Blade Feats
Lancer (1-3):
Prerequisites: StrengthStrength力量Muscle power and explosive force. Abbreviated STR in checks. 3, Animal KenAnimal Ken动物沟通Understanding, training, and getting along with animals. 2, BladeBlade白刃The Skill for fighting with swords and other melee weapons. 2
Level 1: Practiced Charge
When the character makes a mounted charge, the Base DefenseBase Defense基础防御A character's basic defense without gear. their mount loses from charging is reduced by this FeatFeat专长A special ability bought with XP or character-creation points.'s level x 1. This may change the cap on the bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. a mounted charge can give.
Level 2: Nimble Charge
The character's mount can make one move before or after the character's mounted charge. The total distance the mount moves each turnturn回合One character's moment to act within a round. can't exceed its base movement speed.
Level 3: Impale
When the character rides a creature vehicle and makes a melee Blade attack with a weapon that has the [PolearmPolearm长柄武器Doubles the weapon's reach.] trait, dealing at least 1 damage, the damaged target must make a STRStrength力量Muscle power and explosive force. Abbreviated STR in checks. + AthleticsAthletics运动Walking, running, jumping, throwing weapons, and athletics of every kind. (Balance) or DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. + Athletics (Balance) rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. against a DCdifficulty难度The number of successes a roll needs; DC for short. equal to the damage it took. If the target fails, the character can choose to knock it prone or knock it back a number of meters equal to the difference. If the target hits an obstacle while being knocked back, it takes bashing damagebashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows. equal to the remaining meters.
Saber Arts (1-5):
Prerequisites: DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. 3, Strength 3, Blade 2 with the "Sabers" SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.
You must use a Blade weapon categorized as "Curved Blades" or "Sabers", with a SizeSize体积How big a creature or object is. It affects reach and some rolls. above 2 and no less than half your own Size, to use and gain any of this Feat's effects.
Level 1: Crossblade Guard
A saber needs no cautious defense, only a clean, crisp attack as fast as a shooting star.
When the character parriesparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. with a saber-type weapon, they gain extra parry bonus to defense equal to this Feat's level.
Level 2: Iron-Cleaving Cut
Whoever fights me is not far from death. Not a person, merely a thing of slaughter. Nothing my cut cannot sever: this is the form I am meant to take.
As a swift actionswift action迅捷动作A very quick action, usually once per turn., the character can give all their melee Blade attacks this round [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense.] equal to the weapon's damage, up to this Feat's level.
Level 3: One with the Blade
You are the blade, and the blade is you. Saber work is plain and unadorned, just like your own character, and that is how you reached this level.
The character gains a feat bonusfeat bonus专长加值A bonus granted by a Feat. equal to this Feat's level on rolls to disarm or sunder a weapon.
Level 4: Straight to the Point
A saber doesn't need much technique. It needs plainness, simplicity, and flow.
When the character makes a melee Blade attack with a saber-type weapon, the weapon's damage rises by this Feat's level.
Level 5: Pouncing Tiger
The saber is called "the courage of all weapons", and they say "the saber is like a fierce tiger". So the saber must be bold and powerful. It may lack the grace of the legendary "Immortal Flying from Beyond the Sky", but it is utterly commanding.
While the character uses a saber-type weapon, if someone within the character's melee reachreach触及How far a melee attack can strike. attacks them without dealing any damage, the character can immediately make a melee Blade attack against that attacker as an immediate actionimmediate action反射动作A reaction you can take outside your turn. It needs a specific ability.. This attack can't carry any TechniquesTechnique招式A specific move within an Art. or abilities, but passive effects apply as normal.
German Longsword (1-5):
Prerequisites: Strength 3, Blade 3
You must use a Blade weapon categorized as "Heavy Swords" to use and gain any of this Feat's effects.
Level 1: Cut
The cut is the simplest of powerful attacks.
The character gains a feat bonus equal to this Feat's level on melee Blade attack rolls.
Level 2: Daunt
If your opponent's stance is steady, try a roar.
The character gains a feat bonus equal to this Feat's level on IntimidationIntimidation胁迫Making others afraid enough to obey, through force or threats. (Roar) rolls.
Level 3: Bind
With crushing force, it cuts through the man and his sword in one stroke.
When attacked in melee, the character can make a STR + Blade (Parry) roll as an immediate action and use its result as their Parry DefenseParry Defense格挡防御Defense from parrying. against that attack. If they do, instead of losing next turn's swift action, they lose next turn's move actionmove action移动动作Moving, or anything that takes as long..
