As seen on http://www.fudgefactor.org.
by John Briquelet (johnbriquelet @ adelphia.net)
I do not play Dungeons and Dragons™, not
even the third edition of the rules. This is not to say that I dislike the
game; in fact, there is much to like about it. I simply prefer to play a
lighter rules system that permits players to more readily focus on
role-playing, which explains my preference for Fudge. I must also confess that
I am a notorious thief of the gems found in other games. A few fun mechanics
stolen here, a fantasy race borrowed there, a handful of ideas lifted from a
novel or three, and you have a rough idea of my methods. Not surprisingly, I
have long had my eye on the feats found in D&D 3E, and when I recently let that
fact slip to my players at our last game, the proverbial cat was out of the
bag. They insisted that I create a set of feats that they could purchase for
their characters--nifty abilities that would further individualize their
characters and make combat a little more interesting. So, ladies and gentlemen,
here they are.
The following feats are specific to my game world, The Orb; however,
they are easily adapted to other settings. These are not magical
abilities, per say, nor are they simply gifts: Most are aspects of
various skills, attributes, and affiliations. Each has a purchase cost
in Experience Points (EP) and one or more prerequisites that must be met
before a character can acquire that feat. A game master may also require
a character to find a teacher who can impart a specific feat before it
can be purchased.
EP Cost: 6 (1 Gift)
Prerequisites: Fearless; High Pain Threshold; Worshipper of Kor; "Good" or better melee weapon skill
Effect: This feat permits a character to enter a battle rage one melee
round after stating the intent to do so. The berserk character attacks
"all-out" during each melee round for a +2 to attack dice, +1 ODF,
and -2 to defense rolls. Moreover, a raging Korite is immune to the
effects of injuries until "Incapacitated" or "Near Death." Once
all enemies have been slain, the berserker must make a "Good" or
better Perception roll to avoid attacking his companions.
"You see that? I must have put six arrows in that guy before he finally dropped! Went down like a rabid dog, snarling and frothing at the mouth."
--Jon Ironbow, Archer at the Battle of Grimwall
EP Cost: 12 (2 Gifts)
Prerequisites: "Superb" or better melee weapon skill; Rage of Kor
Effect: Once per day, a Korite with this feat may become the embodiment
of the Black Wind of Death, flying into battle with no thought for his
own safety and destroying everything in his path. He may make no active
defenses, but the minimum target level needed to strike him is increased
to "Mediocre" due to the sheer furor and speed of his attacks. The
Black Wind MUST attack every target, be it friend or foe, within reach
of his weapon. The first attack in a round is made with a +2 bonus to
weapon skill (as per an all-out attack) and each subsequent enemy
attacked during that same round incurs a cumulative -1 skill penalty.
More devastating still, all blows dealt while under the influence of
this feat are +2 ODF! The Black Wind is immune to all penalties caused
by wounds and can only be stopped if "Incapacitated" or "Near
Death." Once all immediate targets have been slain, the Black Wind may
attempt a "Superb" or better Perception roll to cease his onslaught.
"He shall upraise one mighty arm and summon forth the Black Wind of Death, and there shall be neither hope nor mercy nor pity."
--The Book of Endings
EP Cost: 6 (1 Gift)
Prerequisites: "Good" or better weapon skill; "Good" or better
Agility
Effect: A character with Finesse may use either his Strength or his
Agility (not both) to determine the bonus to his melee weapon's ODF.
"Strength punishes, but speed kills."
--Idaen Noduress, Aelven Scout
EP Cost: 6 (1 Gift)
Prerequisites: "Good" or better melee weapon skill; "Good" or better Agility or Strength.
Effect: A character with the Disarm feat may choose to render an
opponent weaponless, rather than cause damage to him during a given
melee round. If the disarming character wins the round, he may make an
immediate test of Strength or Agility against his opponent and gains a
bonus to his own roll equal to the amount by which he originally beat
his foe. A disarmed foe will require a full melee round to recover his
weapon or draw a new one.
"Wait a second, let me get my sword, ok" You wouldn't hit an--Arggggrrrgh!?
