 

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.

Ranged - Wrist Crossbow

Wrist Crossbow (Agility 4, Combat 3, Build) Once per battle, when an Edge card is drawn, instead of taking an Advantage Chit, you can make a wrist crossbow attack by taking a Combat test with a +1 to all three dice but that can’t inflict more than 2 damage and can’t be affected by other Feats.  

Ranged - Bows and Crossbows 

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).

Archer (Feat, Combat 3, Aim) You specialize with the bow. You may only specialize with one weapon so if you take this Feat you may not take any other Specialization Feat (which include Axe Fighter, Knife Fighter and Swordfighter). Archer gives you a re-roll when making an attack test with a bow (unless you are wearing heavy armor).

First Shot (Feat, Combat 3, Archer) At the start of any combat you may make an attack with a bow before any cards are drawn (unless you are wearing heavy armor).

Quickshot (Feat, Combat 3, Aim) Normally, to make a Ranged Attack another character must volunteer to act as a Blocker for you by committing to make a melee attack as their next action. With Quickshot you don’t have to have a blocker to make a ranged attack (but not in heavy armor).

Sureshot (Feat, Combat 5, Aim, Archer, Target) Once per battle you may automatically score an Exceptional Success with your bow or crossbow (unless you are wearing heavy armor). This may be combined with First Shot (to attack at the as the battle begins before any cards are drawn) but may not be combined with any other Feat.

Target (Feat, Combat 4, Archer) When you inflict damage with a bow, you may spend 2 Advantage chits to inflict +1 damage (unless you are wearing heavy armor).

Trick Shot (Feat, Combat 3, Archer) When you hit with your bow and would normally inflict 2 or more damage you may use this Feat to reduce your damage by 1 and add 2 Advantage Chits to your Reserve (unless you are wearing heavy armor).

Other 

Kabong (Agility 1, Combat 2) Once per battle you may attack with a lute (or other instrument) you are carrying. You resolve this as a Combat test with only 2 dice. If both dice score, in addition to inflicting 2 damage, when the next Encounter Card is drawn you may choose to move it to the bottom of the draw deck and use the next card instead.