(Note: Each skill feat can be taken no more than one time)
AGILE
You possess exceptional balance, coordination, and quickness of movement, receiving +1 to your agility rolls.
Cost: 1 point
ACROBAT
Your agility borders on the extraordinary, allowing feats of balance and dexterity few can match. As a result, you receive an additional +2 to your agility rolls. Requires an agility modifier of 4 or higher.
Cost: 1 point
ANIMAL HANDLER
You possess considerable skill in understanding, caring for, and working alongside animals, receiving +1 to your animal handling rolls.
Cost: 1 point
ANIMAL WHISPERER
Animals seem unusually responsive to your presence, often displaying trust and obedience beyond what others can achieve. As a result, you receive an additional +2 to your animal handling rolls. Requires an animal handling modifier of 4 or higher.
Cost: 1 point
ATHLETIC
You possess exceptional physical conditioning, coordination, and endurance, receiving +1 to your athletics rolls.
Cost: 1 point
CHAMPION
Your physical prowess is the envy of rivals and the admiration of peers. As a result, you receive an additional +2 to your athletics rolls. Requires an athletics modifier of 4 or higher.
Cost: 1 point
CUNNING
You possess a talent for navigating intrigue, exploiting opportunities, and advancing your interests through careful calculation, receiving +1 to your cunning rolls.
Cost: 1 point
SHREWD
Your keen judgment and practical cunning allow you to consistently turn situations to your advantage. As a result, you receive an additional +2 to your cunning rolls. Requires a cunning modifier of 4 or higher.
Cost: 1 point
DECEPTIVE
You are adept at concealing the truth and misleading others, receiving +1 to your deception rolls.
Cost: 1 point
PREVARICATOR
Falsehood comes as naturally to you as truth does to most people. As a result, you receive an additional +2 to your deception rolls. Requires a deception modifier of 4 or higher.
Cost: 1 point
EDUCATED
You have devoted considerable time to study and education, receiving +1 to your education rolls.
Cost: 1 point
SCHOLAR
Your knowledge spans subjects beyond the grasp of most learned individuals. As a result, you receive an additional +2 to your education rolls. Requires an education modifier of 4 or higher.
Cost: 1 point
HISTORIAN
You have dedicated yourself to the study of past events, traditions, and the stories that shaped them, receiving +1 to your history rolls.
Cost: 1 point
ARCHIVIST
Your knowledge of records, lineages, histories, and ancient accounts is exceptional. As a result, you receive an additional +2 to your history rolls. Requires a history modifier of 4 or higher.
Cost: 1 point
INSIGHTFUL
You possess a talent for understanding people, situations, and hidden meanings that others often overlook, receiving +1 to your insight rolls.
Cost: 1 point
INTUITIVE
Your instincts and experience allow you to grasp motives, intentions, and likely outcomes with remarkable accuracy. As a result, you receive an additional +2 to your insight rolls. Requires an insight modifier of 4 or higher.
Cost: 1 point
INTIMIDATING
You are unsettling and intimidating, receiving +1 to your intimidation rolls.
Cost: 1 point
FEARSOME
Your reputation and presence inspire genuine fear in others. As a result, you receive an additional +2 to your intimidation rolls. Requires an intimidation modifier of 4 or higher.
Cost: 1 point
NATURALIST
You have studied the flora, fauna, and natural forces that shape the world around you., receiving +1 to your nature rolls.
Cost: 1 point
NEMOPHILIST
Your understanding of the natural world rivals that of the most learned students of nature. As a result, you receive an additional +2 to your nature rolls. Requires a nature modifier of 4 or higher.
Cost: 1 point
PERCEPTIVE
You are quick to notice details, movements, and irregularities within your surroundings, receiving +1 to your perception rolls.
Cost: 1 point
VIGILANT
Little escapes your attention, whether it be danger, deception, or subtle changes in the world around you. As a result, you receive an additional +2 to your perception rolls. Requires a perception modifier of 4 or higher.
Cost: 1 point
PERFORMER
You possess talent in entertaining, captivating, or inspiring an audience, receiving +1 to your performance rolls.
Cost: 1 point
VIRTUOSO
Your performances are remembered long after the final note or word. As a result, you receive an additional +2 to your performance rolls. Requires a performance modifier of 4 or higher.
Cost: 1 point
PERSUASIVE
You are skilled at convincing others to see matters from your perspective, receiving +1 to your persuasion rolls.
