Rules - Feats
Alongside Stats, a character also has a set of Feats, which can represent a wide variety of abilities, modifiers and actions. Typically, a Player character will start with a set of Core Feats (based on their Race/Upbringing and Class) and gain one Feat per level, either a Minor Feat (on odd levels starting on Level 1) or a Major Feat (on even levels starting on Level 2).
- Core Feats are predefined and mandatory Feats provided by your choice of Race/Upbringing (at Level 0) and Class (at Level 1).
- Minor Feats will typically give CM to a certain Checks under certain circumstances; though they can also grant more qualitative minor benefits.
- Major Feats typically allow you to perform a unique action, be it an actual Action during an Encounter, or just the ability of doing something (such as Dark Vision). These are more qualitative in nature - though the lines can be blurry.
The reason Minor and Major feats are separated, is to allow Players to actually choose Minor Feats every other level. For example, in D&D 5e, if you pick the Chef Feat, you are probably "underpowered". By having separated "slots", Players will be able to pick Minor Feats without being tempted into over-optimizing for combat damage, while still getting their Major Feat every other level as well.
A character can definitely choose to fill a Major Feat slot with a Minor Feat if they really want to, but not the other way around.
Character Progression
The character progression, then, is as follows:
Level 0
At Level 0, the character is still a Peasant and not actually a Hero (PCs start at Level 1). However at Level 0 a character will choose their Race and Upbringing and thus receive, from their Race:
- The Racial Modifiers (Core Feat);
And from their Upbringing:
- The Upbringing Modifiers (Core Feat);
- The Specialized Knowledge ([Upbringing]) (Core Feat);
- A specific Core Feat related to their Upbringing.
Check the Races page for more details.
Level 1
At Level 1, a character becomes a Hero, picks their Class, and receives their two Core Class Feats. They will also get the Class Modifier (Primary Attribute) (Core Feat) which is a +1
bonus to their class's Primary Attribute.
At Level 1, the character will also receive their first Minor Feat, which they can pick from either their Class or General Feats lists (though typically Classes will not have any Level 1 Feats).
Level 2+
Starting on Level 2 and on every other even Level, the character will pick a Major Feat from their Class or General Feats lists.
Starting on Level 3 and on every other odd Level, the character will pick a Minor Feat from their Class or General Feats lists.
General Minor Feats
General Minor Feats
- Animal Mimicry: You have an uncanny knack for mimicking animal sounds. If you are familiar with it, and a humanoid could conceivably reproduce it, you can make a good-enough impression that an untrained ear could not distinguish it. An expert (such as someone with the Sylvan Upbringing) could run an Intuition Check (or Knowledge if they have reason to suspect) to try to assess the veracity of the sound.
- Lip Reading: You can read lips to understand what people are saying when you can see them clearly.
- Numberphile: You are particularly good at double-digit basic arithmetic in your head, and you can quickly estimate the number of items in a group with relative accuracy at only a glance.
- Tool Proficiency: You are proficient with a specific tool, granting you a
+3
CM when performing appropriate tasks using it. You can pick this Feat multiple times for different tools. - Trade Specialization: You are acquainted with a specific trade, allowing you to perform basic tasks associated with it, such as a Blacksmith, Bookbinder, Carpenter, Cartographer, Chandler, Clothier, Cook, Farmer, Fisher, Fletcher, Herbalist, Jeweler, Locksmith, Mason, Miner, Potter, Tanner, Weaver, Weaver, Woodcutter, etc. You can pick this Feat multiple times for different trades.
- Unreliable Memory: You gain a
+6
CM to all Memory Checks attempting to recall information; however, your rolls will be done in secret by the DM, and if you fail, you will confidently remember incorrect (or half-correct) versions of the truth.
General Major Feats
General Major Feats
- Girth Compensation: You can use STR as the Primary Attribute for Light Melee weapons.
- Blind Sense: Your strong connection to your Soul Realm allows you to expand your sense of hearing and smell. You can spend 1 AP and 2 SP to know the positions of any creature you are aware of within
6 Hexes
as well as if you could see them clearly. If they are explicitly trying to sneak, you get a +6 in your Perception Check.