Warrior Feat List

Build Cost: Each feat costs 5 build.

Basic Feats: can be learned from Player Characters or Non-player Characters who possess theTeach skill. Alternatively, these can be learned during character creation.

Block: negate a ranged or melee weapon attack that just hit you; this feat requires a Shield.

Break Limb: Break an enemy’s limb in melee, which remains broken until it is healed.

Challenging Strike: Taunt an enemy in melee, pulling him from his position by making him engage you.

Cripple Limb: Cripple an enemy’s limb in melee, temporarily disabling that limb.

Critical Strike: Strike an enemy with great force, inflicting great damage upon him.

Cry Havoc: release a warcry that imbues you and your allies with heroic strength to attack your foes.

Diplomacy: attempt to bring pacify a target and prevent them from fighting.

Disarm: Strike an enemy’s arm to cause him to drop his weapon or shield.

Dodge: completely avoid a ranged or melee weapon attack that just hit you; costs more to use than Block.

Interrogate: torture a target to get truthful answers from them

Intervene: take the damage or effect of an attack from a nearby ally and apply it to yourself.

Knockback: Strike an enemy in melee to knock him away from you.

Parry: negate a melee weapon attack that just hit you.

Pierce Shield: Strike an enemy’s shield or weapon and inflict damage to him.  

Rallying Warcry: release a warcry that imbues you and your allies with heroic resilience to resist attacks.

 

Complex Feats: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

Break Force: negate a Force effect (Knockback, Snare, Grapple or Shackle) that just hit you.

Call to Arms: release a warcry that calls you and your allies to battle; remove all Force and Pain effects from everyone who is affected.

Endure Pain: negate a Pain effect (Cripple Limb, Daze or Stun) that just hit you.

Howl of Terror: strike a foe in melee and cause them to be afraid, forcing them to flee from you for a short time.

Resist Charm: negate a Charm effect (Befriend, Suggestion, Pacify or Taunt) that just affected you.

Spurn Death: negate a Mortal effect (Weakness, Fear or Domination) that just hit you.

Staggering Strike: Daze an enemy with a powerful melee attack, preventing him from using Spells or Feats for a short time.

Stirring Warcry: release a warcry that rouses your allies to fight; remove all Charm and Mortal effects from everyone who is affected.

Erudite Skills: can be learned from select Non-player Characters only.

Discipline of the Lotus: perform three exacting cuts that inflict massive amounts of damage.

Discipline of the Maker: shatter an enemy’s shield or weapon and then follow it up with a devastating melee attack.

Discipline of the Mountain: make yourself nearly invulnerable to all damage and effects for a short time.

Discipline of the Oak: negate an weapon attack or spell that just hit you and then follow it up with a powerful weapon strike.

Discipline of the Protector: negate a weapon attack or spell that just hit you and your allies, then follow it up with several attacks that scatter your foes.

Discipline of the Reaper: perform an immensely powerful melee attack that can bypass shields and weaponry.

Discipline of the Storm: utilize a technique that augments the damage of your weapon attacks; end this Discipline to perform a strong attack that hits everyone adjacent to you.

Discipline of the Titan: utilize a technique that augments your weapon to bypass shields and other defenses; end this Discipline to negate an attack that just hit you.

Discipline of the Wind: utilize a technique that augments the damage of your weapon attacks; end this Discipline to perform a strong attack that hits one target.

Sundering Strike: perform a powerful melee attack that can break your target’s weapon or shield.


FEAT OVERVIEW

 

BASIC FEATS

Block

Requires: Shield Proficiency skill
1 SP
Basic, Melee/Ranged Defense

Description: A technique treasured by shield-users of all kinds, the Block feat allows for superior defense against physical assaults such as blades and arrows. Despite its relative simplicity, this feat has the potential to negate the most powerful of attacks – even the deadliest blow can be deflected by a skilled shield-user when this feat is used.

Usage: To use this feat, you must spend 1 SP and say “Block” in response to a ranged or melee weapon strike that just hit you; its effects are negated by “Block”.

You cannot use “Block” against attacks that bypass or pierce your shield. You also cannot use “Block” against attacks that come from behind you and strike your back torso.

Shield Mastery skill: You may choose to Augment the Block feat to negate the damage of a spell that hits you. When you do this, you must say “Elemental Block” instead of “Block”. A Feat may only benefit from one Augment or Modification at a time.

Physical Representation requirements: You must be wielding a Shield in one of your arms or hands to use this Feat. Without a Shield, you cannot use Block.

Break Limb

Requires: Cripple Limb feat and Great Strength skill
2 SP
Basic, Melee, Break Limb, Attack

Description: With one brutal strike that melds precision, skill and brute force, you can break the bones of your enemy’s limb. Similar to the Cripple Limb feat, the Break Limb feat can potentially end a battle or prevent an enemy from running.

Those with a broken arm must drop any weapon or shield that they are holding – possibly leaving them defenseless. Those with a broken leg cannot run or fight effectively. Either way, an enemy with a broken limb is in great pain and cannot use their Feats or Spells at all.

Usage: To use this feat, spend 2 SP and then attack your target’s limb, saying “Break Limb” in mid-swing. If you successfully hit that limb, your enemy’s limb is broken.