--Felinor the Trusting
EP Cost: 6 (1 Gift)
Prerequisites: "Good" or better weapon skill; Employing a medium or large shield; "Good" or better Strength
Effect: A character with the Slam feat can choose to smash into an enemy
with his shield rather than strike with his weapon during any given
round. Roll combat dice as normal, but if the slamming character wins
the round, he uses his shield's ODF to determine the damage done, and
he drives his opponent back one foot per point of actual damage caused
to the victim. A target driven back in this manner must make an Agility
roll of "Good" or better to avoid falling down. Note: On The Orb,
the use of a shield is assumed to have been learned as part of the
training with a weapon.
"We had the whole thing under control, but then the ogre shield-rushed Oswald. Over the cliff he went, carrying every last bit of our loot."
--Brom the Bellicose
EP Cost: 6 (1 Gift)
Prerequisites: "Great" or better weapon skill; "Good" or better Agility
Effect: A character with this feat is a master of deception in melee
combat. He can declare a Grand Feint against an enemy prior to rolling
dice for the melee round. If he then wins that melee round, he causes no
damage to his opponent. Instead, he takes the amount by which he won the
contest and applies it as a penalty to his foe's die roll for combat
in the next round.
"Your technique is magnificent!"
--Hurkan the Unlucky, dying at the hands of a Tarawan Blade Dancer
EP Cost: 6 (1 Gift)
Prerequisites: "Good" or better weapon skill; Worshipper of Vashala; "Good" or better Willpower.
Effect: A character with this feat can invoke it against any enemy
fought in the name of righteousness. For the duration of the combat,
each successful attack against that opponent will receive an ODF bonus
equal to the striking character's Willpower.
"Nothing can stand before the will of the righteous."
--Korth Hart, Priest of Vashala
EP Cost: 6 (1 Gift)
Prerequisites: "Good" or better weapon skill; Worshipper of Hallar; "Good" or better Willpower
Effect: A character with this feat may invoke it while defending others
from harm. The defender may add his Willpower to his DDF for the
duration of the combat. Defender cannot be used in conjunction with any
offensive feats.
"You shall not pass!"
--Geldeth Fargayn, Templar
EP Cost: 6 (1 Gift)
Prerequisites: "Great" or better Strength; "Great" or better weapon skill
Effect: A character with this feat may use it against each opponent one
time during a combat. Before the dice are rolled during a given round,
the character states his intent to strike a stunning blow. If he wins
the round and causes damage to his opponent, that target will be
stunned, taking a -2 penalty to all skills for one or more subsequent
melee rounds: one round for being scratched, two for being hurt, and
three for being very hurt. The stunning blow might result from a kick to
the groin, a pommel strike to the chin, a bell-ringing smack to the
helmet, etc.
"After I booted 'im in the jewels, he got all confused and ran right into my maul."
--Fatstacks, Urudani Mercenary
EP Cost: 12 (2 Gifts)
Prerequisites: "Great" or better missile weapon skill; "Great" or better Perception; "Great" or better Agility
Effects: This feat permits a character to aim for particularly vital
locations on nearly any target. If he takes a full round to aim before
firing and accepts a +1 penalty to the difficulty of the shot, the
deadeye may ignore all DDF for his target's worn armor or natural hide
on a successful strike. Note, however, that any DDF gained from scale,
toughness, and magic still apply.
"Har, har, har! That puny Aelv and his stripling bow won't even dent my armor!"
--Hrukk, mere moments before his demise
EP Cost: 12 (2 Gifts)
Prerequisites: "Great" or better Fast Draw skill; "Great" or better missile weapon skill; "Great" or better Agility
Effects: This feat permits any character that begins a melee round with a missile weapon prepared to throw or fire to attack with that weapon, fast draw a second missile weapon or round of ammunition, and immediately attack once again. This skill does not apply to weapons that take one or more full rounds to reload and fire, such as crossbows.
"There has to be more than one assassin--look at all the arrows!"
--A witness to the murder of Dykenen the Good
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