6 - Feat Information

Apriori

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Feat Information and List

Feats are special abilities, skills, and traits that characters can acquire to enhance their capabilities across various aspects of gameplay. Each Feat grants specific advantages, from combat boosts to naval command, political intrigue, and more. Characters begin play with 4 Feats and can unlock additional ones through accomplishments, influence gains, or special rewards over the course of a campaign. Feats are divided into multiple categories based on their primary focus, allowing players to tailor their character's strengths to their preferred style of play.

TYPES OF FEATS

  • Combat Types - Directly enhance a character’s physical prowess, offering advantages in battle or specialized combat abilities that improve the coordination, effectiveness, and morale of a character’s forces during skirmishes, large-scale battles, or military campaigns.
  • Naval Types - Tailored for those who command fleets or navigate the seas, Naval Feats improve ship maneuverability, naval battle strategies, boarding actions, and other aspects of warfare on the water.
  • Intrigue Types - Intrigue Feats strengthen a character’s ability to manipulate, deceive, gather secrets, and influence the political landscape, granting unique advantages in plots, schemes, and subtle power plays behind the scenes.
  • Religious Types - Religious Feats offer powers and blessings tied to a character’s faith, enhancing their spiritual influence, unlocking faith-based abilities, or granting divine favor that can affect both combat and diplomacy.
  • Social Types -Centered around diplomacy, reputation, and courtly influence, Social Feats provide advantages in negotiations, alliances, persuasion, and the maintenance of status and power within the noble society of the Realm.
  • Unique Types - Represent exceptional circumstances, specialized knowledge, and rare experiences that define a character’s individuality, offering unique advantages, abilities, or connections that fall outside traditional paths of power.
 
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Combat Feats - 18

Combat Feats are Feats that enhance a character’s physical prowess, personal combat abilities, and battlefield effectiveness, allowing them to strike harder, move faster, or strengthen the overall effectiveness of armies under a character’s command.



Mighty Blows
Description: Your powerful strikes overwhelm armor and shields through sheer force.
Effect: Your character deals +1 additional Damage for every 3 points of Strength they possess (rounded up).

Iron Body
Description: Through intense and relentless training, your body has hardened against punishment.
Effect: Reduce all incoming non-lethal DMG by 2. This bonus stacks with Durability and Armor debuffs where logical. If weapon Tier would break Armor Tier, then debuffs are negated.

Bloodletting Blows
Description: Your Critical Strikes leave lasting wounds that continue to weaken your enemies.
Effect: Whenever your character lands a Critical Strike, the target suffers 1 Bleeding Damage each turn. Bleeding stacks up to 3 times from multiple Critical Strikes.

Battlefield Veteran
Description: Your experience keeps soldiers disciplined even after devastating losses, preventing deserters from becoming common.
Effect: Allied BNM fighting alongside you suffer 25% less Loyalty loss after defeats or major casualties.

Tactical Mastery
Description: Superior planning allows your forces to seize favorable positions before the enemy.
Effect: All allied BNM under your command gain +1 SPD during the first 2 rounds of battle.

Shield Wall Tactician
Description: You understand how disciplined formations become nearly impossible to break. Under your command, relevant units reinforce their defenses.
Effect: Adjacent allied Infantry or Shieldbearer units gain +2 DEF while maintaining a defensive formation. Should they go further than mid range from one another, this boost is lost.

Relentless Drills
Description: Due to rigorous training exercises, your Bannermen do not lose focus in battle, maintaining their composure the longer the battle runs.
Effect: BNM under your command gain +1 Dexterity during sieges or battles lasting longer than 3 rounds. This increased Dex is lost after the conflict ends.

Harsh Discipline
Description: Strict leadership keeps soldiers fighting when others would falter.
Effect: Once per battle, when an allied BNM fails a Loyalty check, you may force a reroll. If the reroll also fails, that unit suffers an additional 10% Loyalty loss.

Siege Commander
Description: You excel at coordinating siege engines against fortified positions, knowing the right positions tos trike from for maximum force.
Effect: All siege weaponry under your command gain 2 additional DMG during sieges.