A creature with a broken limb also takes 5 damage and is affected by a Daze effect (Pain) that lasts until the limb is repaired or 60 seconds ha
ve passed.

Call to Arms

Requires: Banner of Battle skill and Comrade-in-Arms skill
1 SP
Complex, Warcry, Whirlwind Remove Force/Pain

Description: By harnessing his martial spirit, a Warrior can instill freedom to his Comrades – a freedom from pain and from bindings. This Warcry does not necessarily free a Warrior’s allies from their constraints, but it simply gives them the power to be free. It is best used when a Warrior and his Comrades are bound by Pain or Force effects.

Usage: To use this feat, spend 1 SP and say “Call to Arms”! Whirlwind Remove Force and Pain!”. You will affect yourself and any Comrade-in-arms within the reach of a one-handed weapon at the point in time. If you have a two-handed weapon, you may use this to determine the extent of your reach, but you must have one hand holding the middle of weapon to make its reach comparable to a one-handed weapon’s.

Any Pain effect (such as Cripple Limb) or Force effect (such as Snare) is immediately removed from you and your nearby Comrades-in-arms.  This feat can be used to break free from effects that would otherwise prevent you from removing them (unless these effects are irremovable because of a special rule).

 

Challenging Strike

1 SP
Basic, Melee, Taunt (Charm), Attack

Description: Many Warriors desire the full attention of their foes. For some, it is a matter of the ego. For others, it is to give some reprieve to their beleaguered allies. But for all of these, there is the Challenging Strike feat.

However, those who use this Feat should beware its consequences. No matter how strong a Warrior is, there are foes in Midworld and beyond whose sole attention no Warrior should ever want.

Usage: To use this Feat, spend 1 SP and then perform a melee attack upon an enemy while saying “Taunt 30” in mid-swing. If you hit, you have successfully taunted your enemy and he will engage you in combat exclusively unless others get in the way or you retreat into a dangerous situation. This lasts for 30 seconds.

Cripple Limb

1 SP
Basic, Melee, Cripple Limb (Pain), Attack

Description: For those with an eye toward victory and precision, the Cripple Limb feat exists to temporarily disable an enemy in order to facilitate a push toward victory.

An enemy with a Crippled Arm cannot use that arm to attack or defend himself. Likewise, an enemy with a Crippled Leg cannot move beyond a stumbling limp and therefore cannot maneuver properly.

In controlling an enemy’s movements thusly can a fighter step towards triumph and away from defeat.

Usage: To use this Feat, spend 1 SP and then perform a Melee attack that targets an enemy’s limb while saying “Cripple Limb 10” in mid-swing. If you succeed in your attack, the targeted limb is Crippled for 10 seconds.

Great-Weapon Mastery, Mace Mastery skill or Axe Mastery skill: You can attempt to forgo the SP cost of this Feat (0 SP) by softening the defenses of your enemy first.

To do this, strike the targeted limb up to three times with your weapon, saying “Crippling 1″, ” Crippling 2″ and ” Crippling 3″ at the first, second and third strike respectively (these attacks do not do damage). After that, you may perform the discounted Cripple Limb attack. This all must be done with the correct weapon type (a Mace Master must use a Mace or a Hammer, etc).

If you take any damage or Control effect while attempting to cripple your enemy’s limb, you must start again at “Crippling 1”. Likewise, if you hit the wrong limb or body part at any point, you must start again.

Critical Strike

1 SP
Basic, Melee/Ranged, Attack

Description: There are two main schools of thought with the Critical Strike feat. For some fighters, it is simply a mighty blow driven by muscle and will. For others, it is precision and skill – the talent of striking the right organ or body part, at the right time. Many Warriors, Rogues and Marksmen use this Feat in a methodology that lies somewhere between the two philosophies – but the result is the same: the severe injury inflicted upon one’s enemies.

Usage: To use this feat, spend 1 SP while performing a ranged or melee attack upon your enemy. In mid-swing or mid-throw, say “Crit! X damage”, where X is equal to your normal attack damage plus 3. This damage includes any Expertise bonuses, bonuses granted by Great Strength or special Backstab or Flourish bonuses.

If you are performing Critical Strike as a ranged attack, then you must Aim before you use it.

Blade Mastery skill: You inflict 1 more damage than normal when using the Critical Strike feat.

Armsman sub-class: When using your preferred weapon style and weapon type, your Critical Strike feats inflict 2 more points of damage than normal.

Know thy Enemy skill (Physic Profession): For each rank of this Skill, your Critical Strikes inflict 1 additional point of damage; this means that when you learn Know thy Enemy (rank 3), you inflict 3 more damage when using the Critical Strike feat.

 

Cry Havoc

Requires: Banner of Battle skill and Comrade-in-Arms skill
1 SP
Basic, Warcry, Whirlwind Augment

Description: A Warrior strong in spirit as well as in flesh can become unto a muse of bloodthirst to his allies, imbuing their strikes with the same vicious vigor that flows through his sword-arm. Those affected by this Warcry find their hearts called to bloodshed and fury, ready to charge and take victory from the corpses of their foes. This feat is best used to grant offensive bonuses to allies, allowing them to take down an enemy faster.