Level 4: Harmony
Mind and body as one, the sword moves like thunder.
When making a melee Blade attack, the character can spend a move action to make an Intimidation (Roar) roll, opposedopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. by the opponent's WillWill意志值How steadfast a character's mind is: Resolve + Composure. It is also the Willpower maximum.. If the target loses, it takes a morale penaltypenalty减值A modifier that subtracts from a pool or value. to Base Defense equal to the difference for 1 roundround轮The time in which everyone in a fight acts once.. This can't drop its defense below zero.
Level 5: Bind and Strike
Catch the attack, then cut back while the enemy is wide open.
After the character is attacked in melee, they can spend an immediate action and 1 WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities. to make a melee Blade attack against the attacker. On this attack, the character takes an untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack. equal to the attacker's successessuccesses成功数The number of dice showing 8 or higher in a roll., and the attack's damage capdamage cap伤害上限The most damage one attack can deal. drops by half the key AttributeAttribute属性A character's nine basic traits, in three groups: Physical, Mental, and Social. In checks they are written as three-letter abbreviations (STR, DEX, STA, INT, PER, RES, PRE, MAN, COM), as in INT + Computer., but the target also takes an untyped penalty to Base Defense equal to the character's Blade rating (against this attack only). If the target's attack dealt no damage, the character takes no penalty on the counterattack's roll.
Russian Knife Fighting (2-5):
Prerequisites: Dexterity 3, Blade 2 with the "Daggers" Specialty
You must use a Blade weapon categorized as "Daggers" to use and gain any of this Feat's effects.
Level 2: Anticipation
How will you handle this strike?
While holding a Blade weapon categorized as "Daggers", the character's InitiativeInitiative先攻The value that sets turn order in combat. rises by this Feat's level.
Level 3: Superior Feint
A feint doesn't have to come from the front. It can come from the side, or even from behind.
When the character makes an all-out attackall-out attack全力攻击Attacking with everything, giving up defense., they can add half their Dexterity to the roll as an enhancement bonusenhancement bonus增强加值A bonus from something that boosts an Attribute or item, like a +2 belt of Strength., instead of half their Strength.
Level 4: Vital Strike
Lock onto weak points and vitals, and kill in one blow.
The character can ignore called-shot penalties equal to this Feat's level. Also, when a target makes a savesave豁免A roll to resist a harmful effect: Will, Reflex, or Fortitude. against damage to a specific body part, it takes a penalty equal to your Blade extra successesextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded..
Level 5: Slash and Stab
This is how a knife is meant to be used.
You can spend a standard actionstandard action标准动作Your main action, such as an attack or using an ability. and a move action to make two melee Blade attacks in a row against a target. The first strike deals no damage; instead, the damage it would deal is added as DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. to the second strike's attack roll, as an enhancement bonus. These are two attacks, so the first one brings the multiple-attack penaltymultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty. as normal, and the first attack can't gain extra successes on the attack.
Axeman (1-5):
Prerequisites: Strength 4, Blade 2 with the "Axes" Specialty
You must use a Blade weapon categorized as "Great Axes" to use and gain any of this Feat's effects.
Level 1: Splitting Mountains
Erlang splits Mount Hua to save his mother.
The character gains a feat bonus equal to this Feat's level on melee Blade attack rolls.
Level 2: Rending Earth
The might that splits the earth!
The character's weapon gains the [OverpowerOverpower威猛[Overpower X]: ignores X points of defense from parrying.] trait. If it already has [Overpower], its Overpower value becomes equal to the weapon's Size, instead of half the weapon's Size.
Level 3: Parting Seas
What parts the sea is not the axe, but the conviction carried in it.
The [Overpower] trait of the character's weapon now also works against the target's Base Defense and Dodge DefenseDodge Defense闪避防御Defense from getting out of the way., and it rises by 2.
Level 4: Tearing Heaven
The terror that tears heaven and earth apart.
When the character makes a melee Blade attack, the weapon's damage rises by this Feat's level.
Level 5: Breaking the Cosmos
In the murky darkness of chaos, Pangu swung his axe and split heaven from earth.
As a swift action, the character can take an untyped penalty of up to this Feat's level on all their melee Blade attacks this round, gaining the same number of extra successes.
Staff Fighting (1-5):
Prerequisites: Strength 3, Dexterity 2, Blade 2
You must use a weapon categorized as "Staves" or "Clubs" to use and gain any of this Feat's effects.
