Difference between revisions of "Feat"
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The following feats no longer exist within the game - although some may have been retooled into other feats. Any reference to them is likely outdated or no longer valid. | The following feats no longer exist within the game - although some may have been retooled into other feats. Any reference to them is likely outdated or no longer valid. | ||
==Species Feats== | ===Species Feats=== | ||
At character creation all characters automatically get their Species Feats. You must meet the minimum phys rep of your species if there is one. | At character creation all characters automatically get their Species Feats. You must meet the minimum phys rep of your species if there is one. | ||
'''Creidhe: Golden Touch''' | |||
''(Requires: Character must be a [[Creidhe]])'' | ''(Requires: Character must be a [[Creidhe]])'' | ||
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You may repair a shattered or otherwise destroyed weapon, shield, or item with 10s of roleplayed action. This Feat does not speed armour repair, but you may repair all armour types regardless of what you can use yourself. This includes [[Fathach]]. This Feat counts as the prerequisite for purchasing the Squire Feat. | You may repair a shattered or otherwise destroyed weapon, shield, or item with 10s of roleplayed action. This Feat does not speed armour repair, but you may repair all armour types regardless of what you can use yourself. This includes [[Fathach]]. This Feat counts as the prerequisite for purchasing the Squire Feat. | ||
'''Drakeblooded: Roar of the Dragon ''' | |||
''(Requires: Character must be a [[Drakeblooded]])'' | ''(Requires: Character must be a [[Drakeblooded]])'' | ||
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If you gain the Peacesworn Feat, this Feat instead gives you the ability to generate the Mass Protection Fear 5 minutes effect as per the spellcasting rules. | If you gain the Peacesworn Feat, this Feat instead gives you the ability to generate the Mass Protection Fear 5 minutes effect as per the spellcasting rules. | ||
'''Fathach: Pillar of their Community ''' | |||
''(Requires: Character must be a Fathach)'' | ''(Requires: Character must be a Fathach)'' | ||
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You are crafted of stone and not subject to the weaknesses of flesh. In addition to normal Healing Effects, your Body hits may be repaired by anyone who can repair heavy armour (including yourself if you can repair heavy armour), or any Vartach. This restores one Body hit for each Armour hit that would normally be repaired. For clarity, your Body and Armour hits are still separate pools. | You are crafted of stone and not subject to the weaknesses of flesh. In addition to normal Healing Effects, your Body hits may be repaired by anyone who can repair heavy armour (including yourself if you can repair heavy armour), or any Vartach. This restores one Body hit for each Armour hit that would normally be repaired. For clarity, your Body and Armour hits are still separate pools. | ||
'''Firetouched: Desert Born''' | |||
''(Requires: Character must be a [[Firetouched]])'' | ''(Requires: Character must be a [[Firetouched]])'' | ||
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Your body brims with energy, and you have learned how to harness it to burn brightly. At any point you may choose to lose 1 Body hit from every location instead of paying the Vigour cost to activate any Feat or cast any Spell that you have. You may do this for any Feat or Spell you have with a base cost of 4 Vigour or less to activate. This Feat does not combine with any way of Sorcerous Schools Feats. While you may enter an unconscious or bleeding state this way, you may not use this Feat if any location is already on -1. The damage is applied immediately after the Effect is generated. | Your body brims with energy, and you have learned how to harness it to burn brightly. At any point you may choose to lose 1 Body hit from every location instead of paying the Vigour cost to activate any Feat or cast any Spell that you have. You may do this for any Feat or Spell you have with a base cost of 4 Vigour or less to activate. This Feat does not combine with any way of Sorcerous Schools Feats. While you may enter an unconscious or bleeding state this way, you may not use this Feat if any location is already on -1. The damage is applied immediately after the Effect is generated. | ||
'''Human: Human Ingenuity''' | |||
''(Requires: Character must be a [[Human]])'' | ''(Requires: Character must be a [[Human]])'' | ||
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If you gain the Peacesworn Feat, instead of learning the spell “Push” you instead learn the spell “Protection Push 5 minutes” for 1 Vigour. | If you gain the Peacesworn Feat, instead of learning the spell “Push” you instead learn the spell “Protection Push 5 minutes” for 1 Vigour. | ||
'''Krieger: Back in the Fight''' | |||
''(Requires: Character must be a [[Krieger]])'' | ''(Requires: Character must be a [[Krieger]])'' | ||
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Your body craves combat and refuses to stay down even when injured. While unconscious, you may spend 3 Vigour to gain the Global Healing 1 Effect. | Your body craves combat and refuses to stay down even when injured. While unconscious, you may spend 3 Vigour to gain the Global Healing 1 Effect. | ||
'''Leasiar: Well Travelled''' | |||
''(Requires: Character must be a [[Leasiar]])'' | ''(Requires: Character must be a [[Leasiar]])'' | ||
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You have been all over the Five Realms in your long life, and the lessons you learned are ingrained. Take two additional Realm Feats. | You have been all over the Five Realms in your long life, and the lessons you learned are ingrained. Take two additional Realm Feats. | ||
'''Vartach: Mark of Destiny''' | |||
''(Requires: Character must be a [[Vartach]])'' | ''(Requires: Character must be a [[Vartach]])'' | ||
| Line 1,374: | Line 1,390: | ||
Very little can rewrite a soul’s destiny. But the Sixth Oath can. If a Peacesworn Vartach has chosen a Spell or Feat that is forbidden by the Sixth Oath as the target of this Feat, they must choose a new permanent target for this Feat upon taking the Sixth Oath. | Very little can rewrite a soul’s destiny. But the Sixth Oath can. If a Peacesworn Vartach has chosen a Spell or Feat that is forbidden by the Sixth Oath as the target of this Feat, they must choose a new permanent target for this Feat upon taking the Sixth Oath. | ||
'''Wildling: One with the Land''' | |||
''(Requires: Character must be a [[Wildling]])'' | ''(Requires: Character must be a [[Wildling]])'' | ||
Latest revision as of 17:21, 10 May 2024
(Note: This page has been deprecated and no longer reflects the current rules, please refer to the Current Rulebook instead)
Characters in Five Oaths are capable of amazing things. The power imbued in the gallóglaigh by the Five Oaths allows them to outstrip other mortals in most pursuits. The abilities of each character are defined by the Feats chosen for them by their player.
Obtaining Feats
Each Feat taken by a character makes them more powerful. At character creation, a character may choose one Way of Affinity Feat, one Realm Feat and nine Feats from the Ways. Realm Feats are restricted to natives of that Realm, and each Way of Affinity feat is restricted to specific species, but Feats from the Open Feats list are available to most characters so long as they meet the requirements. At character creation a character may only take up to three Feats from one of the Ways.
