Tables

Unheroic Feats

Optional advancement rules. When getting better, if not using an optional class, you may instead gain a feat (max 3). Roll d66 or gain a feat as a narrative achievement.

d66 Feat Effect (summary)
11 Assassin's Deathblow DR12 Strength to grapple an unaware foe; auto-crit with one-handed bladed weapon.
12 Battle-hardened Deathspeaker Cast Powers while wearing medium armor. Take a second time for heavy armor.
13 Beastly Scholar Scry by gutting beasts. Gain an omen for every 10 HP the beast had, max your usual omens. Once per animal kind.
14 Bloodied Knuckles Unarmed attacks d6, ignore light armor. Stackable to d8/medium and d10/all armor. Fumble breaks your own hand.
15 Blood Pact Telepathic link with a willing partner. Whatever one experiences, so does the other — including injury and death.
16 Bloodthirsty Rage On a killing attack, must move and attack again, +d6 per kill. Onslaught ends on first miss; you collapse, lose next turn.
21 Bone Crafter Craft weapons (1 corpse / d6), shields (5 corpses), light armor (10 corpses).
22 Butcher DR12 Agility on a dying ally to make them merely broken via rapid surgery; if they die anyway, d4 rations.
23 Calm Killer Once per turn on attack, reroll damage and keep higher.
24 Cat's Eyes Perfect dark vision; sun burns. −2 DR Presence in darkness, +2 DR in daylight. Stare a beast in the eyes to feel what it feels.
25 Dual Wielder No penalty for two weapons; roll both damage dice and combine.
26 Fateful Visions Consume an omen, meditate, ask the GM one question. GM secretly rolls d4; on 1, the vision is deceptive.
31 Iron Stomach Consume rotting/putrid flesh with DR6 Toughness. Outcasts watching may roll Morale.
32 First Strike Always act first if your action involves inflicting harm.
33 Gutsy Strike Zweihänder attacks at +2 DR for +d6 damage; missing lets opponent attack at +2 DR.
34 Harbinger of Misery 4 Max Omens instead of 2. As long as you live, GM rolls two misery dice per day.
35 Herbalist Healer Once per day, brew an infection-curing elixir healing d4 HP. DR12 Presence; fail = d4-damage toxin.
36 Horrific Growth Grow an extra arm. Fully functional. Others see it as a sign of evil.
41 Hyper Awareness Never surprised. Initiative on 3+.
42 Immortal Memory Relive tragedies in places of suffering. 1/20 they become real — creatures and Powers may reappear and harm you.
43 Inspired Storyteller DR9 Presence (+1 per listener) at rest to give everyone an omen (cannot exceed max).
44 Leech A pint of blood heals d4 HP. Suffer starvation after one day of regular food only.
45 Likeable Reaction rolls: 3d6 keep the highest two.
46 Living Armor Remove Agility penalty for your armor (not for defence). Cannot remove armor without dying.
51 Lucky No omens; instead always 2d20 keep highest. Fumble on either 1.
52 Mortal Draw First attack in combat auto-max damage on a hit; miss lets opponent strike, defendable at +2 DR.
53 Negotiator DR6 + opponents' highest morale Presence to halt fighting.
54 Outback Survivalist DR9 Presence at rest (+1 per person) to build a comfortable camp; everyone recovers 2d6 HP.
55 Party Chef DR9 Presence at rest (+1 per portion) to stretch one ration to feed the whole party.
56 Piper Speak with rats; whistle to attract d4.
61 Power Word Innately know one random Power. After reading a scroll, may carve its glyphs into your flesh and discard the scroll. 1/20 each night you cast a Power in sleep, 1/6 to fumble.
62 Predatory Sense Smell humans from a room away; track via DR12 Presence.
63 Reckless Attacker Attack same target twice. Second miss lets opponent strike, defendable at +2 DR.
64 Shield Breaker When blocking all incoming damage with shield, may counterattack at +3 damage.
65 Skinner Wear the skin of a recent kill to disguise yourself (look, sound, smell like them). Decays in d4 hours.
66 Vile Blood Biting attackers poisoned (d4 damage for d6 rounds). On infection, d2: on 2, no infection.
Connections

Character advancement; expansions interact with classes especially Pale One (Skinner, Bloodied Knuckles), Dead God's Prophet (Power Word, Fateful Visions), Forlorn Philosopher (Inspired Storyteller, Herbalist Healer).

Gaps / Expansion Notes

No additional notes — the table is complete.