Warden of the Battlefield
Description: Victory is secured not only through battle, but through disciplined organization afterward.
Effect: After winning a decisive battle without retreating or surrendering, restore 50% HP to all surviving allied BNM.

Swift Striker
Description: Your forces excel at rapid battlefield maneuvering, performing sweeping movements to corner targets swiftly.
Effect: Once per battle, BNM in the same landmark as the user may move one additional Range Tier without expending an action.

Relentless Assault
Description: Your relentless offensive pressure leaves opponents no opportunity to recover.
Effect: Once per Duel, immediately perform one additional attack after successfully landing an attack. The second attack cannot trigger additional effects or chain again.

Shield Breaker
Description: You specialize in dismantling defensive formations and heavily armored opponents.
Effect: Your BNM gain +2 Damage against enemies using shields or defensive stances. Additionally, attacks ignore 2 Defense. Does not apply to Apex or Special Units on either side.

Last to Fall
Description: Even when everyone else has fallen, your resolve only grows stronger. Death will have to claim you after your enemies have fallen as well.
Effect: If every allied player character in your current engagement has been defeated, your character gains 10 Additional Health and 2 STR until the Duel or Battle ends.

Press the Advantage
Description: You recognize the exact moment an enemy line begins to collapse and continue to push the assault, knowing the importance of pace.
Effect: Whenever an enemy BNM retreats, or is destroyed, two BNM units under your command may immediately advance one Range Tier without expending an action.

Hold the Door
Description: Your soldiers stand firm even when others would break.
Effect: Once per battle, choose one allied BNM. Until the end of the round, that unit cannot be forced to retreat by enemy effects.

Dread Commander
Description: Your reputation alone is enough to make enemy formations hesitate.
Effect: Twice per War, choose one enemy BNM engaged with your forces. That unit suffers a loss of 15 Loyalty that increases by 10 for every Unit allied to them they witness lose.

Cleaving Strike
Short Description: Your crushing attacks tear through one foe and into the next.
Effect: Whenever your character or BNM destroys an enemy BNM, any excess Damage carries over to another eligible enemy BNM within the same landmark is applicable.
 
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Naval Feats - 14


Feats that enhance a character’s ability to command fleets, dominate naval battles, and navigate the seas with superior tactics and precision.


Master Helmsman
Description: Your skill at the helm allows your fleet to maneuver with unmatched precision, allowing your Fleets to be much more accurate than other Fleets.
Effect: Your fleet gains +1 Dexterity during naval battles with you in the same landmark, improving travel range.

Sea Wolf
Description: You excel in aggressive naval combat, closing distance and overwhelming enemy crews.
Effect: Your fleet deals +2 Damage during Mid-range or closer naval combat.

Tidecaller
Description: You understand the rhythm of battle at sea and know when to advance or withdraw.
Effect: Once per Fleet Battle, reposition a Fleet Unit one range tier closer or farther without spending an action.

Scourge of the Seas
Description: Your victories at sea often leave you with captured vessels and expanded power.
Effect: After winning a naval battle, you may capture one surviving enemy Unit without spending additional actions. Should the battle be held between Galleys, this allows you to claim their ship should it not be destroyed when won.

Iron Tactician
Description: Your defensive formations allow your fleet to survive the opening exchanges of battle.
Effect: Your fleet gains +1 Defense during the first 2 rounds of naval combat, allowing for a stronger defense.

Master of the Longships
Description: You specialize in fast ships and use speed to control engagement distance.
Effect: When commanding smaller Fleets such as Warships or Lightships in the same landmark, your fleet gains +1 Attack Range.

Deckborn
Description: Years spent at sea have made you an expert in reading waters, winds, and currents. This allows you the luxury of safer travels and better navigation amongst the troubled waters.
Effect: Once per voyage, reroll a failed naval Navigation check involving sea travel and possible dangers.

Bone Harpooner
Description: You have hunted the dangers lurking beneath the waves and know how to face sea creatures.
Effect: Once per sea voyage, you may anticipate a sea creature encounter. The creature loses the advantage of the first attack.