Many Feats have requirements, meaning that a character must have already learned Feats that have a particular keyword in order to learn that Feat. For example, the Blade of the Shaper Feat requires a character to have learned 3 Feats with the Martial Prowess keyword before they can learn it.
A feat can only be taken once by each character, unless it has the 'Multiple' keyword.
Peacesworn characters cannot take feats with the Combat keyword. Weeping characters cannot take feats with the Quiescent keyword.
Realm Feats
At character creation you automatically get the Feat for the Region that your character hails from.
Baol: Stubborn as a Goat
(Requires: Character must be from Baol)
Keyword: Realm, Resistance
You are adept navigating hilly regions. You may reactively spend 1 Vigour to gain Immunity Push for 10s. You are also familiar with a wide range of Locations in Baol.
Bruid: Careful Hands
(Requires: Character must be from Bruid)
Keyword: Realm, Resistance
You have learned the value of keeping your tools to hand in the dangerous forests of Bruid. You may reactively spend 1 Vigour to gain Immunity Fumble for 10s. You are also familiar with a wide range of Locations in Bruid.
Draíod: Strident Voice
(Requires: Character must be from Draíod)
Keyword: Realm, Resistance
You are well used to shouting over your rivals in debates in your homeland. You may reactively spend 1 Vigour to gain Immunity Mute 10s. You are also familiar with a wide range of Locations in Draíod.
Siabhal: Loyalty Undivided
(Requires: Character must be from Siabhal)
Keyword: Realm, Resistance
The politics of your homeland have taught you to know your own mind. You may reactively spend 1 Vigour gain Immunity Charm 10s. You are also familiar with a wide range of Locations in Siabhal.
Uasa: Clarity of Focus
(Requires: Character must be from Uasa)
Keyword: Realm, Resistance
You are used to watching for daggers in the dark and are seldom surprised. You may reactively spend 1 Vigour to gain Immunity Daze 10s. You are also familiar with a wide range of Locations in Uasa.
The Path of Peace
These Feats can only be learned by those who have sworn the Sixth Oath and dedicated themselves to a peaceful existence.
Peacsworn Keyword: Path of Peace
You have sworn the Sixth Oath, the Oath of Peace. You gain an aura that makes this fact obvious to other creatures, and will be phys repped with a white tabard. Most creatures will be reluctant to strike you or cast Spells at you unless provoked.
You may not take any Feat with the Combat keyword, and if you have any when you take this Feat they are lost and replace with Feats that do not have the Combat keyword. This includes Feats with the Species keyword.
A Peacesworn character can’t use an item which confers the ability to cause the Damage Effect or another negative Effect.
Peacesworn characters are always immune to the Rampage Effect, and may not lose this immunity.
If a Peacesworn is engaged by someone in close combat, the Non Combatant rules should be followed.
In downtime, a Peacesworn character cannot use the Guard action. Instead they can use the Mediate action which is unavailable to non-Peaccesworn characters.
Due to the nature of this condition, Peacesworn does not cost a Feat.
Any creature that causes the death of a Peacesworn character (colloquially called “Peaceslayers”), will gain a mark to indicate this, phys repped by a specific symbol on the forehead, either as a symbol on a piece of fabric, drawn on the forehead with makeup, or shown in some other way approved by the event team. While this mark can be obscured by heavy clothing such as a hood, the mark should be obvious to anyone who can see the face of a “Peaceslayer”. This mark is an indelible mark on the creature’s soul, and cannot be faked. The symbol and the means of displaying it are OOC markers, in character Peaceslayers are identified by their disturbing aura. Anyone generating the Diagnose Effect on a Peaceslayer will perceive an image or an idea of the symbol.
The Path of Renewal
This path contains Feats that can only be learned by those who have died and been reborn as Weeping.
Weeping
Keyword: Path of Renewal You were previously someone else who died, and have now come back to life as a Weeping, with no memory of your previous life. You must phys rep your status as a Weeping by representing crying blood from your eyes constantly. How you portray this is up to you though a suggested method of representing this would be to use black eyeshadow or face paint around the eyelids for dried and caked blood, with streaks of red face paint or stage/fake blood running down the face. You will need to apply this phys-rep in addition to the phys-rep requirements of your species.
You may take any Species Feat and any Realm Feat at character creation, these Feats do not need to match your species or where your character began their new life as a Weeping.
If you participate in a ritual led by a non-Weeping character, you add a 1 point penalty to the total ritual score after any points you contribute due to your other Feats. If you participate in a ritual led by a Weeping character (including you) where the circle is composed entirely of Weeping characters, you add a 1 point bonus to the total ritual score after any points you contribute due to your other Feats. You may not take any Way of the Ritualist Feat with the Quiescent keyword.
You may cast the Detect Weeping Spell for 0 Vigour.
Due to the nature of this condition, Weeping does not cost a Feat.
The Way of Affinity
(Table to be inserted)
WIP
Open Feats
The Way of the Alchemist
These Feats teach the alchemical arts.
Student Alchemist
(Requires: Nothing)
Keyword: Alchemist, Crafting
Allows the crafting of student alchemy items in downtime using the Craft action. Your character knows all the recipes listed under Student Alchemist . Start the first event after you take this feat with the Tonic Potion item.
Apprentice Alchemist
(Requires: Student Alchemist)
Keyword: Alchemist, Crafting
Allows the crafting of apprentice Alchemy items in downtime using the Craft action. Your character knows all the recipes listed under Apprentice Alchemist . Start the first event after you take this feat with the Flesh and Steel item.
Journeyman Alchemist
(Requires: Apprentice Alchemist)
Keyword: Alchemist, Crafting
Allows the crafting of journeyman alchemy items in downtime using the Craft action. Your character knows all the recipes listed under Journeyman Alchemist . Start the first event after you take this feat with the Dazzling Liquid item.
Master Alchemist
(Requires: Journeyman Alchemist)
Keyword: Alchemist, Crafting
Allows the crafting of master alchemy items in downtime using the Craft action.. Your character knows all the recipes listed under Master Alchemist . Start the first event after you take this feat with the Revitalising Tonic item.
The Way of the Arcanist
These Feats teach the schematics of the arcanist.
Student Arcanist
(Requires: Nothing)
Keyword: Arcanist, Crafting
Allows the crafting of student arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Student Arcanist. Start the first event after you take this feat with the Student Ritual Effigy item.