Cost: 1 point
COMPELLING
Your words carry extraordinary influence and are difficult to ignore. As a result, you receive an additional +2 to your persuasion rolls. Requires a persuasion modifier of 4 or higher.
Cost: 1 point
PIOUS
You have devoted yourself to the study of faith, doctrine, and religious tradition, receiving +1 to your religion rolls.
Cost: 1 point
DEVOUT
Your dedication to your faith is unwavering, earning the respect of fellow believers and clergy alike. As a result, you receive an additional +2 to your religion rolls. Requires a religion modifier of 4 or higher.
Cost: 1 point
STEALTHY
You are adept at avoiding notice and moving unseen, receiving +1 to your stealth rolls.
Cost: 1 point
IMPERCEPTIBLE
Your ability to remain unnoticed borders on the uncanny. As a result, you receive an additional +2 to your stealth rolls. Requires a stealth modifier of 4 or higher.
Cost: 1 point
SURVIVOR
You possess the practical skills necessary to endure hardship and adversity, receiving +1 to your survival rolls.
Cost: 1 point
PATHFINDER
You can navigate dangers and wildernesses that would defeat most travelers. As a result, you receive an additional +2 to your survival rolls. Requires a survival modifier of 4 or higher.
Cost: 1 point
INSPIRING
Your confidence and example inspire others to perform beyond their ordinary limits, receiving +1 to your warfare rolls.
Cost: 1 point
COMMANDING
You possess the authority, presence, and military acumen expected of a capable leader.. As a result, you receive an additional +2 to your warfare rolls. Requires a warfare modifier of 4 or higher.
Cost: 1 point
EXPERTISE
You have devoted additional time and effort toward mastering a particular field of study or practice. Select one skill. That skill receives a +1 bonus.
Cost: 1 point
SPECIALIST
You possess exceptional talent within a chosen field, refining your abilities beyond those of most practitioners. Select one skill. That skill receives a +2 bonus.
Cost: 2 points
LITERATE
Though uncommon among the smallfolk, you have learned to read and write. Whether taught by a septon, merchant, maester, or family member, your education sets you apart from your peers. You gain a +1 bonus to Education rolls. Additionally, your character is capable of reading and writing one language. This feat is intended primarily for smallfolk characters, as literacy is assumed for most nobles, maesters, and similarly educated backgrounds.
Cost: 1 Point
EIDETIC MEMORY
Your memory is exceptional, allowing you to recall details, conversations, and passages with uncanny precision. Once per day, you may re-roll a failed Education, History, or Insight roll and take the higher result. Requires Education 3.
Cost: 1 Point
KEEN MIND
You possess a sharp and disciplined intellect, allowing you to absorb and retain knowledge more effectively than most. You gain a +1 bonus to both Education and Cunning rolls.
Cost: 2 Points
LUCKY
Fortune seems to favor you when it matters most. Once per day, you may re-roll any single roll and take the higher result.
Cost: 2 Points
FAITHFUL
Your faith is unwavering, providing comfort, guidance, and conviction in times of uncertainty. You gain a +1 bonus to both Religion and Insight rolls.
Cost: 2 Points
WELL-READ
Years spent studying dusty tomes and ancient records have filled your mind with knowledge of the past. You gain a +1 bonus to both Education and History rolls.
Cost: 2 Points
COURTIER
You have spent years navigating the intrigues and etiquette of noble courts, learning both what people say and what they truly mean. You gain a +1 bonus to both Persuasion and Insight rolls.
Cost: 2 Points
WORLDLY
Travel, trade, and experience have exposed you to a wide variety of people, cultures, and situations. You gain a +1 bonus to both Cunning and Persuasion rolls.
Cost: 2 Points
WOODSMAN
You are at home beneath the open sky and among the wild places of the world. You gain a +1 bonus to both Nature and Survival rolls.
Cost: 2 Points
OBSERVANT
Little escapes your notice. You are adept at spotting hidden details and reading the intentions of others. You gain a +1 bonus to both Perception and Insight rolls.
Cost: 2 Points
VETERAN OF WAR
Years of campaigning have taught you both how battles are fought and how soldiers think. You gain a +1 bonus to both Warfare and Intimidation rolls.
Cost: 2 Points
THEOLOGIAN
You have devoted years to the study of scripture, doctrine, and religious history. You gain a +1 bonus to both Religion and Education rolls.
Cost: 2 Points.
(Note: Each Ability Feat can be taken no more than one time)
STRONG
You possess exceptional physical strength beyond that of most individuals. All Strength-based skills receive a +1 bonus.