Usage: To use this feat, spend 1 SP and say “Cry Havoc! Whirlwind +5 damage”. You will affect yourself and any Comrade-in-arms within the reach of a one-handed weapon at the point in time. If you have a two-handed weapon, you may use this to determine the extent of your reach, but you must have one hand holding the middle of weapon to make its reach comparable to a one-handed weapon’s.

You and your nearby Comrades-in-arms are granted a strength that comes from bravado and heightened morale – your next normal melee strike within 10 seconds will inflict its normal damage +5.

If benefits granted by feat is unused after 60 seconds have passed, the bonus to damage dissipates.

Diplomacy

1 SP
Basic, Pacify (Charm)

Description: Even the most bloodied, vicious Warrior understands the need for rest. And the wisest Warriors recognize the need for peace. Through willpower and spiritual energy, a Warrior can instill a tranquility unto a nearby target. This is best used by a Warrior to prevent a target from assaulting his friends or to ta
ctically remove someone from retaliation in order to prepare for his destruction.

Usage: To use this feat, spend 1 SP and say “Diplomacy! Pacify 30!” to a Mortal (i.e. a Human, Dwarf, Elf, Troll, Gnome, Nightkin or Beastling) character within a one-handed weapon’s reach of you. You need not strike them for this effect to occur – in fact, if they are attacked the Pacify effect breaks prematurely. Pacified characters may draw their weapons but they may not attack anyone until they are attacked – they may however, defend themselves and their allies.


Disarm

2 SP
Basic, Melee, Disarm

Description: Considered to be a dishonorable trick by some and a useful tactic by others, successfully using the Disarm feat can potentially spell the end of a fight. Some Warriors and Dwarves receive training to make themselves effectively immune to this tactic while certain Smiths can create devices that neutralizes this technique.

Usage: To do this feat, spend 2 SP and perform a melee attack upon an enemy’s arm while saying “Disarm”; if you hit, your enemy must drop whatever he is holding in that arm’s hand. Canny enemies may toss weapons behind them to be picked up later.

Blade Mastery skill: You may use Disarm for only 1 SP instead of 2 SP.

Dodge

2 SP
Basic, Melee/Ranged Defense

Description: The solution to many problems is avoidance and the Dodge feat follows that to a tee. Through quickness and gracefulness, this feat allows you to avoid even the worst non-magical attacks, whether they are ranged or melee.

Usage: To use this feat, you must spend 2 SP and say “Dodge” in response to a ranged or melee weapon strike that just hit you; its effects are negated by “Dodge”.

You cannot use “Dodge” in the following circumstances:

          You cannot use “Dodge” against attacks that come from behind you and strike your back torso.

          You cannot use Dodge if you are restrained or bound in any way, such as via an Snare effect.

          You cannot use Dodge if you are wearing any metal armor that is not Chainmail.


Interrogate

1 SP
Basic, Detect Information, Interrogation

Description: Many are those who know how to inflict injury and suffering, but characters with this feat know the art of inflicting pain through torture. By applying immense amounts of pain to precise locations of a target’s body, this feat can forcibly collect answers and information from a helpless target. The information that is collected is accurate, but further attempts to interrogate a torture victim directly afterward will not be so fortunate.

Usage: After torturing a bound or helpless victim for 1 minute, you may then say “Interrogate”. You may then spend 1 SP to ask a question whose answer must be “yes”, “no” or “I don’t know”. Your target must answer truthfully, although Poker Face and similar skills or abilities can allow them to remain silent.

After 5 minutes or 10 questions, whichever comes first, your target immediately goes into their Critical Death Count as though they received a Killing Blow.

Until the next Period, further application of this Feat or any other similar interrogation effects upon the target will not yield results that are absolutely truthful, due to the target’s unhinged mentality.

 

Intervene

1 SP
Basic, Melee/Ranged/Spell Defense, Touch

Description: There are those Warriors who have been trained in the protection of a client or patron. And then there are those who use their flesh as a last resort to protect their companions from harm. This Feat reflects such a selfless quality allowing a Warrior to take a weapon strike, feat or spell meant for an ally.

Usage: To use this feat, spend 1 SP and touch an ally with a weapon or a hand in response to an attack that they receive. You then receive the attack in your ally’s place.

You can also use this feat to stop a Killing Blow from affecting an ally. If you do, you do not fall into your Critical Death Count – you merely take the damage of the Killing Blow.

Comrade-in-arms skill: You can use “Intervene” upon one of your Comrade-in-arms for 0 SP.

 

Knockback

Requires: Great Strength skill
1 SP
Basic, Ranged or Melee, Knockback, Force

Description: By tapping into your inner reserves of strength and willpower, you can strike a blow that knocks your enemy away from you and yours. This is most useful when you are attempting to defend yourself and your fellows from attack, as it provides you with a temporary reprieve. However, this is also useful when you are attacking; use it on healer to knock her away from her patient or use it on a minion to expose his leader to assault.

Usage: To use this feat, spend 1 SP and perform a melee or ranged attack upon a target, saying “Knockback 10” in mid-swing. If you hit, your enemy must take 10 steps away from you.