Storm Salvager
Description: You know where lost cargo, wrecks, and forgotten treasures may be found.
Effect: Once per campaign, conduct a Roll to claim a salvage discovery after a naval battle or shipwreck. The Failure odds correlate to the user's Navigation Attribute. The higher the Attribute, the higher the chances for success with an additional roll conducted to determine the value, ranging from 10 Gold to 1000 Gold.

Admiral’s Command
Short description: Your voice carries across the deck, coordinating entire fleets during battle.
Effect: Once per naval battle, one allied ship may immediately perform a second movement action. This Fleet or Galley must be allied to the user but not directly controlled by him.

Broadside Master
Description: Your crews are trained to unleash devastating volleys at the perfect moment, overwhelming targets
Effect: Once per naval battle, your Galley gains a second attack that deals an additional +2 DMG during a ranged attack.

Hidden Current
Description: You understand waters and currents well enough to approach enemies from unexpected angles.
Effect: Before the first round of naval combat, you may reposition your fleet one range tier.

Deepwater Hunter
Description: You are skilled at pursuing enemies who attempt to flee.
Effect: Enemy ships cannot automatically escape combat after attempting to disengage. This causes them to require at least Extra Long range from their target before the escape is considered successful.

The Sea Snake's Command
Description: Through expert craftmanship and experience, your Galley has become reinforced.
Effect: The user's Galley has increased health, having an additional 25 Health.
 
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Intrigue Feats - 18

Intrigue Feats
Feats that empower characters to excel at deception, manipulation, espionage, and political maneuvering across the Seven Kingdoms and beyond.

Silver Tongue
Short description: Your words carry unusual weight, allowing you to resolve conflicts and negotiate favorable outcomes.
Effect: Gain +2 to persuasion attempts involving alliances, settlements, negotiations, or peace terms. This bonus does not apply to intimidation-based interactions.

Master of Whispers
Short description: Your network of informants stretches far beyond your immediate reach.
Effect: Once per Phase, you may perform a Learn Secrets Scheme against a target House, Region, or Landmark without needing to physically travel there.

Spider's Web
Short description: Your network is built to uncover hidden plots before they can bear fruit.
Effect:Gain +2 to Counterspies Schemes and attempts to uncover hidden Schemes.

Webweaver
Short description: You expertly juggle multiple political plots at once.
Effect: You may maintain two active Schemes simultaneously.
Restriction: While both Schemes are active, you suffer -2 to all Scheme rolls.

Hidden Truths
Short description: Forgotten records, old letters, and family histories often reveal opportunities others overlook.
Effect: Once per campaign, uncover a forgotten rumor, secret, or historical document. The GM determines what is revealed.

Ghost of the Realm
Short description: You disappear into the shadows, making yourself difficult to confront directly.
Effect: Once per Phase, you may place yourself Offscreen, preventing other characters from directly targeting you with Schemes.
Restriction: While Offscreen, you cannot perform Schemes or Social actions.

Poison Expert
Short description: You possess an exceptional understanding of toxins and covert assassination methods.
Effect: When performing the Poison Scheme, reduce its Gold cost by 50 and increase the Durability reduction by 1.

Master Planner
Short description: Every move is calculated long before the game begins. By the time your rivals notice your intentions, the outcome is already set in motion.
Effect: You may prepare one Scheme before the Phase it would normally be used, keeping it hidden until you choose to activate it.

Informant Network
Short description: From tavern keepers and merchants to servants and sellswords, your eyes and ears are everywhere, quietly feeding you information from across the realm.
Effect: Your Little Birds Scheme may target one additional Landmark.

Political Leverage
Short description: Every debt, favor, and whispered promise is another thread in your web. You understand that influence is often worth more than obedience.
Effect: When using Blackmail or Manipulation, you may demand a political favor instead of an immediate action.

Reputation of Fear
Short description: Your reputation alone is enough to make lesser figures hesitate. Few are willing to risk becoming your next example.
Effect: Minor NPCs will not initiate hostile Schemes against you unless they possess significant leverage or a known Secret.