Cost: 4 points
STALWART
Your physical might is the envy of rivals and the admiration of peers. As a result, all Strength-based skills receive an additional +2 bonus. Requires a Strength modifier of 4 or higher.
Cost: 6 points
DEXTEROUS
You possess remarkable coordination, agility, and control over your movements. All Dexterity-based skills receive a +1 bonus.
Cost: 4 points
GRACEFUL
Your movements are exceptionally fluid, precise, and refined. As a result, all Dexterity-based skills receive an additional +2 bonus. Requires a Dexterity modifier of 4 or higher.
Cost: 6 points
INTELLIGENT
You possess a sharp and capable mind, allowing you to absorb and apply knowledge with ease. All Intelligence-based skills receive a +1 bonus.
Cost: 4 points
ERUDITE
Your knowledge and understanding surpass those of most learned individuals. As a result, all Intelligence-based skills receive an additional +2 bonus. Requires an Intelligence modifier of 4 or higher.
Cost: 6 points
WISE
You possess sound judgment and a keen understanding of the world around you. All Wisdom-based skills receive a +1 bonus.
Cost: 4 points
PERSPICACIOUS
Your insight and understanding are exceptionally keen, allowing you to perceive truths others often miss. As a result, all Wisdom-based skills receive an additional +2 bonus. Requires a Wisdom modifier of 4 or higher.
Cost: 6 points
CHARISMATIC
Your personality naturally draws the attention and interest of others. All Charisma-based skills receive a +1 bonus.
Cost: 4 points
ENCHANTING
Your presence is captivating and difficult to ignore. As a result, all Charisma-based skills receive an additional +2 bonus. Requires a Charisma modifier of 4 or higher.
Cost: 6 points
ABILITY TRAINING
Through dedicated effort and practice, you have improved one of your natural talents beyond its previous limits. Increase any one Ability by 1. May only be purchased once.
Cost: 4 Points.
EXCEPTIONAL TRAINING
Your dedication to self-improvement is extraordinary, allowing you to achieve levels of capability few ever reach. Increase any one Ability by 2. May only be purchased once.
Cost: 8 Points.
(Note: Each Misc. Feat can be taken as many times as specified in their descriptions)
RECUPERATIVE
For whatever reason, you heal faster than average, increasing your healing rate by 1 HP per week. May only be purchased once.
Cost: 1 Point.
REGENERATIVE
You heal exceptionally fast, increasing your healing rate by an additional 1 HP per week. May only be purchased once. Requires Recuperative
Cost: 3 Points.
HEALTHY
You are generally healthy, increasing your HP by 1. May be purchased up to three times.
Cost: 1 Point.
ROBUST
You are especially healthy, increasing your Maximum Health by 2. May only be purchased once. Requires Healthy.
Cost: 3 Points.
HARDY
Years of labor, hardship, and adversity have toughened your body beyond that of most people. You gain +3 HP. May only be purchased once. Requires Robust.
Cost: 6 Points
TOUGH
Your body is naturally resilient and resistant to physical shock, increasing your System Shock by 1. May be purchased up to three times.
Cost: 1 Point.
FORMIDABLE
Few things can bring you low. Your constitution allows you to endure tremendous punishment and strain, increasing your System Shock by 3. May only be taken once. Cost: 3 Points.
ALERT
You are always aware of your surroundings and quick to react to danger. You gain a +1 bonus to Initiative.
Cost: 1 Point
AXE FIGHTER I
Your skill with an axe allows you to land devastating strikes with greater accuracy. You receive a +1 bonus to attack rolls made when using an axe.
Requires a STR stat of 16.
Cost: 1 Point
AXE FIGHTER II
Your mastery of the axe allows you to exploit openings in your opponent's defenses. You receive an additional +2 bonus to attack rolls made when using an axe. Requires a STR stat of 18 and Axe Fighter I.
Cost: 3 Points
AXE FIGHTER III
A single blow from your axe can forever alter the course of a battle. When you roll a natural 20 while attacking with an axe, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Maimed defect unless another effect prevents it. Requires a STR stat of 20 and Axe Fighter II.
Cost: 6 Points
BLUDGEON FIGHTER I
Your strikes with clubs, hammers, and other bludgeoning weapons land with remarkable precision. You receive a +1 bonus to attack rolls made when using a bludgeoning weapon. Requires a STR stat of 16.
Cost: 1 Point
BLUDGEON FIGHTER II
You have learned to place your blows where they will do the greatest harm. You receive an additional +2 bonus to attack rolls made when using a bludgeoning weapon. Requires a STR stat of 18 and Bludgeon Fighter I.