If you are performing Knockback as a ranged attack, then you must Aim before you use it.

Pierce Shield feat and Great Weapon Mastery skill, Mace Mastery skill or Axe Mastery skill: You may spend 1 additional SP to preface your attack with “Piercing”, allowing it to bypass a Shield. This can only be done when you are using the correct weapon-type or weapon style.

Parry

Requires: Any Weapon Proficiency skill
1 SP
Basic, Melee Defense

Description: This feat represents advanced training in protecting one’s self through weaponry. The unlearned who look upon a weapon such as Sword or an Axe are quick to note its offensive qualities: its heft and its deadly edge.  These ignorant folk are not aware of the defensive utility of these objects – steel and wood can be used to protect, not just destroy. This feat allows a character to negate a melee attack that has gotten past his defenses, slapping it away with precise weaponcraft.

Usage: To use this feat, you must spend 1 SP and say “Parry” in response to a melee weapon strike that just hit you; its effects are negated by “Parry”.

You cannot use “Parry” against attacks that come from behind you and strike your back torso. Furthermore, without a weapon in hand, you cannot use “Parry”.

Dual-Weapon Mastery skill or Pole-arm Mastery skill: You can Augment the Parry feat so that you can use it against ranged weapon attacks. If you
do this, say “Spinning Parry” instead. A Feat can only have one Augment or Modification at a time.

Physical Representation requirements: You need to have a weapon in hand and you must be proficient in it.

Pierce Shield

Requires: Critical Strike feat
1 SP
Basic, Melee or Ranged, Attack

Description: There are those who use shields of wood and iron to ward attacks from their person in a pathetic attempt at self-preservation; you have found a way to circumvent such a defense, using the deadly precision or brute force to strike at the wielder of the shield.

Usage:To use this feat, spend 1 SP and then strike your enemy’s shield hard enough for him to notice, saying the damage that you would inflict prefaced by “Piercing” (e.g. “Piercing 5 damage”). Your target must then receive that damage unless he possesses a Feat or ability that can negate it. If your strike hits a weapon or a claw instead, your target will still receive damage.

If you are performing Pierce Shield as a ranged attack, then you must Aim before you use it.

The Parry feat or the Block feat cannot be used to defend against this attack.

Axe Mastery skill or Mace Mastery skill: You can attempt to forgo the SP cost of this Feat by softening the defenses of your enemy first. To do this, strike your enemy’s shield up to three times with your weapon, saying “Piercing 1”, “Piercing 2” and “Piercing 3” at the first, second and third strike respectively . After that, you gain one free (0 SP) use of the Pierce Shield attack.

If you take any damage or Control effect while attempting to Pierce your enemy’s shield, you must start again at “Piercing 1”. This can only be used on Shields, not weapons.

Mace Mastery skill: When you are wielding a Mace-type or Hammer-type weapon, the damage that you inflict with this Feat is equal to the damage that you would normally inflict on a Critical Strike.

Rallying Warcry

Requires: Banner of Battle skill and Comrade-in-Arms skill
1 SP
Basic, Warcry, Whirlwind Shielding

Description: Upon the field of battle, a Warrior can be a bastion of hope to his comrades. When hostile enemies are present and are a threat to the Warrior, he may use this Warcry Feat to grant himself and his comrades some ability to shrug off injuries. The Rallying Warcry feat is a powerful force of inspiration to one’s companions, making them as stalwart as seasoned veterans and as unshakable as a stone wall.

Usage: To use this feat, spend 1 SP and say “Rallying Warcry”! Whirlwind 10 AP!”. You and all Comrades-in-arms within a one-handed weapon’s reach of you, gain 10 AP (Armor Points) that are the first to be depleted by damage. These AP will stack with all other AP except the AP granted by this Feat. Also, the AP granted by “Rallying Warcry” lasts until all enemies are routed, destroyed or are otherwise rendered harmless to the Warrior and his allies.

If you have a two-handed weapon, you may use this to determine the extent of your reach, but you must have one hand holding the middle of weapon to make its reach comparable to a one-handed weapon’s.

For each Warcry feat you have besides Rallying Warcry, the power of this feat is improved by 3 AP to a maximum of 25 AP granted.

COMPLEX FEATS

Break Force

1 SP
Complex, Force Defense

Description: While most Force effects are not dangerous by themselves, they can lead to perilous circumstances. Even the most slippery of Rogues are at a severe disadvantage when their feet are bound by a Snare and many a Warrior has lamented being thrown into a pit by an unfortunate Knockback. The Break Force feat allows you to break through any binding or repelling force through sheer willpower and persistence.

Usage: To use this feat, you must spend 1 SP and say “Break Force” in response to a Force attack (such as a Grapple, a Snare, a Shackle or a Knockback effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Endure Pain

1 SP
Complex, Pain Defense

Description: Pain effects are one of the more debilitating of Control effects; they can disable, hamper or even completely paralyze the recipient. Learning this feat involves intense training and discipline so that the character can place mind above body and with simple willpower – ascend above the agony that his or her body is suffering.