Ruthless Retaliation
Short description: You answer every slight with swift and calculated reprisal, ensuring your enemies think twice before crossing you again.
Effect: After successfully defending against a Scheme, you may immediately initiate an appropriate counter-Scheme against its originator.

Court Whisperer
Short description: You quickly discern who truly holds influence within a court, recognizing the voices that matter long before others do.
Effect: Upon entering a Landmark, you immediately learn which NPC or faction holds the greatest political influence there.

Master Negotiator
Short description: Where others see deadlock, you find opportunity. Through careful words and measured compromise, you can unite even bitter rivals.
Effect: Once per Phase, you may broker a temporary ceasefire or cooperation agreement outside of the normal Alliance Scheme.

Long Game
Short description: Patience is your greatest strength. While others chase immediate victories, you quietly set events in motion that may not bear fruit until much later.
Effect: You may designate one active Scheme as a Long Game. It cannot resolve until the following Phase, but it cannot be discovered by ordinary Schemes while it remains dormant.

False Face
Short description: You are a master of deception, disguises, and manufactured evidence, making truth difficult to separate from fiction.
Effect: Your Frame Rival Schemes no longer require physical evidence, relying solely on witness testimony, forged documents, or circumstance.

Scandalous Knowledge
Short description: You understand that secrets are often more dangerous in the open than hidden in the dark.
Effect: When you successfully perform Learn Secrets, you may immediately convert that Secret into an Expose Secrets Scheme without first needing to perform another Learn Secrets.

Political Survivor
Short description: No matter how dire the situation becomes, you always seem to emerge with your influence intact and another move to make.
Effect: Once per campaign, when one of your Schemes critically fails, treat it as a normal failure instead.
 
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Religious Feats - 12

Religious Feats represent a character’s devotion, spiritual authority, connection to sacred traditions, and ability to wield faith as a source of influence, knowledge, and guidance. These Feats are not tied to a specific religion, allowing followers of the Faith of the Seven, Old Gods, R’hllor, Drowned God, or other faiths to interpret them through their own beliefs.


Blessed by the Faith
Short description: Your devotion and commitment have strengthened your connection to your chosen faith, granting you greater spiritual influence.
Effect: Your character gains +2 permanent Piety Units.

Sacred Knowledge
Short description: You have studied the histories, teachings, and mysteries of your faith, preserving knowledge that others have forgotten.
Effect: Once per Phase, your character may request religious knowledge, historical records, or interpretations from members of your faith.

Religious Authority
Short description: Your dedication and position within your faith grant you respect among its followers.
Effect: Your character gains +2 to Social rolls involving members of your own faith.

Keeper of Traditions
Short description: You preserve the rituals, customs, and sacred practices passed down through generations.
Effect: Once per Phase, your character may perform a religious ceremony that grants a narrative benefit determined by the GM.

Shrine Keeper
Short description: You maintain a sacred location where followers may gather, worship, and seek protection.
Effect: Your Shrine provides sanctuary and allows your character to host a religious gathering once per Phase.

Relic Binder
Short description: You possess a sacred item connected to the history and traditions of your faith.
Effect: Once per Campaign, your character may gain access to a restricted religious location, temple, or institution.

Iron Faith
Short description: Your belief remains unshaken despite hardship, temptation, or opposition.
Effect: Once per Campaign, your character may refuse an action that directly violates their faith without suffering the normal consequences.

Intercessor
Short description: Your religious standing allows you to act as a neutral voice between opposing groups.
Effect: Once per Campaign, your character may safely cross hostile territory to attempt religious mediation or negotiation.

Missionary
Short description: You dedicate yourself to spreading your faith and increasing its presence among new communities.
Effect: Once per Campaign, your character may increase the presence of their faith within a Landmark.

Prophet’s Sight
Short description: You have experienced visions, dreams, or spiritual signs that reveal glimpses beyond ordinary understanding.
Effect: Once per Campaign, your character may request guidance regarding a future event. The GM determines the clarity and interpretation of the vision.

