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Apriori

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Combat Feats



Combat Feats
Feats that enhance a character’s physical prowess, personal combat abilities, and battlefield effectiveness, allowing them to strike harder, move faster, endure longer, or dominate the field through skill and might.



Mighty Blows
Your character deals +1 additional damage for every 4 points of Strength they possess, rounding up. This bonus applies to all physical melee attacks.

Warrior's Endurance
Your character gains +2 Durability during any battle where they are outnumbered. This bonus remains active as long as they are facing at least two player characters simultaneously.

Battlefield Awareness
Your character gains +1 Dexterity during combat, increasing both their tracking ability and critical strike chance. This bonus does not apply outside of active battle scenarios.

Duelist's Precision
In one-on-one combat, your character gains +1 to attack rolls and +1 to defense rolls against their opponent. These bonuses only apply when fighting a single enemy without assistance.

Iron Body
Your character reduces incoming physical damage by 2 points flat per attack. This bonus stacks with natural Durability and armor.

Bloodletting Blows
When your character critically strikes an opponent, the target suffers 1 additional damage per turn due to bleeding. This effect stacks with multiple critical strikes.

Unbreakable Will
When your character falls below 50% HP during combat, they immediately gain +2 Strength and +2 Durability for the remainder of the battle. This bonus can only activate once per encounter.

Hardened Hands
You’ve worked a forge or battlefield long enough to spot a flaw in armor or blades. Once per campaign, you may call out the weakness of an enemy's weapon or armor for RP-based advantage in a duel or siege prep. This creates a -1 drop in either DMG or DEF for an opponent until the battle ends.

Iron Behind the Eyes
You may not be a warrior by title, but you've survived enough to know where death hides. Twice per campaign, you may issue a preemptive warning that lets your party avoid traps, ambushes, or hidden hazards. This allows one to prevent traps in a landmark when traveling or allow BNM to avoid them in battle.

Siege Rat
You've lived through a siege - on either side. Once per campaign, you may bypass or undermine a siege-based restriction by either reducing the time needed to breach by half or sneak out of a landmark under siege. 

Guild-forged
You are bonded to a craftsman’s guild and may request repairs, custom gear, or schematics at discounted cost (GM-controlled based on Campaign). This does not stack with House or Stewardship perks.


Commander Feats
Feats that strengthen leadership, troop coordination, battlefield tactics, and the overall effectiveness of armies under a character’s command.

Seasoned Strategist
Once per battle, your character may reposition one allied unit after initiative is rolled but before actions are taken. The unit may move up to one range tier without costing their action.

Battlefield Veteran
Your character reduces the morale loss of allied units by 25% whenever suffering a defeat or major casualty during a battle.

Tactical Mastery
Allied units under your direct command gain +1 Speed for the first two rounds of battle, allowing quicker repositioning or engagement with enemy forces.

Shield Wall Tactician
When two or more allied Infantry or Shieldbearer units are adjacent, they gain +2 Defense as long as they maintain formation. This bonus is lost if the formation is broken or no Shieldbearers are present.

Relentless Drills
Units under your direct command gain +1 Dexterity during sieges or prolonged battles lasting longer than three turns. This bonus represents superior training and stamina.

Harsh Discipline
Whenever an allied unit fails a Loyalty or Morale check, your character may force a reroll once per battle. If the second roll also fails, suffer 10% greater loss.

Siege Commander
Your character grants +1 attack rolls for all siege weaponry under their command during sieges or defensive assaults on fortified structures.

Warden of the Battlefield
At the end of any battle where your army wins decisively (without retreat or surrender), you may immediately restore 50% HP to all surviving allied units due to superior post-battle organization.

Swift StrikerYour BNM may move an additional range tier (Close → Short → Mid) once per battle without expending an action, allowing them to reposition or close distance faster than normal.

Relentless Assault
Once per battle, your character may immediately perform a second attack after a successful first attack. This second attack cannot trigger additional effects or chain again.