Usage: To use this feat, you must spend 1 SP and say “Endure Pain” in response to a Pain attack (such as a Cripple Limb, a Daze or a Stun effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Howl of Terror

Requires: Banner of Battle skill and Comrade-in-Arms skill
1 SP
Complex, Warcry, Fear (Mortal)

Effect: A Warrior blooded and true can be a terrifying presence on the field of battle. Those who recognize her coat of arms or her features may hesitate before engaging her in melee. But there are those slayers so steeped in bloodlust and valor whose very voice can break the ranks of all but the most hardened of opposition. A Warrior with this feat can literally strike fear into the hearts of an enemy, causing that enemy to irrationally rout from the Warrior’s presence.

Usage: To use this feat, spend 1 SP and then perform a melee attack while saying “Fear 30” in mid-swing. If you hit, your target is afflicted with intense fright for 30 seconds – they must flee from you as quickly and as safely as possible and they cannot strike you even if they are cornered.

Resist Charm

1 SP
Complex, Charm Defense

Description: There are many monsters and people in the world that can bend the minds of others through words or spell. This feat exists to combat such creatures, calling upon one’s inner reserves of energy to tear away fabrications and manipulations – to unveil the truth of things. This is especially useful for characters who dislike being fooled or being deceived.

Usage: To use this feat, you must spend 1 SP and say “Resist Charm” in response to a Charm attack (such as a Suggestion, a Befriend, a Pacify or a Taunt effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Spurn Death

1 SP
Complex, Mortal Defense

Description: There is magic in the world that can attack one’s soul directly. Sometimes, this power is used to Dominate the will of others, to usurp command of their bodies from their spirits. Other times, this power is used to scar the souls of others through fear and terror. The Spurn Death feat exists to take intense spiritual training and relentless determination, to bind it with will
and to say “no” to these spiritual assaults.

Usage: To use this feat, you must spend 1 SP and say “Spurn Death” in response to a Mortal attack (such as a Fear, a Weakness or a Dominate effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.

Staggering Strike

1 SP
Complex, Melee or Ranged, Daze (Pain)

Description: By striking your enemy with a powerful blow that shudders their bones, you can inflict so much pain upon them that they are temporarily unable to utilize advanced martial techniques or cast spells. This tactic is especially useful for those who want to disable their enemy’s defenses before unleashing a powerful series of attacks.

Usage: To use this feat, spend 1 SP and then perform a melee attack while saying “Daze 30” in mid-swing. If you hit, your enemy is afflicted by a Daze effect and cannot use Spells or Feats for 30 seconds; they can fight normally otherwise.

If you are performing Staggering Strike as a ranged attack, then you must Aim before you use it.

Great-Weapon Mastery skill, Blade Mastery skill and Axe Mastery skill: You can attempt to forgo the SP cost of this Feat (0 SP) by softening the defenses of your enemy first.

To do this, strike the targeted limb up to three times with your weapon, saying “Dazing 1″, ” Dazing 2″ and ” Dazing 3″ at the first, second and third strike respectively (these attacks do not do damage). After that, you may perform the discounted Daze attack which only lasts for 10 seconds instead of 30.

This all must be done with the correct weapon type (a Blade Master must use a Sword or a Dagger, etc). Also, If you take any damage or Control effect while attempting to cripple your enemy’s limb, you must start again at “Daze 1”. Likewise, if you hit the wrong limb or body part at any point, you must start again.

Stirring Warcry

Requires: Banner of Battle skill, Comrade-in-Arms skill, Spurn Death feat and Resist Charm feat
1 SP
Complex, Warcry, Whirlwind Remove Charm/Fear

Description: It is said that a strong leader can fortify the hearts and minds of his troops. This Feat reflects such a quality, instilling morale and clarity into the minds of a Warrior’s companions. Gone is Fear and gone is Deception – what is left is the truth of the battlefield: victory or death!

Usage: To use this feat, spend 1 SP and say “Stirring Warcry”! Whirlwind Remove Charm and Fear!”. You will affect yourself and any Comrade-in-arms within the reach of a one-handed weapon at the point in time. If you have a two-handed weapon, you may use this to determine the extent of your reach, but you must have one hand holding the middle of weapon to make its reach comparable to a one-handed weapon’s.

Any Charm effect (such as Pacify or Befriend) or Fear effect is immediately removed from you and your nearby Comrades-in-arms.

ERUDITE FEATS

Sundering Strike

Requires: Great Strength skill
2 SP
Erudite, Melee, Sunder Weapon or Shield

Description: You have learned exactly how to strike a weapon or a shield so that it sunders and splits in the middle of combat, rendering it unusable and its wielder vulnerable. By combining your willpower and your skill into one ferocious strike that hits an object’s weak point, you can break it.

Usage: To use this feat, spend 2 SP and make a melee attack while saying “Sunder Weapon” or “Sunder Shield” in mid-swing  – you must accurately hit your opponent’s weapon or shield. If you successfully hit your target, you break the weapon or the shield that you were targeting. If you hit your target’s body instead, this attack has no effect.

The Parry feat or the Block feat cannot be used to defend against this attack.

A broken weapon can still be used to attack and defend, but it does 1 point of damage with each strike. A broken shield, however, is a liability; if struck, the shield-bearer must take the damage or Control effect.