Divine Trials
Short description: Your faith has been tested through suffering, hardship, or personal sacrifice, strengthening your resolve.
Effect: Once per Campaign, your character gains +2 to resist fear, temptation, or spiritual challenges.

Voice of the Faithful
Short description: You represent the beliefs and concerns of your followers, giving you influence among those who share your faith.
Effect: When acting on behalf of your faith community, your character gains +1 to Diplomacy rolls.
 
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Social Feats - 15


Social Feats represent a character’s position within society and the methods they use to build, protect, and wield influence. These Feats cover reputation, leadership, diplomacy, professional expertise, social events, and political connections.


Iron Reputation
Short description: Your deeds have created a reputation that carries weight throughout the realm. Whether through honor, strength, or reliability, your name influences how others view you.
Effect: After successfully completing two major diplomatic agreements, your next successful diplomatic action grants +50 Influence.
Restriction: Can only activate once per Phase.

Voice of Reason
Short description: You possess the patience and understanding needed to prevent conflicts from escalating and guide rivals toward compromise.
Effect: Gain +1 to Diplomacy rolls involving peace negotiations, settlements, or mediation.

Loyal to None
Short description: Your independence has become part of your identity. Your power does not rely on permanent alliances or traditional obligations.
Effect: Once per Campaign, you may break an alliance or treaty without suffering the normal Influence penalty.
Restriction: Cannot be used on alliances created during the same Phase.

Outcast’s Code
Short description: You exist outside traditional expectations and follow your own principles rather than the customs of noble society.
Effect: Once per Phase, ignore one restriction caused by social tradition, etiquette, or rank.

Chainbearer
Short description: Your training and connection to the Citadel grant you access to knowledge and expertise beyond ordinary nobles.
Effect: Once per Phase, request one of the following from the Citadel:
Historical information​
Medical assistance​
Scholarly research​
Restriction: Availability and quality of assistance are determined by the GM.

Rook of Ravens
Short description: Your network of messengers allows information to travel beyond ordinary communication limits.
Effect: Once per Phase, send a message that bypasses one communication obstacle:
Distance​
Siege​
Enemy territory​
Restriction: Does not prevent interception through Intrigue actions.

Census Eye
Short description: You understand the structure of power, recognizing resources, weaknesses, and opportunities others overlook.
Effect: Once per Phase, request a general assessment of another House’s:
Holdings​
Landmarks​
Military strength​
Public weaknesses​
Restriction: Sensitive information may remain hidden.

Table Between Lords
Short description: You have served as an advisor, witness, or intermediary during important negotiations between powerful figures.
Effect: Once per Campaign, attend a diplomatic meeting as a neutral observer and receive a summary of the discussions.
Restriction: Cannot be used once reaching Knight Rank or higher.

Favor Network
Short description: Through years of relationships and obligations, you have accumulated favors from people across society.
Effect: Once per Phase, call upon a minor NPC contact for assistance appropriate to their position.
Restriction: The favor cannot directly grant military victory, major political changes, or bypass Intrigue Schemes.

Master of Hospitality
Short description: Your halls are known for generosity and celebration, turning gatherings into powerful political opportunities.
Effect: When hosting a Feast or Banquet: Reduce Gold cost by 25%. A successful event grants +50 additional Influence.
Restriction: Requires ownership or control of a Landmark.

Tournament Patron
Short description: Champions seek your favor, and your support creates prestige, admiration, and political opportunity.
Effect: When hosting a Joust or Tournament: Reduce Gold cost by 25%. A successful event grants +50 additional Influence. Additional Effect: The winning champion gains +25 Influence toward your House.

Festival Organizer
Short description: You understand the power of public celebration and use festivals to unite communities under your banner.
Effect: When hosting a Festival: Gain +50 Influence among the local population. Reduce Loyalty loss in that Landmark by 10% for the following Phase.
Restriction: Requires control of the Landmark where the Festival occurs.

Inspiring Presence
Short description: Your conviction inspires loyalty beyond simple obligation, encouraging people to stand beside your cause.
Effect: Allied NPC units and followers under your direct leadership reduce Loyalty loss by 25%.
Restriction: Does not stack with House or Regional effects that reduce Loyalty loss.