Apprentice Arcanist
(Requires: Student Arcanist)
Keyword: Arcanist, Crafting
Allows the crafting of apprentice arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Apprentice Arcanist. Start the first event after you take this feat with the Greater Eye of the Shaper item.
Journeyman Arcanist
(Requires: Apprentice Arcanist)
Keyword: Arcanist, Crafting
Allows the crafting of journeyman arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Journeyman Arcanist . Start the first event after you take this feat with the Lesser Way Stone item.
Master Arcanist
(Requires: Journeyman Arcanist)
Keyword: Arcanist, Crafting
Allows the crafting of master arcanist items in downtime using the Craft action.. Your character knows all the recipes listed under Master Arcanist. Start the first event after you take this feat with the Casting Crystal item.
The Way of the Forge
These Feats teach the lessons of the forge.
Student Blacksmith
(Requires: Nothing)
Keyword: Crafting, Forge
Allows the crafting of student blacksmith items in downtime using the Craft action.. Your character knows all the recipes listed under Student Blacksmith. Start the first event after you take this feat with the Fortifying Leathers item.
Apprentice Blacksmith
(Requires: Student Blacksmith)
Keyword: Crafting, Forge
Allows the crafting of apprentice blacksmith items in downtime using the Craft action.. Your character knows all the recipes listed under Apprentice Blacksmith. Start the first event after you take this feat with the Creviced Steel item.
Journeyman Blacksmith
(Requires: Apprentice Blacksmith)
Keyword: Crafting, Forge
Allows the crafting of journeyman blacksmith items in downtime using the Craft action.. Your character knows all the recipes listed under Journeyman Blacksmith. Start the first event after you take this feat with the Fear of the Wicked item.
Master Blacksmith
(Requires: Journeyman Blacksmith)
Keyword: Crafting, Forge
Allows the crafting of master blacksmith items in downtime using the Craft action. Your character knows all the recipes listed under Master Blacksmith. Start the first event after you take this feat with True Foe’s Weapon item.
The Way of Leather and Steel
These Feats teach techniques for protecting yourself with armour.
Requires 0 Feats
Bandaging
(Requires: Nothing)
Keyword: Leather and Steel
There is a lot of similarity in tightening an armour strap and tightening a bandage. With 30s of roleplayed action and concentration in touch range on an unresisting target, you may generate the Stop Bleed (Location) Effect for 0 Vigour.
Heavy Armour
(Requires: Nothing)
Keyword: Leather and Steel
You gain the ability to wear heavy armour. Heavy armour must be phys repped with a sturdy armour phys rep such as plated or rigid leather, chainmail, plate mail, or a convincing metal phys rep. This Feat gives +2 Armour hits per location while wearing heavy armour. This Feat gives the ability to repair heavy armour, and to repair Fathach.
Light Armour
(Requires: Nothing)
Keyword: Leather and Steel
You gain the ability to wear light armour. Light armour must be phys repped by light flexible leather or more rigid leather, heavily padded fabric, skinned furs, lighter material with some reinforced pads, and so on. This Feat gives +1 Armour hit per location while wearing light armour. This Feat gives the ability to repair light armour.
Mender’s Focus
(Requires: Nothing)
Keyword: Resistance, Leather and Steel
You are used to keeping your focus during long sessions smithing and mending armour. You may reactively spend 1 Vigour to gain Immunity Mindslash 10s.
Requires 1 Feat
Complete Set
(Requires: Light Armour OR Heavy Armour)
Keyword: Leather and Steel
Your character is committed to being fully armoured and gains benefit from this inconvenience. If 5 locations (out of the 6 locations: Head, Torso, Left Leg and Arm, Right Leg and Arm) are more than 50% covered by light or heavy armour the character gains a further +1 to their maximum Armour hits. Extra Armour hits gained through this Feat do not count towards the maximum Armour hits allowed by your armour type.
Easily Maintained
(Requires: Heavy Armour)
Keyword: Leather and Steel
You keep your armour in good shape, making it easy to repair. When subject to the Repair Effect on any location, gain the benefit of an additional Repair Effect to the same location.
Hardened
(Requires: Heavy Armour)
Keyword: Leather and Steel, Resistance
Your hardened outlook extends to your possessions, and your enemies find it difficult to break you or the items you carry. You may reactively spend 1 Vigour to gain Immunity Shatter for 10s.
Quickened Searching
(Requires: Light Armour)
Keyword: Leather and Steel
Your familiarity with wearing armour means you know where others are likely to keep things about their person. You may search with only 10s of roleplay action following all other searching rules, and should call “Quickened Searching” while doing so.
Reinforced
(Requires: Heavy Armour)
Keyword: Leather and Steel
You have reinforced the armour you wear to make it even sturdier. When wearing heavy armour gain an additional +1 Armour hit per location.
Squire
(Requires: 1 Leather and Steel Feat, OR the Creidhe: Golden Touch Feat)
Keyword: Leather and Steel
You are skilled at maintaining armour, weapons and other items. You can manually perform the Repair Effect with 30s of roleplayed action and concentration, instead of 1 minute of the same.
Unexposed
(Requires: Light Armour)
Keyword: Leather and Steel, Resistance
What little armour you wear covers all the sensitive areas. You may reactively spend 1 Vigour, gain Immunity Through 10s.
Well Balanced
(Requires: Light Armour)
Keyword: Leather and Steel, Resistance
You may reactively spend 1 Vigour to gain Immunity Strikedown 10s.
Well Oiled
(Requires: Light Armour)
Keyword: Leather and Steel, Resistance
You may reactively spend 1 Vigour to gain Immunity Halt 10s.
Requires 3 Feats
Armour Mastery
(Requires 3 Leather and Steel Feats)
Keyword: Leather and Steel
You are an expert in gaining the full benefit of your armour. Gain an additional +1 Armour hit per location when wearing any armour.
The Way of Martial Prowess
These Feats teach techniques for fierce warriors.
Requires 0 Feats
Constant Vigil
(Requires: Nothing)
Keyword: Martial Prowess, Resistance
Reactively spend 1 Vigour, gain Immunity Sleep 10s.
Diagnostician
(Requires: Nothing)
Keyword: Martial Prowess
When within touch range of an unresisting target, you may generate the Diagnose Effect.
Heroic Loyalty
(Requires: Nothing)
Keyword: Combat, Resistance, Martial Prowess
You may reflexively spend 1 Vigour to gain Immunity Rampage 10s.
Repelling Blow
(Requires: Nothing)
Keyword: Combat, Martial Prowess
For 1 Vigour, you may generate the Push Effect by weapon blow. This is in addition to the Damage Effect of the weapon blow.