A weapon that is field-repaired will do its normal amount of damage minus one until fully repaired. A shield that is field-repaired will operate at its normal capacity.

Discipline Feats

The Discipline Feats require mastery of a fighting style or a weapon-type and are the apex of such learning. These Feats are exhausting and perilous to perform, taxing the stamina and the vitality of their performers.

Their power, however, cannot be denied. These Feats represent the peak of martial prowess and therefore allow a Warrior to execute maneuvers and techniques that seem supernatural and incredible to casual observers.

Discipline of the Lotus

Requires: Blade Mastery skill
1 SP and 10 HP
Erudite, Martial Discipline, Melee

Description: The Discipline of the Lotus has its roots in the sword-sages of the Obsidian Kingdom of Kenrei and among the Elves of Callas Selvarion. The former attributes it to Sung Su, the most well-known philosopher and tactician of his time. The Silver Elves grant this honor to the Sun God Athalarian Verathul – who gave it to his champions in order to smite the darknesses lurking in the world.

Despite the ambiguity of its origins and the controversy of its lineage, the Discipline of the Lotus is a technique that few others can even match -it taps deep into a Warrior’s inner strength to deliver 3 strikes of increasing deadliness.

Usage: To use this feat, spend 1 SP and sacrifice 10 HP then loudly say “Discipline of the Lotus”; your next 3 melee attacks with a Sword or a Dagger within 10 seconds are empowered by your invincible prowess, inflicting “10 damage” the first strike, “20 damage” with the second and “30 damage” with the third . If your HP sacrifice brings you to 0 HP, then you are also immediately affected by a Killing Blow – which brings you to your Critical Death Count.

Afterwards, you are Dazed for 30 seconds.

Once you use the Discipline of the Lotus, you cannot use it again until you complete a Short Rest.

Discipline of the Maker

Requires: Mace Mastery skill
1 SP and 10 HP
Erudite, Martial Discipline, Melee

Description: The secrets of this technique once lay exclusively with the Dwarven Race; but Pullo Shaggrath decided to teach it to anyone that could match his price. Thusly, the Discipline of the Maker, sometimes known as the Crushing Fists of the Maker,  spread across the finest Warriors of Midworld.

Although its name invokes the patron god of the Dwarves, the technique has lost most of its religious trappings except for the almost god-like strength that it momentarily grants its user. With two swift blows, the Discipline of the Maker can shatter a shield or a weapon and then inflict horrendous injuries upon the wielder
of that weapon or shield.

Usage: To use this feat, spend 1 SP and sacrifice 10 HP then loudly say “Discipline of the Maker”; perform two melee attacks with a Mace or a Hammer within 10 seconds: the first will inflict “Sunder Weapon” or “Sunder Shield” and the second will inflict “30 damage”. If your HP sacrifice brings you to 0 HP, then you are also immediately affected by a Killing Blow – which brings you to your Critical Death Count.

Afterwards, you are Dazed for 30 seconds.

Once you use the Discipline of the Maker, you cannot use it again until you complete a Short Rest.

Discipline of the Mountain

Requires: Armor Mastery skill
1 SP
Erudite, Martial Discipline, Melee

Description: The Discipline of the Mountain is said to have been created by Ixus, the first King of the Misty Kingdom of Ixia. The Stone Dwarves contest this claim, believing that this Discipline was given to them by the Maker. The Jotunbrud considers both Kingdoms as weaklings and liars – they know for a fact that the Discipline of the Mountain has been with them from even before the coming of the Jotun. Because this Discipline is found usually with the experienced Warriors of all three Kingdoms, the veracity of its creation is exceedingly difficult to confirm.

Whatever its origins, the Discipline of the Mountain grants its user the tenacity and resilience of stone itself. Not only does the user of this Discipline become momentarily invulnerable, but they also recover some of their lost vitality.

Usage: To use this feat, spend 1 SP and say “Discipline of the Mountain”; for the next 10 seconds, the damage of all attacks against you is reduced to 1, signify this invulnerability by counting “Minimal 1, Minimal 2…Minimal 10”. At the end of this count, you may say “Heal 10” and regain up to 10 HP as your heroic spirit fills you with vigor and power.

While affected by this Feat, you can only move at a slow walk (1 step every 2 seconds) and you cannot attack or perform any other action beyond walking.  Furthermore, you are immune to all Control effects unless those Control effects are Master or Irresistible effects. If you are hit by the appropriate Bane damage (Mortal-bane for all player characters but also Demon-bane for Nightkin and Spirit-bane for Beastlings) however, the effects of this Feat are ended prematurely and you suffer the Daze effect outlined below.

After this Feat has been finished, you are Dazed for 30 seconds.

Once you use the Discipline of the Mountain, you cannot use it again until you complete a Short Rest.

Discipline of the Oak

Requires: Pole-arm Mastery skill
1 SP and 10 HP
Erudite, Martial Discipline, Melee

Description: The Discipline of the Oak has its roots buried in the mists of antiquity. No Kingdom has a solid claim of its invention and its secrets are known to many a master Warrior. Some scholars believe that its was perfected by peasant warriors or perhaps by the ancient Empire of Wyrd – but no substantial evidence supports their claims.