Shield Breaker
our BNM gains a +2 bonus to their attack rolls specifically against enemies using shields or defensive stances. If they successfully strike, they may also ignore 2 points of enemy Defense once per attack.
 
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-Akuma-

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Naval Feats


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


Master Helmsman
Your fleet gains +1 Dexterity during naval battles, improving maneuverability, ranged attack precision, and evasion against boarding attempts.

Sea Wolf
Your fleet deals +2 additional damage when boarding enemy vessels or engaging in close-range naval combat.

Tidecaller
Once per battle, you may reposition one of your ships by one range tier (closer or farther) without using an action. This can be used to retreat, close distance, or escape boarding range.

Shipwright’s Eye
When repairing ships between battles, your character reduces repair costs by 25%. Additionally, ships you commission take 1 fewer phase to complete construction.

Storm Navigator
Your fleet suffers no penalties from natural storms or hazardous sea conditions during travel. In battles affected by storms, your ships gain +1 Defense.

Scourge of the Seas
After winning a naval battle, your character may immediately capture one enemy ship if any remain afloat, without needing to spend extra actions.

Iron Tactician
Your fleet gains a +1 bonus to all defensive rolls during the opening round of naval battles, allowing them to better resist early volleys and boarding attempts.

Master of the Longships
When commanding smaller, faster ships (such as Warships or Lightships), your fleet gains +1 Attack Range during naval engagements, striking from greater distances before the enemy can respond.

Deckborn
You were raised at sea and know how to read sails, moods, and storms. Once per campaign, you may re-roll on a naval navigation check involving weather or hidden waters.

Bone Harpooner
You have fought and killed sea beasts before. Once per sea voyage, you may anticipate a sea-based creature encounter and gain positioning and the first attack by a creature is voided.

Storm Salvager
You know where sunken treasure lies ( or where pirates discard cargo ). Once per campaign, you may claim a narrative salvage find (GM determines its value) after a naval battle or shipwreck.
 
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Apriori

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Intrigue Feats

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

Silver Tongue
Your character gains a +2 bonus to persuasion attempts when negotiating alliances, settlements, or peace terms. This bonus does not apply to intimidation-based interactions.

Master of Whispers
Your character may gather information about a target region or House once per campaign phase without needing to physically travel there. Success is based on an Intrigue check.

Spider’s Web
Your character gains a +1 bonus to all Intrigue rolls involving counter-intelligence, interception of enemy plans, or uncovering secret plots.

Poisoner’s Craft
Once per battle, your character may apply a poison effect to a weapon, causing the next successful attack to deal an additional 4 damage over the next two turns unless the enemy passes a Durability check.

Webweaver
You can stack lies like bricks in a wall. You can now run 2 active Schemes ar one time. Should both succeed, gain 50% more Influence.

Hidden Truths
Once per campaign, your character may uncover a forgotten rumor, secret, or lost document from their family’s history. The GM will determine what is revealed, which may alter diplomacy or unlock unique narrative options.

Ghost of the Realm
Your character is known, feared, or whispered about far more than they are seen. Once per Phase, you may have your character remain “offscreen”. No one may directly target or accuse them during that Phase unless the GM rules they’ve been discovered. However, they also may not take any Intrigue or Social acts until they "reappear". Active BNM battles will continue but new ones may not start.
 
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-Akuma-

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Religious Feats



Feats that draw upon the power of faith, granting characters divine blessings, spiritual strength, and religious influence across the Seven Kingdoms and beyond.


Blessed by the Faith
Your character gains +2 Piety Units permanently. This bonus reflects divine favor and applies toward unlocking faith-based abilities and blessings.

Voice of the Divine
When speaking on behalf of a faith or religion, your character gains a +2 bonus to persuasion rolls. This applies to sermons, public debates, or religious diplomacy.

Sacred Protector
Once per battle, your character may grant +2 Defense to an allied unit or individual by invoking divine protection. This blessing lasts for two turns.

Oathsworn Champion
If your character dedicates themselves to a religious cause or war declaration, they gain +2 Strength for the duration of that campaign. Reneging on the oath causes a permanent loss of 2 Piety.