Tripping Blow
(Requires: Nothing)
Keyword: Combat, Martial Prowess
For 1 Vigour, you may generate the Strikedown Effect by weapon blow. This is in addition to the Damage Effect of the weapon blow.
Requires 1 Feat
Adrenaline Surge
(Requires: 1 Martial Prowess Feat)
Keyword: Combat, Martial Prowess
When you are subject to either the Fear or Rampage effects (and are not Immune to or Protected from them) you additionally gain a Global Heal 1 effect.
Boot Camp
(Requires: 1 Martial Prowess Feat)
Keyword: Martial Prowess
You gain 1 Body hit per location.
Mighty Blows
(Requires: Tripping Blow Feat)
Keyword: Combat, Martial Prowess
When you activate the Tripping Blow Feat with a medium or large weapon, you may additionally generate the Strikedown Effect on your next successful strike within 10 seconds. This is in addition to the Damage Effect of a weapon blow.
Punishing Blows
(Requires: Shattering Strike Feat)
Keyword: Combat, Martial Prowess
When you activate the Shattering Strike Feat with either a large weapon or a ranged weapon you may additionally generate the Shatter Effect on your next successful strike within 10s.. If this Effect is delivered by ranged weapon it will only work on a shield (for safety reasons).
Room to Breath
(Requires: Repelling Blow Feat)
Keyword: Combat, Martial Prowess
When you activate the Repelling Blow Feat with a medium or large weapon, you may additionally generate the Push Effect on your next successful strike within 10s. This is in addition to the Damage Effect of a weapon blow.
Requires 2 Feats
Shattering Strike
(Requires: 2 Martial Prowess Feats)
Keyword: Combat, Martial Prowess
For 3 Vigour, you may generate the Shatter Effect by weapon blow against a weapon or shield. If this Effect is delivered by ranged weapon or thrown weapon it will only work on a shield (for safety reasons).
Warrior’s Heart
(Requires: 2 Martial Prowess Feats)
Keyword: Martial Prowess, Resistance
By spending 1 Vigour reactively, gain Immunity Fear 10s.
Requires 3 Feats
Blade of the Shaper
(Requires: 3 Martial Prowess Feats)
Keyword: Combat, Martial Prowess
For 2 Vigour you may generate Gwyllt Bane by weapon blow.
Hold the Line
(Requires: 3 Martial Prowess Feats)
Keyword: Martial Prowess, Resistance
Spend 1 Vigour reactively to gain Immunity Lure 10s.
Last Stand
(Requires: 3 Martial Prowess Feats)
Keyword: Combat, Martial Prowess
Your character enters a crazed state which you should roleplay, shaking off their wounds for one last final fight. You must be unconscious to activate this Feat, and it costs 4 Vigour to activate. When activated the following happens to your character:
- Your torso immediately goes to -1 Body hits, if it wasn’t already
- Your deathcount is reduced to 1 minute remaining (if it was greater than this)
- For the next minute, you may use all your locations as if they were on 1 or more Body hits
- You may not generate the Healing, Repair, or Stop Bleed Effects by any means (including by using potions or other items) or cast Spells.
- Leaving your death count will end this Effect immediately.
Lay to Rest
(Requires: 3 Martial Prowess Feats)
Keyword: Combat, Martial Prowess
For 2 Vigour, you may generate the Undead Bane Effect by weapon blow.
Second Wind
(Requires: 3 Martial Prowess Feats)
Keyword: Martial Prowess
You are adept at getting back in the fight even after having the wind knocked out of you, improving your Recovery. When subject to the Recovery mechanic and taking the Healing 1 Effect to any locations that were on 0 Body hits, take the Healing 1 Effect a second time to those locations.
The Way of Power
These Feats teach Spells of all kinds.
Requires 0 Feats in Path
First Level Casting
(Requires: Nothing)
Keyword: Power
You learn two first level Spells.
Requires 1 Feat in Path
Spellcraft
(Requires: First Level Casting)
Keyword: Multiple, Power
This Feat can be taken multiple times. You learn a Spell of a level that you can already cast.
Second Level Casting
(Requires: First Level Casting)
Keyword: Power
You learn two second level Spells.
Third Level Casting
(Requires: Second Level Casting)
Keyword: Power
You learn two third level Spells.
Fourth Level Casting
(Requires: Third Level Casting)
Keyword: Power
You learn two fourth level Spells.
Fifth Level Casting
(Requires: Fourth Level Casting)
Keyword: Power
You learn two fifth level Spells.
The Way of the Professions
These Feats teach the secrets of gathering all kinds of wealth.
Artisan
(Requires: Nothing)
Keyword: Multiple, Professions
You are skilled at creating useful processed good through a variety of methods.. Each event you attend, gain 3 additional processed material crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific processed material crafting ingredient (one of glass, ink, incense, parchment or wax), and will receive 1 of that ingredient for each time you have taken this Feat. This feat may be taken multiple times, up to 3 times.
Farmer
(Requires: Nothing)
Keyword: Multiple, Professions
You are practiced in the field of growing plants and harvesting useful products from them.. Each event you attend, gain 3 additional plant crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific plant crafting ingredient (one of bark, flower, leaf, root, seed), and will receive 1 of that ingredient for each time you have taken this Feat. This feat may be taken multiple times, up to 3 times.
Hunter
(Requires: Nothing)
Keyword: Multiple, Professions
You are experienced with the arts of tracking animals or finding those animals that have died of illness, natural causes or other means, and breaking them down into useful products. Each event you attend, gain 3 additional animal crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific animal crafting ingredient (one of bone, dung, fang, heart, pelt), and will receive 1 of that ingredient for each time you have taken this Feat. This feat may be taken multiple times, up to 3 times.
Merchant
(Requires: Nothing)
Keyword: Multiple, Professions
You have a steady stream of income. Each event you attend, gain 6 additional coins. This feat may be taken multiple times, up to 3 times.
Miner
(Requires: Nothing)
Keyword: Multiple, Professions
You are accustomed to working in the mines and extracting useful metals. Each event you attend, gain 3 additional metal crafting ingredients selected at random from the ingredients common in your character’s Location at the end of downtime. Your character may use the Gather action during downtime to search for a specific metal crafting ingredient (one of bronze, copper, gold, iron, silver), and will receive 1 of that ingredient for each time you have taken this Feat. This Feat may be taken multiple times, up to 3 times.
The Way of the Ritualist
These Feats teach the mysteries of the ritual circle.