Cost: 3 Points
BLUDGEON FIGHTER III
The force of your attacks is capable of ending a fight with a single devastating blow. When you roll a natural 20 while attacking with a bludgeoning weapon, your attack automatically inflicts maximum Degrees of Success damage and renders your opponent unconscious unless prevented by another effect. An unconscious opponent is considered defeated. Requires a STR stat of 20 and Bludgeon Fighter II.
Cost: 6 Points
BRAWLER I
You are skilled in the art of unarmed combat. You receive a +1 bonus to attack rolls made with unarmed attacks. Requires a STR stat of 16.
Cost: 1 Point
BRAWLER II
Your fists strike with practiced precision. You receive an additional +2 bonus to attack rolls made with unarmed attacks. Requires a STR stat of 18 and Brawler I.
Cost: 3 Points
BRAWLER III
Your blows leave permanent reminders of your strength. When you roll a natural 20 while making an unarmed attack, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Marked/Disfigured defect unless another effect prevents it. Requires a STR stat of 20 and Brawler II.
Cost: 6 Points
FENCING I
Your speed and precision with a fencing blade allow you to strike where others cannot. You receive a +1 bonus to attack rolls made when using a fencing weapon. Requires a DEX stat of 16.
Cost: 1 Point
FENCING II
Your mastery of timing and footwork makes you a dangerous duelist. You receive an additional +2 bonus to attack rolls made when using a fencing weapon. Requires a DEX stat of 18 and Fencing I.
Cost: 3 Points
FENCING III
Your blade leaves lasting reminders of your skill. When you roll a natural 20 while attacking with a fencing weapon, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Marked/Disfigured defect unless another effect prevents it. Requires a DEX stat of 20 and Fencing II.
Cost: 6 Points
MACES / FLAILS I
The crushing force of your attacks is difficult to avoid. You receive a +1 bonus to attack rolls made when using a mace or flail. Requires a STR stat of 16.
Cost: 1 Point
MACES / FLAILS II
Your weapon crashes through defenses with terrifying efficiency. You receive an additional +2 bonus to attack rolls made when using a mace or flail. Requires a STR stat of 18 and Maces / Flails I.
Cost: 3 Points
MACES / FLAILS III
Your strikes can leave even surviving opponents permanently broken. When you roll a natural 20 while attacking with a mace or flail, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Crippled defect unless another effect prevents it. Requires a STR stat of 20 and Maces / Flails II.
Cost: 6 Points
POLE-ARM I
Your reach and control of the battlefield make your attacks difficult to avoid. You receive a +1 bonus to attack rolls made when using a pole-arm. Requires a STR stat of 16.
Cost: 1 Point
POLE-ARM II
You have mastered the leverage and momentum of your weapon. You receive an additional +2 bonus to attack rolls made when using a pole-arm. Requires a STR stat of 18 and Pole-Arm I.
Cost: 3 Points
POLE-ARM III
A single well-placed strike can leave an opponent permanently maimed. When you roll a natural 20 while attacking with a pole-arm, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Maimed defect unless another effect prevents it. Requires a STR stat of 20 and Pole-Arm II.
Cost: 6 Points
SHIELD I
You are skilled at deflecting incoming attacks with your shield. While wielding a shield, you gain a +1 bonus to your combative defense. Requires a STR stat of 16.
Cost: 1 Point
SHIELD II
Your shield work is disciplined and practiced. While wielding a shield, you gain an additional +1 bonus to your combative defense. Requires a STR stat of 18 and Shield I.
Cost: 3 Points
SHIELD III
You are a master of shieldcraft. While wielding a shield, you gain an additional +1 bonus to your combative defense. Additionally, if you would suffer a mandatory defect from an opponent's attack, you may choose to have your shield destroyed instead. A destroyed shield is removed from your inventory and must be replaced through roleplay before it may be used again. Requires a STR stat of 20 and Shield II.
Cost: 6 Points
SPEAR I
Your skill with a spear allows you to strike accurately at range. You receive a +1 bonus to attack rolls made when using a spear. Requires a STR stat of 16.
Cost: 1 Point
SPEAR II
Your spear strikes find openings in your opponent's defenses. You receive an additional +2 bonus to attack rolls made when using a spear. Requires a STR stat of 18 and Spear I.
