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Fudge Feats

by John Briquelet (johnbriquelet @ adelphia.net)

A Brief Preface

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.

Fudge Feats

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.

Rage of Kor

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

The Black Wind

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

Finesse

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

Disarm

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

Slam

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

Grand Feint

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

Righteous Blow

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

Defender

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

Stunning Blow

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

Deadeye

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

Rapid Fire

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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