Benediction of the Shaper’s Forgiveness
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 10)
The Shaper understands that even their most devoted followers will sometimes fail, and need help to do better. Led by an initiate of the Shaper, each participant must loudly confess to all present a way that they have personally failed, and how they resolve to do better.
Upon successful completion of this ritual, all participants gain the blessing of Full Global Healing.
Binding Ties
(Requires: Nothing)
Keywords: Referee, Ritualist
(Difficulty 30)
This ritual is used to ensure loyalty among Torchbearers and their allies. During the ritual, the leader must declare their loyalty to their fellows, and the celebrants take it in turns to swear loyalty to each other on something important to them. Upon successful completion of the ritual, all participants take: Global Sunder Gwyllt, Global Gwyllt Bane, Protection Charm 1 hour, Protection Rampage 1 hour, Protection Lure 1 hour.
Chastisement of the Traitorous Hands
(Requires: Nothing)
Keyword: Punishment, Referee, Ritualist
(Difficulty 15)
Punishment ritual. The ritualist and other participants detail how the target has betrayed them. Following successful completion of this ritual, the target loses the ability to generate the Repair Effect. This persists until one of the participants of the original ritual who can cast this ritual performs this ritual again to remove it and forgive the target.
Consult the Lost Tome
(Requires: Nothing)
Keyword: Referee, Ritualist
(Difficulty 20)
Rather than summoning a specific spirit, you instead shout a question into the afterlife for all to hear. You ask a question of the collective spirit’s wisdom instead of the knowledge of a single being, and within 24 hours of successful completion of this ritual, you receive an answer. This answer may be “that knowledge is not known to those that have passed.” Repeated use of this ritual in a short span of time may result in increased Undead activity. This ritual is known to not receive knowledge from those who have been subject to Quicken the Inevitable Solace.
Honour the Shaper’s Champions
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 10)
Initiates of the Shaper learn that while humility is important, so too is proper pride in one’s achievements. Each participant must loudly proclaim one great deed they have done for the Shaper that day, and the ritualist and other participants must praise them for it.
Upon successful completion of this ritual, all participants gain the benefit of: Full Global Repair.
Invigoration
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 5)
The Ritualist energizes all participants in the ritual, drawing on either a greater source of power, their prior deeds, or their future challenges to invigorate their participants. Upon Successful completion of this ritual, all participants regain all Vigour.
Make Peace Before War
(Requires: Nothing)
Keyword: Quiescent, Ritualist
(Difficulty 30)
A ritual of the Shaper, used to prepare warriors for their fate before a battle. All participants resolve to let go of earthly ties and make peace with their possible death, and speak one fear they have that they must face, and how they intend to face it. After a successful ritual, all participants gain the following benefits: Regain all Vigour, Full Global Heal, Full Global Repair, Protection Sleep 1 hour, Protection Fear 1 hour, Protection Rampage 1 Hour.
All participants are also affected by Venom.
Additionally, any characters who die in the hour following this ritual immediately gain the benefit of the Quicken the Inevitable Solace ritual.
Characters under the Effect of Venom may not participate in this ritual, and all benefits of this ritual are lost if the Venom Effect is removed.
Moon Soaked Blades
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 20)
Initiates of the church of the shaper learn to invigorate their flock, and drive them on to destroy the Gwyllt. To aid this, they learn a special ritual, which a leader may cast once per day. The ritual leader must deliver a sermon excoriating the evils of the Gwyllt and each other participant must pledge to drive them out and state one way they plan to do so that day. Upon successful completion of this ritual all participants gain the following blessing: all Spells and other abilities they possess that target only Gwyllt may be used at 1 less Vigour cost, to a minimum of 1 Vigour, for the rest of the day.
Moonlit Vigil
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 20)
Initiates of the church of the shaper learn to reassure their flock, and spur them on to combat the undead. To aid this, they learn a special ritual, which a leader may cast once per day. The ritual leader must deliver a sermon railing against the abominations of the undead, and each other participant must pledge to combat them and state one way they plan to do so that day. Upon successful completion of this ritual all participants gain the following blessing: all Spells and other abilities they possess that target only Undead may be used at 1 less Vigour cost, to a minimum of 1, for the rest of the day.
Penance of Leaden Blood
(Requires: Nothing)
Keyword: Punishment, Referee, Ritualist
(Difficulty 10)
Punishment ritual. The ritualist and other participants detail the grave wrongs that the target has done to them. Following successful completion of this ritual, the target’s death count is reduced by 60 seconds. This persists until one of the participants of the original ritual who can cast this ritual performs this ritual again to remove it and forgive the target. While a target can only be affected by one Penance of leaden blood at a time, this ritual does stack with venom.
Quicken the Inevitable Solace
(Requires: Nothing)
Keyword: Quiescent, Referee, Ritualist
(Difficulty 10)
Must be performed over the corpse of the character(s) in question, or items of high significance to them (add +10 to the difficulty). The ritualist must allay any fears or unresolved issues that may tempt the spirit to remain. Upon successful completion of this ritual, the souls of the characters concern are made one with the Shaper, and may not be contacted or corrupted, nor may their corpses become undead beings. If the target is already undead, they are destroyed upon successful completion of this ritual. Any knowledge held solely by the character is lost and may not be discovered through the Consult the Lost Tome ritual, or the Whisper with the Dead ritual.
Ritual Celebrant
(Requires: Nothing)
Keyword: Multiple, Ritualist
Adds an additional +1 to the points generated when contributing to a ritual, either as a leader or just a regular participant. This feat may be taken up to 4 times.
Sever the Unbreakable Bond
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 30)
This ritual requires an unresisting target, who may or may not contribute to the ritual score.
The leader and celebrants scorn the bond between the target and the relevant object, describing how it is frail and unnecessary, and describe how it will be broken.
Upon successful completion, all items currently attuned to the target deattune, even if they cannot normally be deattuned.
Shaper’s Blessing Of The Flock
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 20)
Those of the Hospitaliers know that their flock need them even when they are not there, so have perfected this ritual to aid even in their absence. The Ritualist calls upon the Shaper to aid and bless their flock, while each celebrant explains one danger they expect to face that day. The leader may use this ritual once per day. Upon successful completion, all participants gain a dated card and write their name upon it. At any stage during that day they may tear this card (including while unconscious, but not while bleeding) to gain one of the following benefits: Full Global Healing; Cure Venom; Cure Disease.