Master Orator
Short description: Your words command attention and allow you to influence councils, crowds, and negotiations.
Effect: Once per Phase, gain +2 to a public speech, debate, council, or formal negotiation.
Restriction: Does not apply to Intrigue Schemes.

Charismatic Leader
Short description: Your personality naturally draws people toward your cause, creating devotion beyond duty.
Effect: When successfully gaining public support or completing a major social action, gain +25 additional Influence.
Restriction: Can only activate once per Phase.
 
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Unique Feats - 12


Unique Feats represent exceptional circumstances, rare experiences, specialized knowledge, unusual talents, or personal qualities that separate a character from others. These Feats are not tied to a single field of power but instead define what makes a character unique.


Guild-Forged
Short description: Your character has built a strong relationship with craftsmen, artisans, or trade guilds, granting access beyond ordinary means.
Effect: Your character may request discounted repairs, custom equipment, or specialized crafting services from allied craftsmen.
Restriction: Does not stack with House or Stewardship-based crafting bonuses.

Iron Behind the Eyes
Short description: Years of hardship and survival have sharpened your instincts, allowing you to recognize dangers others overlook.
Effect: Twice per Campaign, your character may identify and avoid a hidden threat:
Ambush​
Trap​
Hazard​
Hidden danger​

Veteran Survivor
Short description: Your character has endured war, disaster, and hardship, gaining experience that cannot be taught.
Effect: Once per Campaign, your character may maintain effectiveness during an event that would normally force them to retreat, surrender, or withdraw.
Restriction: Does not prevent injury or death.

Black Market Connections
Short description: Your character maintains relationships with smugglers, criminals, traders, and individuals operating outside traditional systems.
Effect: Once per Phase, your character may gain access to a restricted resource, illegal service, or underground contact.
Restriction: Cannot acquire legendary items, bypass major laws, or replace Intrigue Schemes.

Pathfinder
Short description: Your character possesses unusual knowledge of roads, wilderness, and forgotten routes.
Effect: Once per Campaign, your character may discover an alternative route that bypasses one travel obstacle:
Blockade​
Dangerous terrain​
Enemy-controlled path​

Shadow of the Past
Short description: Your character’s history, lineage, or forgotten connections hold secrets that may still influence the present.
Effect: Once per Campaign, reveal a forgotten connection, rumor, or historical detail that creates a narrative opportunity.

Artisan Patron
Short description: Your character has earned the loyalty of skilled craftsmen and artisans through wealth, respect, or personal connections.
Effect: Once per Phase, your character may request a custom creation, repair, or specialized service from a craftsman at reduced cost.
Restriction: Does not allow creation beyond your available Equipment Tier.

Wanderer
Short description: Your character has traveled beyond familiar lands, learning the customs, dangers, and secrets of distant places.
Effect: Once per Campaign, gain access to a useful contact, piece of information, or safe location in a region your character has traveled.

Hardened Soul
Short description: Your character has endured experiences that would break others, developing extraordinary mental resilience.
Effect: Once per Campaign, ignore one negative effect caused by:
Fear​
Trauma​
Torture​
Captivity​
Disaster​
Restriction: Does not prevent injury or death.

Master of Languages
Short description: Your character has studied foreign tongues and cultures, allowing them to communicate where others cannot.
Effect: Your character may communicate fluently with cultures or factions outside their own without requiring a translator. Additional Effect: Gain +1 to Diplomacy rolls involving foreign cultures.

Renowned Reputation
Short description: Your character’s deeds have spread beyond their homeland, creating recognition among strangers and distant factions.
Effect: Once per Phase, your character may use their reputation to gain an introduction, audience, or minor favor from a neutral NPC.
Restriction: Cannot influence major Lords, Kings, or equivalent figures without appropriate circumstances.

Master of Disguise
Short description: Your character has mastered changing their appearance, identity, and mannerisms.
Effect: Once per Campaign, assume a false identity that remains convincing unless directly investigated.
Restriction: Discovery is possible through successful Intrigue actions.
 
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