Level | Cost | Abilities |
---|---|---|
— | ||
1 | — | Feat of Agility: 1/day, Coordination |
2 | 15 CP | Feat of Agility: 2/day, Ambidexterity |
3 | 30 CP | Feat of Agility: 3/day, Finesse |
4 | 45 CP | Greater Feats of Agility, Surefoot |
5 | 60 CP | Heroic Feats of Agility, Dervish |
6 | 75 CP | Legendary Grace |
Using a Feat of Agility is called as “Feat of Agility,” or simply “Agility.” In the case of “physical challenges” like jumping stones, a character must normally land entirely within the boundaries of the “stone” in order to keep their feet. With a feat of agility, they may—very quickly—reposition themselves after jumping, if such is not the case. Using a feat to ignore a misstep into a wall or circle will not allow the character to pass through such barriers, only to reposition themselves without taking effects.
Level | Cost | Abilities |
---|---|---|
Prowess = Trait Level + Highest Combat Skill | ||
1 | — | Feat of Strength: 1/day, Capable |
2 | 15 CP | Feat of Strength: 2/day, Hand-and-a-Half |
3 | 30 CP | Feat of Strength: 3/day, Heavy Arm |
4 | 45 CP | Greater Feats of Strength, Mighty |
5 | 60 CP | Heroic Feats of Strength, Titanic |
6 | 75 CP | Legendary Power |
Unless stated otherwise, Feats of Strength abilities are called as “Feat of Strength.” Feat of Strength-based Power Strikes do 2 damage or use the highest PS the character may call with the weapon they are wielding. Heavy Weapons and other Power Strike enhancers all modify this ability, as normal. Breaking a Bind, Shackle, or Slow effect is called as “Strength 1, Strength 2, Strength 3,” over the course of 3 seconds. It takes 3 FoStrength delivered within 1 minute to break most simple locks.
If someone is attempting to enter a door, you may not hold it closed against them unless you call a Feat of Strength. If you do so, you can hold it closed as long as you maintain contact with the door. If they call one or more FoS in response to yours, they may open the door unless you exceed the number of feats called against you. Essentially, the “defender” loses in the event of a tie.
If a Greater FoS is called, only a Greater or Heroic feat may be used to counter it; no number of basic FoS will have any effect. If a Heroic FoS is called, only a Heroic feat may be used to counter it; no number of basic or Greater FoS will have any effect. You may only use strength to hold an unlocked door closed. If the door is locked, only the lock/door itself will resist attempts at entry, and a Broken door cannot be held closed in any way, shape, or form. Multiple characters may call feats on any side of a contested door; these are treated exactly as if they came from one person.
A Mighty Blow does twice a character’s normal Power Strike damage and may not be Parried or Deflected. Complex Locks can be broken by spending 3 Greater feats within 1 minute.
Superior and Mad Tinker’s locks may be broken by spending 3 or 6 Heroic Feats, respectively.
Level | Cost | Abilities |
---|---|---|
Vitality = Trait Level | ||
1 | — | Feat of Toughness: 1/day, Hale |
2 | 15 CP | Feat of Toughness: 2/day, Tenacious |
3 | 30 CP | Feat of Toughness: 3/day, Steadfast |
4 | 45 CP | Greater Feats of Toughness, Oxheart |
5 | 60 CP | Heroic Feats of Toughness, Indomitable |
6 | 75 CP | Legendary Fortitude |
Unless stated otherwise, a Feat of Toughness ability is simply called as “Feat of Toughness.” The increased healing from using a feat lasts until the character is fully healed of their injuries or they take another wound.
Limb wounds that are ignored with Greater Feats of Toughness do not hinder a character’s actions in any way. This ability may not be used if a character takes 4 limb wounds, however, as they instantly take a Torso Wound in that case.
Note that the Vitality restoration does not restore Magical Protection or Armor values.
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