Over at tenletter, there are some example abilities for Fighters to take when they have leader training. This reminded me of some of the more fun feats that my players chose for their characters in the Compromise and Conceit campaign, and which I thought I would reproduce here. These feats are sometimes overpowered, either because they were given at first level or because I like people to have feats which add to the character, even if they’re nasty. Each feat described below also includes the name and “class” of the character who used it.

Powerful Voice (Anna Labrousse, enchantress)

Can be used 3 times / day, using a presence vs. will challenged skill check. The target suffers a suggestion-like effect for 1 round per point of failure (Max. duration=Anna’s level).

Infernal Tango (Lord Merton St. Helier, sybarite)

Lord Merton and Russell Ganymede, his batman, have an almost supernatural understanding of each others’ moves in combat. Whenever Merton is able to use his ranged weapon, he gains an attack of opportunity against a single target in melee combat with Russell Ganymede.

Infernal Synergy (Lord Merton St. Helier, sybarite; and Russell Ganymede, his faithful batman)

This feat must be taken by both Merton and Russell; it extends their innate understanding of each others’ combat style, and enables each of them to gain a +2 attack bonus when fighting attacking someone who is engaged in melee combat with their ally. This also applies to ranged attacks.

Horrid Death (Dave Black, King’s Torturer)

If Dave delivers a killing blow, he can choose to kill his opponent in such a horrid and gruesome fashion that all allies of the target who witness his/her/its death must immediately suffer a will vs. presence challenged skill attack. If they fail, they are shaken and suffer a -2 to all actions for 1 round per point of failure.

Torturer’s Tale (Dave Black, King’s Torturer)

Once per day, Dave can touch one target and, on a successful will vs. presence check, learn the truthful answer to 1 question.

Locking eyes with the Damned (Father David Cantrus, Jesuit)

Cantrus catches the eye of another spellcaster in order that both parties can appreciate the inevitable damnation of their souls, reflected in the eyes of another destined for the same flames. If Cantrus succeeds in a challenged will vs. will skill check, he and the target are unable to cast any magic until Cantrus deliberately breaks eye contact. The effect can work around corners/through walls if there is a mirror or other reflection by which they can be seen. The target takes 1 fatal wound every round that they fail a will vs. will challenged skill check, thus hastening their descent into hell. The target may yell for aid from fellows, but cannot cast spells or attack Cantrus, though they can attempt to move to escape Cantrus. Cantrus can move, but cannot attack or cast spells.

Because some of these feats were chosen at quite high level, I didn’t put any particular pre-requisites on them. Had I been writing them from the very first, I would obviously make some of them have attack bonus and feat pre-requisites. They were also intended, obviously, to personalise the PCs and make the player’s vision more personalised. In fact, some of these feats – particularly Locking Eyes with the Damned and Powerful Voice – were not used as much as expected. After Cantrus took Locking Eyes with the Damned, I chose battle with the final enemy to depend on it.
The remaining PC, Brian the Woodsman, didn’t have many specialist feats but he did have to regrow one of his arms, which was reformed in a dark ritual of faerie magic so that he had a massive, thick-thewed limb of wood and moss, wreathed in shadow. With this limb he could cast a spell, The Long Arm of the Lore, which I also describe here.

The Long Arm of the Lore

Range: Touch

DC: 25

Challenged: vs. Spellcraft

Effect: Brian’s shadow-wreathed arm grips the target and wraps them in a flickering halo of shadowy force drawn straight from the depths of the Faerie kingdom. For 1 rd + 1 rd per point of success, the targeted spell-user loses the ability to use their spellcraft skill in casting spells, but must instead rely on will.

As an example of this spell in action, Anna Labrousse finished the campaign with a spellcraft skill total of 21, and a will of 2. This significantly reduces her ability to successfully cast higher level spells. In future iterations of my system, it is likely that all secondary skills will be closer to primary skills, so an equivalent Anna Labrousse would have a will of about 10-12. This would still vastly reduce her power to cast more serious enchantments, like her infamous Grendel’s Demise. Sadly, the campaign finished before Brian got a good chance to use this spell.