An effective feat despite its mysterious origins, the Discipline of the Oak allows a Warrior to expertly turn aside a blow – even spells are deflected by this masterful technique – before inflicting a massive amount of damage upon a user’s assailant.

Usage: To use this feat, when you are hit by a melee, ranged or spell attack from the front or side, spend 1 SP and respond with “Discipline of the Oak” to negate it. Afterward, your next melee attack with a pole-arm or staff within 10 seconds will inflict “30 damage” on the source of the attack.

Afterwards, you are Dazed for 30 seconds.

Once you use the Discipline of the Oak, you cannot use it again until you complete a Short Rest.

Discipline of the Protector

Requires: Shield Mastery skill
1 SP
Erudite, Martial Discipline, Melee

Description: Although this rare technique can be found across Midworld, the Pendrakken believe that Luther von Pendrakken that perfected it and taught it to the knights under his command. The stories of this Discipline’s creation correspond with the tales told of Luther’s selflessness and might. One such tale speaks of an attack upon Luther during his travels; his attackers, a hundred Jotunbrud raiders charging in formation, were completely scattered when Luther and his comrades used this feat to destroy their offensive.

The Discipline of the Protector is a potent defensive technique that can shield the user and those around him from attack, following it up with several strikes that can repel would-be assailants and shatter their offensive line.

Usage: To use this feat, when you are hit by a melee, ranged or spell attack, spend 1 SP and respond by saying “Discipline of the Protector” to negate it. You can also negate an attack on a nearby ally by touching him or her with your weapon as you say “Discipline of the Protector”. Afterward, you may perform up to three melee attacks that each inflict a “Knockback 10”.

This feat can also be used to negate the effects of a Whirlwind-type attack upon yourself and everyone within arm’s reach of you.

Afterwards, you are Dazed for 30 seconds.

Once you use the Discipline of the Protector, you cannot use it again until you complete a Short Rest.

Discipline of the Reaper

Requires: Axe Mastery skill
1 SP and 10 HP
Erudite, Martial Discipline, Melee

Description: The Corpse Kingdom of Gotterdammerung claims to have created this deadly Discipline, although its secrets have since spread across Midworld. The Gotterdammerung believe that this technique originated from the merciless style of King Gregor the Iron Wolf, who would eventually found Krieger Eisenwulf.

The Discipline of the Reaper combines a Warrior’s pure willpower, martial talent and an intent to kill into a lethal reaping strike. Hiding behind one’s shield or parrying with one’s weapon is no protection against this Discipline and masterfully skilled Warriors have been cleaved in twain by the terrible devastation it causes.

Usage: To use this feat, spend 1 SP and sacrifice 10 HP then loudly say “Discipline of the Reaper”; your next melee attack with an Axe or a Scythe within 10 seconds will inflict “Piercing! 50 damage” – bypassing the defense of your target’s shield and weaponry. If your HP sacrifice brings you to 0 HP, then you are also immediately affected by a Killing Blow – which brings you to your Critical Death Count.

If you miss, or the attack was negated, you may say “Reaper’s Backswing” and then make a melee attack than inflicts “30 damage”.

Afterwards, you are Dazed for 30 seconds.

Once you use the Discipline of the Reaper, you cannot use it again until you complete a Short Rest.

Discipline of the Storm

Requires: Dual-Weapon Mastery skill
1 SP and 10 HP
Erudite, Martial Discipline, Melee

Description: The Discipline of the Storm’s origins are less considered when compared to its flashy stylings. The user of this Discipline appears to be surrounded by whirling steel and shimmering metal. It is as popular as it is deadly and difficult to master. Those who have learned to wield the power granted by this feat can add incredible power to their strikes at some cost to their speed.

Whatever its appearance or popularity, this Discipline allows a Warrior to enter a stance that empowers their attacks but slows their movement. Lastly, a Warrior using the Discipline of the Storm can perform a “Storm of Steel” that instantaneously strike all nearby creatures with a deadly weapon strike.

Usage: To use this feat, spend 1 SP, sacrifice 10 HP and loudly say “Discipline of the Storm! 10 AP!”. You are then under the effects of the Discipline of the Storm feat with the following benefits and limitations:

          Dangerous Sacrifice: If your HP sacrifice brings you to 0 HP, then you are also immediately affected by a Killing Blow – which brings you to your Critical Death Count.

          Dual Weapons only: You must be wielding one weapon in each hand to benefit from the Discipline of the Storm feat.

          10 AP: You are granted 10 Armor Points that stack on top of any AP and HP you have; these AP are the absolute first to be depleted. When these Armor Points are depleted, the you lose all the benefits of this feat.

          Cannot Run: While benefitting from this Feat, you can only move at a deliberate pace (1 step every second).

          Flourish +3: All of your normal melee attacks are augmented: they inflict your normal damage +3 but are slower to strike because they must be prefaced with the word “Flourish” (e.g. “Flourish 10 damage”) with each swing. Only Normal attacks are affected by this feat.