Level 1: Godly Staff
Great skill needs no artifice.
The character gains a feat bonus equal to this Feat's level on melee Blade attack rolls.
Level 2: Tripping
A fallen man is no threat.
The character can triptrip绊摔Knocking an opponent off their feet. with weapons categorized as "Staves" or "Clubs", and their melee reach increases by 5 meters.
Level 3: Temple Strike
One whack, out cold.
The character's weapon gains the [StunStun眩晕Damage above the target's Size or Stamina gives it stun points.] trait, and the character's melee Blade attack rolls can ignore called-shot penalties equal to this Feat's level x 1.
Level 4: The Weapon That Spares
The staff is a divine weapon that does not kill.
On the character's melee Blade attacks, if the target's health boxeshealth box生命槽One box of Health. Damage fills boxes with its grade (B, L, or A). are already full of lethal damagelethal damage致命伤害Serious damage, written L: blades and bullets., or more than half full of aggravated damageaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal., the character can choose to deal no damage and instead deal the same number of stun pointsstun points眩晕点数Points that build up the stunned condition.. These stack, and the target makes a Fortitude saveFortitude save强韧豁免The save against poison, disease, and other effects on the body..
Level 5: Danger Zone
An inch longer is an inch stronger.
When the character uses a weapon categorized as "Staves" or "Clubs", the area within their reach counts as Natural EssenceNatural Essence自然本质The Essence of things that exist naturally in the real world. difficult terrain for all their enemies. And as long as a target is within your reach, it takes a 5 DP circumstance penaltycircumstance bonus环境加值A bonus from the surroundings or situation. on all rolls. This circumstance penalty comes from the environment.
Special: weapons developed from the staff that have the [Polearm] trait, such as glaives, spears, and halberds, can also use this Feat line; the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. decides.
Sword and Shield (1-5):
Prerequisites: Strength 3, Dexterity 3, Blade 2
You must hold at least one weapon or shield with the [Parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying.] trait to use this Feat.
Level 1: Shield Counter
You turn aside your opponent's attack with your shield, and strike back while their guard is wide open.
While the character parries with a weapon or shield that has the [Parry] trait, if any target attacks you in melee and deals no damage to you, then until the end of your next turn, your next melee attack against that target gains a feat bonus of DP equal to this Feat's level x 2 on the attack roll.
Level 2: Sword-and-Shield Combo
While the enemy scrambles away from your shield bash, the sword in your hand has already pierced their throat.
When the character parries with a weapon or shield that has the [Parry] trait, you can choose a target currently within your reach and take an untyped penalty to defense of up to this Feat's level. Your next melee attack against that target then gains a [High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X.] advantage of the same amount.
Level 3: Deflection
...and when Zbyszko's axe came down hard on the shield, he drew the shield back lightly, so that even the mightiest blow lost its force; it could neither split nor shatter the shield's smooth face.
When the character parries with a weapon or shield that has the [Parry] trait, they can ignore up to this Feat's level of [Armor Piercing].
Level 4: Murmillo
Your round shield can turn aside anything, whether a lion's claws, a trident, or a net falling from the sky.
When the character parries with a weapon or shield that has the [Parry] trait, they gain extra parry bonus to defense equal to this Feat's level and 1 extra success on defense, and a feat bonus equal to this Feat's level on Reflex rolls.
Level 5: Iron Wall and Fangs
You don't know how many enemies lost their balance trying to smash through your parry with savage attacks. You only know that the number you ran through the heart because of it is exactly the same.
In Shield Counter, the text "if any target attacks you in melee and deals no damage to you" now reads "if any target attacks you in melee". And when you trigger Shield Counter, every 2 points of feat bonus you gain from it can become 1 extra success instead; if Sword-and-Shield Combo triggers at the same time, your attack roll gains a further 5 DP feat bonus.
Fencing / Chinese Swordsmanship (1-5):
Prerequisites: Dexterity 3, Blade 3
You must use a Blade weapon categorized as "Longswords", "Short Swords", or "Thrusting Swords", with a Size of 2 or more, to use and gain any of this Feat's effects.
Level 1: Sword Form
The thrust is the simplest of powerful attacks.
The character gains a feat bonus equal to this Feat's level on Blade attack rolls.
Level 2: Armor Thrust
As a swift action, the character can give all melee Blade attacks they make this round with a weapon that meets this Feat's prerequisite [Armor Piercing] equal to the weapon's damage, up to this Feat's level.
Level 3: Fall Back
To advance ten steps, sometimes you must first step back one.
