Feat

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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 Species Feat, one Realm Feat and nine Feats from the Ways. Species and Realm Feats are restricted to members of that Species and natives of that Realm, 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.

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.

Credihe: 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.

Weeping: Blood Calls to Blood

(Requires: Character must be a Weeping)

Keyword: Species

The Weeping have learned how to survive; they have had to. You can generate the Global Stop Bleed Weeping Effect, which costs 0 Vigour.

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.

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.


Open Feats

The Way of the Alchemist

These Feats teach the alchemical arts.

Requires 0 Feats in Path

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.


Requires 1 Feat in Path

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.


The Way of the Forge

These Feats teach the lessons of the forge.


The Way of Leather and Steel

These Feats teach techniques for protecting yourself with armour.


The Way of Martial Prowess

These Feats teach techniques for fierce warriors.


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.

Peacesworn

Keyword: Path of Peace

You have sworn the Sixth Oath, the Oath of Peace. You gain an aura that makes this fact obvious to all 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 full list of combat/non-combat Feats is provided in Appendix 1.

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.

Any creature that delivers the physical blow that results in a Peacesworn character dying will gain a mark to indicate this, phys repped by a red bandana or sash in an obvious place. This mark is an indelible mark on the creature’s soul, and cannot be faked.

If a Peacesworn is engaged by someone in close combat, the Non Combatant rules should be followed.

Due to the nature of this condition, Peacesworn does not cost a Feat.

In downtime, a Peacesworn character cannot use the Guard action. Instead they can use the Mediate action which is unavailable to non-Peacesworn characters.


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.

The Way of the Ritualist

These Feats teach the mysteries of the ritual circle.

The Way of Shadowed Blades

These Feats teach techniques for those less honourable or conventional.

The Way of the Scholar

These Feats teach the many lores of the world.

The Way of the Sorcerous Schools

These Feats teach spellcasters how to alter their casting for greater impact.

The Way of Sturdy Flesh

These Feats teach techniques for standing strong against adversity.