Solitude of Shame
(Requires: Nothing)
Keyword: Punishment, Referee, Ritualist
(Difficulty 15)
Punishment ritual. The ritualist and other participants detail the wrongs that the target has done to them. Following successful completion of this ritual, the target becomes immune to all protections, except Protection Repair, Protection Healing, and Protection Stop Bleed. This persists until one of the participants of the original ritual who can cast this ritual performs this ritual again to remove it and forgive the target.
Supreme Forgiveness
(Requires: Nothing)
Keyword: Ritualist
(Difficulty 30)
Influential and experienced initiates of the Shaper may sometimes feel confident enough in their knowledge of their Gods feelings to speak for them and forgive the crimes of their comrades in the Shapers name. The leader must deliver a speech extolling the virtues of the target of this ritual, the target must speak as to their crimes and what they have learned from their punishment, and all other participants must forgive these crimes. Upon successful completion of this ritual, all ongoing Punishment rituals on the target end.
Whisper With The Dead
(Requires: Nothing)
Keyword: Referee, Ritualist
(Difficulty 10)
The spirit of a dead character may be summoned to the ritual circle for 5 minutes if their corpse, part thereof, or an item of significance to that character (+10 to difficulty), is placed in the circle. They may freely converse with anyone in the ritual circle but cannot affect anyone physically. At the end of the 5 minutes they return to the land of the dead. Repeated or frivolous use of this ritual on the same target has been known to unsettle the spirits enough to create undead.
The Way of Shadowed Blades
These Feats teach techniques for those less honourable or conventional.
Requires 0 Feats
Aggressive Solution
(Requires: Nothing)
Keyword: Combat, Shadowed Blades
You know how to make a variety of short lived alchemical concoctions that can be activated through Vigour. For 1 Vigour, you may deliver the Through Effect via a thrown weapon, which phys reps throwing a vial. This is in addition to the Damage Effect of a thrown weapon blow. A character using Aggressive Solution will cause Single Damage combined with the Through Effect.
Blinding Fumes
(Requires: Nothing)
Keyword: Combat, Shadowed Blades
You know how to make a variety of short lived alchemical concoctions that can be activated through Vigour. For 1 Vigour you may deliver the Daze Effect via a thrown weapon which phys reps throwing a vial of noxious, blinding fumes. This is in addition to the Damage Effect of a thrown weapon blow. A character using Blinding Fumes causes the Single Damage Effect and cause the target to suffer the Daze Effect.
Cutthroat
(Requires: Nothing)
Keyword: Combat, Shadowed Blades
For 1 Vigour, on your next weapon blow you may generate the Mute 10s Effect by weapon blow. This is in addition to the Damage Effect of a weapon blow.
Ear to the Ground
(Requires: Nothing)
Keyword: Rumour, Shadowed Blades
Gain an additional rumour each event you attend.
Escape Restraints
(Requires: Nothing)
Keyword: Shadowed Blades
After 30s concentration, you may be free of any IC restraints your character has been the subject of.
Slip Strike
(Requires: Nothing)
Keyword: Combat, Shadowed Blades
For 1 Vigour, on your next weapon blow you may generate the Fumble Effect by weapon blow against a weapon or shield. If this Effect is delivered by a ranged weapon or thrown weapon it will only work on a shield (for safety reasons).
Requires 1 Feat
Directed Whispers
(Requires: General Authority Feat)
Keyword: Rumour, Shadowed Blades
Submit a rumour to a specific character as part of your character’s downtime.
Disarmed and Dangerous
(Requires: 1 Shadowed Blades Feat)
Keyword: Combat, Shadowed Blades
When a weapon or shield you are holding suffers the Shatter Effect, you may instantly cast Daze for 0 Vigour at a target within normal Spellcasting range.
Distracting Strike
(Requires: 1 Shadowed Blades Feat)
Keyword: Combat, Shadowed Blades
For 1 Vigour, on your next blow you may generate the Mindslash Effect by blow. This is in addition to the Damage Effect of a weapon blow.
Distilled Fragility
(Requires: 1 Shadowed Blades Feat)
Keyword: Combat, Shadowed Blades
You know how to make a variety of short lived alchemical concoctions that can be activated through Vigour. For 2 Vigour you may deliver the Shatter Effect via a thrown weapon which phys reps throwing a vial of noxious, blinding fumes. This may only be used to target a shield.
General Authority
(Requires: 1 Shadowed Blades Feat)
Keyword: Rumour, Shadowed Blades
You may submit a rumour as part of your character’s downtime.
Puncture
(Requires: Penetrating Strike Feat)
Keyword: Combat, Shadowed Blades
When you activate the Penetrating Strike Feat with either a ranged weapon or a small weapon you may additionally generate the Through Effect on your next successful weapon strike within 10s. This is in combination with the Damage Effect of a weapon blow.
Shattered Focus
(Requires: Distracting Strike Feat)
Keyword: Combat, Shadowed Blades
When you activate the Distracting Strike Feat with either a small weapon or ranged weapon you may additionally generate the Mindslash Effect on your next successful strike within 10s.This is in addition to the Damage Effect of a weapon blow.
Silencing Strikes
(Requires: Cutthroat Feat)
Keyword: Combat, Shadowed Blades
When you activate the Cutthroat Feat you may additionally generate the Mute 10s Effect by weapon blow with small and medium weapons on your next successful strike within 10s. This is in addition to the Damage Effect of a weapon blow.
Well Connected
(Requires: Ear to the Ground Feat)
Keyword: Rumour, Shadowed Blades
Gain an additional three rumours each event you attend.
Requires 2 Feats
Internal Damage
(Requires: 2 Shadowed Blades Feats)
Keyword: Combat, Shadowed Blades
For 3 Vigour, you may generate the Protection Healing 5 minutes Effect by weapon blow. This is in addition to the Damage Effect of a weapon blow.
Penetrating Strike
(Requires: 2 Shadowed Blades Feats)
Keyword: Combat, Shadowed Blades
For 2 Vigour, you may generate the Through Effect by weapon blow. This is in combination with the Damage Effect of a weapon blow.
Severed Artery
(Requires: 2 Shadowed Blades Feats)
Keyword: Combat, Shadowed Blades
For 3 Vigour, you may generate the Protection Stop Bleed 5 minutes Effect by weapon blow. This is in addition to the Damage Effect of a weapon blow.
Volatile Substances
(Requires: 2 Shadowed Blade Feats)
Keyword: Combat, Shadowed Blades
You know how to make a variety of short lived alchemical concoctions that you may activate with Vigour. For 2 Vigour you may deliver the Global Single Damage Effect via a thrown weapon which phys reps throwing a cocktail of volatile alchemical substances.