When the character is attacked in melee, they can spend an immediate action; then, against that attack only, they count as having taken total defense. If they do, instead of losing next turn's swift action, they lose next turn's move action.
Level 4: Feint
If you can't break your opponent's guard, try a feint.
The character can now use DEX instead of INTIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks., and Blade instead of SubterfugeSubterfuge掩饰Hiding your intentions, deceiving others, and talking your way past them., on feint rolls, and can feint as a move action.
Level 5: Riposte
Step back quickly, then answer with a sudden, swift counter while the enemy is wide open.
After the character uses Fall Back to avoid a melee attack, they can then make a melee Blade attack against the attacker. On this attack, the character takes an untyped penalty equal to the attacker's successes, and the attack's damage cap drops by half the key Attribute, but the target also takes an untyped penalty to Base Defense equal to the character's Blade rating (against this attack only). If the target's attack dealt no damage, the character takes no penalty on the counterattack's roll.
Improved Shield Bash (2-3):
Prerequisite: Blade 2
You must use a weapon categorized as "Large Shields", "Small Shields", or "Heavy Shields" to use and gain any of this Feat's effects.
Level 2: Shield Block
When the character parries with a shield, they gain extra shield bonus to defense equal to this Feat's level x 1.
Level 3: Shield Slam
In a bull rush contest, the character can add the Size of the shield they are holding to their own Size. The character can also bull rush with a shield; if they do, they can use Blade instead of BrawlBrawl肉搏The Skill for fighting unarmed or with fist weapons. on the bull rush roll.
Great Weapon Fighter (1-5):
Prerequisites: Strength 4, Blade 3
You must wield, in both hands, a melee weapon with a Size of at least 3 and no less than half your own Size to use and gain any of this Feat's effects.
Level 1: Power Attack
One savage swing fills your opponent with dread.
The character can ignore equipment penaltiesequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. from the "Heavy Weapon" trait equal to this Feat's level x 2. If that brings the equipment penalty to 0, every 2 points left over gives the attack roll a 1 DP feat bonus.
Level 2: Bone Breaker
Your attacks split mountains and shatter stone, filling people with dread.
As a swift action, the character can give their melee Blade attacks this round [Armor Piercing] equal to the weapon's damage, up to this Feat's level.
Level 3: Sweeping Cut
Every swing of yours drags a gust of blood and flesh behind it.
As a full-round actionfull-round action整轮动作A move action and a standard action combined., you make one melee Blade attack that deals physical lethal damage equal to your successes on the roll to every unit within the attack's reach; Reflex saveReflex save反射豁免The save to avoid area attacks and similar effects.. For each unit within your reach (not counting yourself), the attack takes a 2 DP untyped penalty.
Level 4: All Out
Cut down goblins, cut down trees; even the hills have to flee up the mountains!
When the character activates this Feat's level 2 effect, they can choose to pay 1 Willpower. If they do, their melee Blade attacks also ignore the target's damage reductiondamage reduction物理伤害减免Ignore X points of each physical hit. Written DR X/weakness, e.g. DR 5/magic. equal to the weapon's damage x 1. This can't ignore damage reduction of type DR/-, and can ignore at most this Feat's level x 1 of damage reduction.
Level 5: Clean Cut
With a single focused mind, nothing goes unsevered.
When the character activates this Feat's level 2 effect, they can take an untyped penalty of up to this Feat's level on all their melee Blade attacks this round, gaining the same number of extra successes.
Spear Arts (1-5):
Prerequisites: Strength 3, Dexterity 2, Blade 2
You must use a weapon with [Polearm] among its traits to use and gain any of this Feat's effects.
Level 1: Spear Parry
When the character parries with a weapon that has the [Polearm] trait, they gain extra parry bonus to defense equal to this Feat's level.
Level 2: Dragon Thrust
When the character makes a charge attack, they can choose not to gain the normal effect and instead turn the added DP into the same amount of [Armor Piercing]. This [Armor Piercing] stacks with [Armor Piercing] from other sources, and at most this Feat's level can be turned this way.
Level 3: Swimming Dragon
As a standard action, the character can make a STR + Blade roll, then deal physical lethal damage equal to the weapon's damage to the enemies within their reach. Affected enemies make a Reflex save, and each success on your attack roll costs the target 1 DP on that save.