Shrine Keeper
You tend to a minor shrine or holy site. You may host rituals, receive traveling clergy, or claim limited sanctuary for yourself or another once per Phase.

Silent Procession
You’ve marched in religious protests, funerals, and heretic purges. Once per campaign, you may use a ritual procession to enter a restricted area peacefully or sway the faith of a small crowd.

Relic Binder
You have been entrusted (or stolen) a minor religious item of power. This does not grant mechanical bonuses, but allows your character to access restricted temples once per campaign.

Iron Faith
You have survived a trial by faith (e.g., plague, fire, wilderness). Once per Campaign, you may reject an offer, temptation, or order that opposes your faith, and the GM will ensure there’s no direct penalty.

Pilgrim’s Path
Once per campaign, your character may embark on a religious pilgrimage to a sacred site. Upon return, the GM grants a narrative reward based on the journey — a vision, ally, secret, or relic. Lasts 1 full Phase and cannot take actions during that time.

Intercessor
You may act as a neutral religious intermediary between different rival Houses. Once per campaign, this grants you permission to cross battle lines or negotiate peace terms without risk of being attacked during that interaction.
 
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Apriori

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Social Feats


Feats that enhance a character’s ability to navigate diplomacy, forge alliances, command loyalty, and build influence within the courts and halls of power.


Iron Reputation
After successfully completing two major diplomatic deals (alliances, treaties, or settlements), your character gains an Influence bonus. This represents a reputation for honor, strength, or reliability.

Voice of Reason
When brokering peace between two rival Houses or factions, your character grants +1 to all rolls made during the peace talks. Success grants a 5% Influence bonus.

Loyal to None
Once per campaign, your character may break an alliance or treaty without suffering the normal Influence penalty, representing a reputation for ruthless but respected independence.

Outcast’s Code
You have lived by rules not recognized by lords. Once per Phase, you may refuse a direct order or traditional social custom with no penalty.

Chainbearer (Maester)
You are a fully trained Maester. You may request information, medical attention, or historical facts from the Citadel once per Phase. Your word carries neutral weight in diplomatic talks.

Rook of Ravens (Messenger Guild / Espionage)
You can communicate long distances without relying on House ravens. Once per Phase, you may send a message that arrives secretly, even behind enemy lines or through a siege.

Blackboat Survivor (Smuggler / Pirate / Former Naval Raider)
You’ve lived a life no lord would admit to. Once per campaign, you may enter a hostile port or raid site under disguise or false flag, gathering intel or triggering a narrative escape.

Blood Painter (Executioner / Torturer / Inquisitor)
You are trained in drawing truth through fear or death. Once per campaign, you may interrogate a target without Influence rolls. The GM provides limited info based on the method used.

Cloaked in Bells (Street Prophet / Faith Fanatic)
You walk barefoot and ragged, yet crowds listen. Once per campaign, you may rally a mob, peasant crowd, or small village to act in your favor through a sermon, warning, or miracle claim. Requires at least 6 Piety to utilize.

Census Eye
You have worked as a steward, spy, or counter. Once per Phase, you may request a breakdown of another House’s structure (regions, units, holdings) from the GM, though some details may remain obscured.

Courtly Ghost
You can move through noble courts without being seen. Once per campaign, your character may attend a feast, parley, or noble event under disguise or false identity and remain undetected until exposed.

Downtime Dealer
You know how to trade favors and time wisely. You may earn Influence or minor items during downtime between Phases without using Gold. Must be justified with IC activity.

Table Between Lords
You have served as scribe, cupbearer, or translator at high-level talks. Once per campaign, you may force your way into a diplomatic meeting as a "neutral observer" and record or leak what’s said. Cannot be used once Knight rank or higher.
 
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-Akuma-

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Apriori

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-Akuma-

Sannin of the Scrolls 📜
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Sannin of the Scrolls 📜
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Apriori

Jōnin Strategist 🧠
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