Requires 3 Feats
Dexterous Poisoner
(Requires: 3 Shadowed Blades Feats)
Keyword: Combat, Shadowed Blades
Due to your training, you know how to get the best use out of your poisons. Double the duration of any poison that you apply to your own weapon (eg. An “on next weapon blow” poison becomes “on next two weapon blows”).
Dropping the Guard
(Requires: 3 Shadowed Blades Feats)
Keyword: Combat, Shadowed Blades
A life of ill repute has meant that, on occasion, you have needed to deal with guard dogs. For 2 Vigour, you may generate the Beast Bane Effect by weapon blow.
Petrifying Potion
(Requires: 3 Way of the Shadowed Blade Feat)
Keyword: Combat, Shadowed Blades
You know how to make a variety of short lived alchemical concoctions that you may use offensively. For 3 Vigour, you may deliver the Halt Effect via a thrown weapon which phys reps throwing a vial of chemicals the briefly harden flesh into stone. This is in addition to the Damage Effect of a thrown weapon blow. A character using Petrifying Potion will cause the Single Damage Effect and cause the target to suffer the Halt Effect.
Requires 4 Feats
Fatal Blow
(Requires: 4 Shadowed Blades Feats)
Keyword: Combat, Shadowed Blades
You have studied the exact points to strike to cripple mortal beings. For 3 Vigour, your next weapon blow generates the Mortal Bane Effect.
The Way of the Scholar
These Feats teach the many lores of the world.
Alchemy Lore
(Requires: Nothing)
Keyword: Scholar
You have extensively studied the secrets of potions, poisons, and their ingredients. You may spend 1 minute concentrating on a potion or poison and generate the Identify Effect. You may use the Research downtime action to ask a question relating to alchemical lore. You may also use the Analyze downtime action to study an alchemical item to add it to your Way of the Alchemist crafting list at the relevant level. You may also get additional relevant information throughout games at times deemed relevant by the Event Team.
Five Realms Lore
(Requires: Nothing)
Keyword: Scholar
You have either travelled widely in the Five Realms or you have closely studied the accounts of those who have. You may use the Research downtime action to ask a question relating to the history and geography of the Five Realms. Your character is familiar with more Locations throughout the Five Realms than the average character. You may get additional relevant information to the history and geography of the Realms throughout events at times deemed relevant by the Event Team.
Magic Lore
(Requires: Nothing)
Keyword: Scholar
You have been trained in the art of understanding magic and its rules on a deeper level. You may spend 1 minute concentrating on a magical focus, scroll, or talisman and generate the Identify Effect. You may use the Research downtime action to ask a question relating to magical lore. You may also use the Analyze downtime action to study an arcane item to add it to your Way of the Arcanist crafting list at the relevant level. You may also get additional relevant information throughout events at times deemed relevant by the Event Team.
Religion Lore
(Requires: Nothing)
Keyword: Scholar
You have received extensive training in the tenets of the church. Gain a +1 bonus to your score for any ritual you participate in. You may use the Research downtime action to ask a question relating to religious lore. You may also get additional relevant information throughout events at times deemed relevant by the Event Team.
Smithing Lore
(Requires: Nothing)
Keyword: Scholar
You have studied the art of metalwork and its uses in making weapons, armour, and other items. You may spend 1 minute concentrating on a weapon or set of armour and generate the Identify Effect. You may use the Research downtime action to ask a question relating to smithing lore. You may also use the Analyze downtime action to study a smithed item to add it to your Way of the Forge crafting list at the relevant level. You may also get additional relevant information throughout events at times deemed relevant by the Event Team.
The Way of the Sorcerous Schools
These Feats teach spellcasters how to alter their casting for greater impact.
Requires 0 Feats
Be the Change You Want to See
(Requires: Nothing)
Keyword: Sorcerous Schools
Your mastery of transmutative magics allows you to alter yourself easily as you alter others. When you cast a transmutation Spell at a target other than yourself, you may cast the same Spell at yourself for 0 Vigour, with the vocal “including myself”.
Enchanting Chain
(Requires: Nothing)
Keyword: Sorcerous Schools
You are able to chain the casting of two enchantment Spells together at the same target, for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.
Evocative Chain
(Requires: Nothing)
Keyword: Sorcerous Schools
You are able to chain the casting of two evocation Spells together at the same target, for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.
Evocative Ward
(Requires: Nothing)
Keyword: Sorcerous Schools
When the charges of your Ward Effect are entirely removed by blocking Effects, you may instantly generate a first level Spell Effect that you know how to cast.
Transmutative Chain
(Requires: Nothing)
Keyword: Sorcerous Schools
You are able to chain the casting of two transmutation Spells together at the same target, for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.
Requires 1 Feat
Prevention and Cure
(Requires: 1 Sorcerous School Feat)
Keyword: Sorcerous Schools
You have focused your studies on the complete nullification of certain Effects. If you know both the Cure and Protection Spell for the same Effect, when you cast the Cure (X) spell for its normal Vigour cost, you are able to additionally cast the Protection (X) Spell at the same target for 1 less Vigour than the normal combined cost of the two Spells, to a minimum of 1 Vigour.
Do Unto Others
(Requires: 1 Sorcerous Schools Feat)
Keyword: Sorcerous Schools, combat
If you are able to cast both (X) Effect by Spell and Protection (X), when you cast that Effect at a target for its normal Vigour cost, you are able to also cast the Protection (X) spell on yourself for a cost of 1 Vigour less than normal to a minimum of 1.
Physician Heal Thyself
(Requires: 1 Sorcerous Schools feat)
Keyword: Sorcerous Schools
When you cast a Healing Spell on a target other than yourself, you may also cast the exact same Spell on yourself for 1 additional Vigour.
Requires 2 Feats
Inclusive Casting
(Requires: 2 Sorcerous Schools Feats)
Keyword: Sorcerous Schools
When casting a Spell with the Mass modifier, you may include yourself as a target of the effect for an additional cost of 1 Vigour. You must include the key words “and myself” to the end of your casting.
Requires 3 Feats
Oathbound
(Requires: 3 Sorcerous Schools Feats)
Keyword: Sorcerous Schools
When you generate an Effect with the Mass modifier that does not already have a target category, you may add either the target category “Non-Gallóglaigh” or “Gallóglach” for 1 additional Vigour cost.
Saoi’s Revenge
(Requires: 3 Sorcerous Schools Feats)
Keyword: Sorcerous Schools
When you are reduced to an unconscious state by the Damage Effect, you may cast one 1 Vigour Spell (not Healing) you know as an instant Spell for 0 Vigour.