          Storm of Steel: You may choose to end the Discipline of the Storm prematurely, saying “Storm of Steel” and then say “Whirlwind 15 damage!”. You inflict “15 damage” upon everyone within a one-handed weapon’s reach, extend your longest weapon out and downward to determine who you affect. You then suffer the effects below.

          The Discipline ends: If you move too quickly, lose all 10 AP or use “Storm of Steel”, the Discipline of the Storm will end. You are immediately affected by a Daze for 30 seconds.

Once you use the Discipline of the Storm, you cannot use it again until you complete a Short Rest.

 

Discipline of the Titan

Requires: Great Weapon Mastery skill
1 SP and 10 HP
Erudite, Martial Discipline, Melee

Description: This Discipline is known by many mighty Warriors in Midworld, although the Jotunbrud and the Grellken each claim to have created it. The Jotunbrud claim to have been taught its fighting methods by the sons and daughters of Ymir while the Grellken believe that this technique was created by King Grellken who was cast out of Ixia for his fighting prowess. The Discipline of the Titan focuses on the control and the power inherent in the Great Weapon fighting style, focusing the user’s energies into powerful, penetrating attacks.

 Thusly, those who use this feat are imbued with a prodigious might that allows their strikes to pierce even the stoutest of shields with shivering force. The Discipline of the Titan can even provide its user with the resilience of its namesake, allowing a Warrior to shrug off a powerful attack with nothing more than a grunt.

Usage: To use this feat, spend 1 SP, sacrifice 10 HP and loudly say “Discipline of the Titan! 10 AP!”. You are then under the effects of the Discipline of the Titan feat with the following benefits and limitations:

          Dangerous Sacrifice: If your HP sacrifice brings you to 0 HP, then you are also immediately affected by a Killing Blow – which brings you to your Critical Death Count.

          Great Weapons only: To benefit from this feat, you must be wielding a two-handed or bastard-type weapon in two hands.

          10 AP: You are granted 10 Armor Points that stack on top of any AP and HP you have; these AP are the absolute first to be depleted. When these Armor Points are depleted, the you lose all the benefits of this feat.

          Slow Walk only: While benefitting from this Feat, you can only move at a slow pace (1 step every 2 seconds).

          Piercing attacks: All of your normal melee attacks are augmented: they will damage the wielders of shields and weaponry that you hit but are slower to strike because they must be prefaced with the word “Piercing” (e.g. “Piercing 5 damage”) with each swing. Only normal attacks may be affected by this Feat.

          Skin of the Titan: You may choose to end the Discipline of the Titan prematurely, negating a melee, ranged or spell attack upon you. You may say “Skin of the Titan” to negate the attack and suffer the effects below.

          Discipline Ends: If you move too quickly, lose all 10 AP or use “Skin of the Titan”, the Discipline of the Titan will end. You are immediately affected by a Daze for 30 seconds.

Once you use the Discipline of the Titan, you cannot use it again until you complete a Short Rest.

 

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Discipline of the Wind

Requires: Einhander Mastery skill
1 SP and 10 HP
Erudite, Martial Discipline, Melee

Description: Callas Silverion, the Riverfolk and the Labyrinthium – all these and more claim to have invented the Discipline of the Wind, but none of these claimants are as loud and as charming as Aetherion the Smiling Sword. This Silver Elf claims to have invented the Discipline of the Wind from a dream that came to him while he slept and that anyone who is skilled enough to impress him is skilled enough to learn it from him… but according to all reports, he has taught no one this Discipline.

Those who have learned the Discipline of the Wind, however, are able to harness finesse and precision into their strikes. This allows them to swing and thrust with greater power, albeit with some slowness due to the flourishes that this technique requires. The “Strike of Four Winds” is one of the greater portions of this Discipline, as it allows a character to perform an powerful attack that usually ends up concluding the life of whomever it hits.

Usage: To use this feat, spend 1 SP, sacrifice 10 HP and loudly say “Discipline of the Wind! 10 AP!”. You are then under the effects of the Discipline of the Wind feat with the following benefits and limitations:

          Dangerous Sacrifice: If your HP sacrifice brings you to 0 HP, then you are also immediately affected by a Killing Blow – which brings you to your Critical Death Count.

          Einhander only: You can only benefit from the Discipline of the Wind feat if you wielding a one-handed weapon and no other weapon or shield.

          10 AP: You are granted 10 Armor Points that stack on top of any AP and HP you have; these AP are the absolute first to be depleted. When these Armor Points are depleted, the you lose all the benefits of this feat.

          Dodge bonus: While benefitting from this Feat, you can only move at any pace and the Dodge feat will cost you only 1 SP.

          Flourish +3: All of your normal melee attacks are augmented: they inflict your normal damage +3 but are slower to strike because they must be prefaced with the word “Flourish” (e.g. “Flourish 10 damage”) with each swing. Only Normal attacks are affected by this feat.

          Strike of Four Winds: You may choose to end the Discipline of the Wind feat prematurely, by saying “Strike of Four Winds” and immediately following it with a melee attack that inflicts “30 damage”.

          If you lose all 10 AP or voluntarily choose to, the Discipline of the Wind will end. You are immediately affected by a Daze for 30 seconds.

Once you use the Discipline of the Wind, you cannot use it again until you complete a Short Rest.