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.