The Way of Sturdy Flesh
These Feats teach techniques for standing strong against adversity.
Requires 0 Feats
Veteran
(Requires: Nothing)
Keyword: Sturdy Flesh
You gain 1 Body hit per location.
Vigorous
(Requires: Nothing)
Keyword: Multiple, Sturdy Flesh
Upon taking this Feat, gain an additional 4 Vigour. This Feat may be taken up to 6 times.
Requires 1 Feat
Deathproof
(Requires: 1 Sturdy Flesh Feat)
Keyword: Resistance, Sturdy Flesh
For 1 Vigour may gain Immunity Execute 10s. This Feat may be used even while unconscious.
Die Hard
(Requires: 1 Sturdy Flesh Feat)
Keyword: Sturdy Flesh
Your death count is extended by 120 seconds (to 420 seconds total, or 7 minutes).
Requires 2 Feats
Seasoned Veteran
(Requires: 2 Sturdy Flesh Feats)
Keyword: Sturdy Flesh
You gain 1 Body hit per location.
Immutable Body
(Requires: 2 Sturdy Flesh Feats)
Keyword: Sturdy Flesh, Resistance
You may spend 1 point of Vigour to gain Immunity Protection 10s.
Plague Bearer
(Requires: 2 Sturdy Flesh Feats)
Keyword: Sturdy Flesh
While you are under the Disease Effect you may generate the Disease Effect by weapon blow for 2 Vigour.
Requires 3 Feats
Fortified Resistance
(Requires: 3 Sturdy Flesh Feats)
Keyword: Sturdy Flesh
When you spend 1 Vigour to activate any Resistance Feat, gain Immunity 1 minute to the Effect listed in the Feat instead of Immunity 10s.
Perfect Health
(Requires: 3 Sturdy Flesh Feats)
Keyword: Resistance, Sturdy Flesh
You may reactively spend 1 Vigour to gain Immunity Disease 10s.
Steady Pace
(Requires: 3 Sturdy Flesh feats)
Keyword: Resistance, Sturdy Flesh
Reactively spend 1 Vigour to gain Immunity Venom 10s.
Retired Feats
The following feats no longer exist within the game - although some may have been retooled into other feats. Any reference to them is likely outdated or no longer valid.
Species Feats
At character creation all characters automatically get their Species Feats. You must meet the minimum phys rep of your species if there is one.
Creidhe: Golden Touch
(Requires: Character must be a Creidhe)
Keyword: Species
You may repair a shattered or otherwise destroyed weapon, shield, or item with 10s of roleplayed action. This Feat does not speed armour repair, but you may repair all armour types regardless of what you can use yourself. This includes Fathach. This Feat counts as the prerequisite for purchasing the Squire Feat.
Drakeblooded: Roar of the Dragon
(Requires: Character must be a Drakeblooded)
Keyword: Species
You may spend 4 Vigour to generate the Mass Fear 10s Effect as per the spellcasting rules.
If you gain the Peacesworn Feat, this Feat instead gives you the ability to generate the Mass Protection Fear 5 minutes effect as per the spellcasting rules.
Fathach: Pillar of their Community
(Requires: Character must be a Fathach)
Keyword: Species
You are crafted of stone and not subject to the weaknesses of flesh. In addition to normal Healing Effects, your Body hits may be repaired by anyone who can repair heavy armour (including yourself if you can repair heavy armour), or any Vartach. This restores one Body hit for each Armour hit that would normally be repaired. For clarity, your Body and Armour hits are still separate pools.
Firetouched: Desert Born
(Requires: Character must be a Firetouched)
Keyword: Species
Your body brims with energy, and you have learned how to harness it to burn brightly. At any point you may choose to lose 1 Body hit from every location instead of paying the Vigour cost to activate any Feat or cast any Spell that you have. You may do this for any Feat or Spell you have with a base cost of 4 Vigour or less to activate. This Feat does not combine with any way of Sorcerous Schools Feats. While you may enter an unconscious or bleeding state this way, you may not use this Feat if any location is already on -1. The damage is applied immediately after the Effect is generated.
Human: Human Ingenuity
(Requires: Character must be a Human)
Keyword: Species
You live up to your kind’s reputation as reckless but gifted innovators. You may use crafting materials as though they were any other materials of the same type needed for the recipe. (The four types are metal, animal, plant, and processed material – so you could use iron instead of bronze, or fang instead of dung.)
You have also innovated a Spell unique to humans- You learn the Spell “Push” and may cast it for 1 Vigour using normal spellcasting rules, though immediately take the push effect yourself.
If you gain the Peacesworn Feat, instead of learning the spell “Push” you instead learn the spell “Protection Push 5 minutes” for 1 Vigour.
Krieger: Back in the Fight
(Requires: Character must be a Krieger)
Keyword: Species
Your body craves combat and refuses to stay down even when injured. While unconscious, you may spend 3 Vigour to gain the Global Healing 1 Effect.
Leasiar: Well Travelled
(Requires: Character must be a Leasiar)
Keyword: Species
You have been all over the Five Realms in your long life, and the lessons you learned are ingrained. Take two additional Realm Feats.
Vartach: Mark of Destiny
(Requires: Character must be a Vartach)
Keyword: Species
Your brand, or lack thereof, is a guide to the destiny written in your soul. Choose any two Spells or Feats that costs 2 or more Vigour to use. This choice is permanent and cannot be changed. The chosen Spell or Feat permanently costs 1 less Vigour for you to use. When making this choice, you may choose a Spell or Feat you do not have: if so, you only gain the benefits once you acquire that Spell or Feat. This does not lower the level of the Spell, if you chose a Spell.
Very little can rewrite a soul’s destiny. But the Sixth Oath can. If a Peacesworn Vartach has chosen a Spell or Feat that is forbidden by the Sixth Oath as the target of this Feat, they must choose a new permanent target for this Feat upon taking the Sixth Oath.
Wildling: One with the Land
(Requires: Character must be a Wildling)
Keyword: Species
The beasts of the forest and field recognise the Wildlings as part of the natural cycle. You can generate the Effects Detect Beast for 1 Vigour, or Sleep Beast 10s, and Charm Beast 30s for 2 Vigour as per the normal spellcasting rules. This Feat also means you start each event with 1 additional plant and animal ingredients.
The Sixth Oath strengthens the connection of Peacesworn Wildlings to the needs of nature. The Peacesworn loses the ability to Sleep and Charm Beasts and instead gains the Spell Full Healing (Location) Beast for 1 Vigour.