Level 4: Storm of Thrusts
As a standard action, the character can make several melee Blade attacks. Each attack takes a technique penalty of (the number of melee Blade attacks already made this round + 1) x 5 DP. Once the DP of the character's melee Blade attack roll that round drops to 0 or lower, they can't make further attacks, and each target can only be attacked once. While taking this action, the character can also move with their move action, so they can attack, move, attack, and move again, until they stop attacking or run out of movement.
Level 5: An Inch Longer
When the character uses a weapon with the [Polearm] trait, their melee reach increases by 10 meters, and the area within 5 meters of the character counts as Natural Essence difficult terrain for their enemies.
When any unit enters the character's melee reach, the character can spend an immediate action and 2 Willpower to immediately make a melee Blade attack against one of them. This attack can't carry any Techniques or abilities, but passive effects apply as normal. It can only ever deal bashing damage: even if the target has no "healthy" HealthHealth生命值How much damage a character can take, tracked by grade: H (healthy), B, L, A. Written HP. left, the damage doesn't turn the bashing damage on the target into lethal or aggravated damage.
Two-Weapon Fighting (1-5):
Prerequisites: Dexterity 3, Blade 2
The character must hold a melee Blade weapon in each hand to use and gain any of this Feat's benefits.
Level 1: Two-Weapon Defense
You attack with the weapon in one hand while the other weaves an airtight defense.
When the character parries, they gain extra parry bonus to defense equal to this Feat's level.
Level 2: Two-Weapon Feint
Whichever hand you attack with, the stance of your other weapon keeps your opponent from putting everything into defense.
When the character makes a melee Blade attack, they can spend a move action to give their next attack this turn an attack DP bonus equal to the weapon damage of the weapon not used to attack.
Level 3: Two-Weapon Master
You're a member of the Drizzt club.
The character can spend a full-round action to make one melee Blade attack with each hand's weapon, but the two attacks must be against two different targets.
Level 4: Two-Weapon Combo
Two blades mean twice the attacks.
Now, when using this Feat's level 3 effect, the character can attack the same target, and this doesn't count as a single attack. Also, when using the level 3 effect, the character can move between the two attacks as a free actionfree action自由动作An action that takes almost no time, like speaking a few words., up to their Blade rating in meters.
Level 5: Two-Weapon Dance
The greatest swordsmanship is really a dance.
The character can spend a full-round action and 1 Willpower to make up to (their Blade rating x 1) melee Blade attacks. Each attack takes a technique penalty of (the number of melee Blade attacks already made this round + 1) x 5 DP, and these attacks count as a single attack. Once the DP of the character's melee Blade attack roll that round drops to 0 or lower, they can't make further attacks. The character can attack the same target several times.
Improvised Weapon Master (1-5):
Prerequisites: Dexterity 3, Strength 3, Blade 1, Brawl 1
You must use an improvised weapon, or use a regular weapon as an improvised one, to use and gain any of this Feat's effects.
Level 1: Street Thug
Description: no need to talk. Grab something and go!
The character can use an improvised weapon as a Blade weapon of similar shape and Size, to use the matching Techniques, and gains the matching base weapon's values and traits; you decide which (for example: short handle and big head, a warhammer; short and sharp, a dagger; huge and thin, a greatsword; long and pointed, a spear; small and scattered, a [Concealed WeaponConcealed Weapon暗器Always a Light Throwing Weapon. The target needs a Perception + Investigation roll to notice it.]). They can also use a creature as an improvised weapon, but the creature must be grappledgrapple擒抱Seizing and holding an opponent. by the character, and the character's Strength must be more than twice the creature's Size (this counts as wielding it).
Level 2: Brick to the Head
Description: whoever stands in my way dies!
As a swift action, the character can give all their melee Blade attacks with improvised weapons this round [Armor Piercing] equal to the weapon's damage, up to this Feat's level + 1.
Level 3: Jack of All Trades
Description: you can never have too many skills!
While holding an improvised weapon, the character can feint as a swift action, and can use STR instead of INT, and Blade instead of Subterfuge, on feint rolls.
Level 4: Anything Goes Kung Fu
Description: you can use anything as a weapon to defend yourself!
When the character makes a melee Blade attack with an improvised weapon, the weapon's damage rises by this Feat's level + 1.
Level 5: Furniture Store War God
Description: the whole furniture store is your treasure arsenal!
When the character uses an improvised weapon, it gains [Parry], [Overpower], [MagicalMagical魔法Bypasses matching damage reduction and can partly harm spirits and incorporeal beings.], [Light Throwing WeaponLight Throwing Weapon轻投掷武器Made for throwing: +1 DP equipment bonus on thrown attacks.], and [Stun].