Cost: 3 Points
SPEAR III
Your thrusts are capable of inflicting life-altering injuries. When you roll a natural 20 while attacking with a spear, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Crippled defect unless another effect prevents it. Requires a STR stat of 20 and Spear II.
Cost: 6 Points
SWORD I
Your attacks with a sword are difficult to defend against. You receive a +1 bonus to attack rolls made when using a sword. Requires a STR stat of 16.
Cost: 1 Point
SWORD II
Your skill with a sword allows you to capitalize on the smallest opening. You receive an additional +2 bonus to attack rolls made when using a sword. Requires a STR stat of 18 and Sword I.
Cost: 3 Points
SWORD III
A single perfect strike can permanently alter the course of a fight. When you roll a natural 20 while attacking with a sword, your attack automatically inflicts maximum Degrees of Success damage and your opponent must take the Maimed defect unless another effect prevents it. Requires a STR stat of 20 and Sword II.
Cost: 6 Points
ACCURATE
Your steady hand and keen eye make you deadly accurate with ranged weapons. You gain a +1 bonus to attack rolls made with ranged weapons. May be taken up to three times.
Cost: 1 Point
DOUBLE SHOT
You are capable of loosing multiple missiles in rapid succession. When using a bow or crossbow, you may make one additional ranged attack during your turn. Requires a DEX stat of 18.
Cost: 2 Points
TRIPLE SHOT
Your speed and precision with ranged weapons are legendary. When using a bow or crossbow, you may make two additional ranged attacks during your turn. Requires a DEX stat of 20 and Double Shot.
Cost: 3 Points
HAIL OF STEEL
You are exceptionally quick with thrown weapons such as knives and hand axes. Gain +3 Initiative when using thrown weapons.
Requires a DEX stat of 18.
Cost: 3 Points
QUICK DRAW I
Your reflexes allow you to react more quickly than most combatants. Gain a +1 bonus to Initiative rolls. Requires a DEX stat of 16 and Alert.
Cost: 1 Point
QUICK DRAW II
You are capable of recognizing and responding to danger with remarkable speed. Gain an additional +1 bonus to Initiative rolls. Requires a DEX stat of 18 and Quick Draw I.
Cost: 2 Points
QUICK DRAW III
Your instincts and reflexes are among the finest in the realm. Gain an additional +1 bonus to Initiative rolls. Requires a DEX stat of 20 and Quick Draw II.
Cost: 3 Points
HEAD OF HOUSE
You are the ruling lord or lady of your house and bear responsibility for the protection and governance of your lands. You receive a +2 bonus to all Warfare skill checks. This is a free feat but may only be taken by approved ruling characters. As per the rules, heads of house residing in King's Landing will be extremely limited.
HEIR
You are the recognized heir to your house and are being groomed to one day assume its leadership. You receive a +1 bonus to all Warfare skill checks. This is a free feat but may only be taken by approved heir characters.
MASSIVE
You are exceptionally large for your sex and culture, standing well beyond the normal range expected of most people. You gain +2 Strength. Additionally, only characters possessing this feat may exceed the maximum size limits established on the Avatar Size Guidelines board in the landing zone. This feat requires staff approval and is intended to remain extremely rare.
Cost: 3 Points
CRAFTING I
You possess exceptional talent in a chosen trade and gain a +1 to all crafting rolls. When crafting an item, success against DC 10 grants the crafted item a +1 bonus to a designated skill while worn or used. Requires a WIS stat of 16.
Cost: 1 Point.
CRAFTING II
Years of practice have refined your trade into true craftsmanship, gaining an additional +1 to all crafting rolls. Success against DC 14 grants an additional +1 bonus to the designated skill (for a total of +2). Items still receive a +1 bonus if the DC 10 threshold is met but the DC 14 threshold is not. Requires a WIS stat of 18 and Crafting I.
Cost: 2 Points.
CRAFTING III
You have become a master artisan of your chosen trade, earning an additional +1 to all crafting rolls. Success against DC 18 grants an additional +1 bonus to the designated skill (for a total of +3). Items still receive bonuses from lower DC thresholds if higher thresholds are not achieved. Requires a WIS stat of 20 and Crafting II.
Cost: 3 Points.
HEALING I
You possess extensive knowledge of anatomy, medicine, and treatment techniques. Through your skill, you are capable of producing more effective medical supplies. When creating a healing item, success against DC 10 grants the item an additional +1 Healing Point. Requires a WIS stat of 16.
Cost: 1 Point.
HEALING II
Your medical expertise allows you to create remedies and treatments of exceptional quality. When creating a healing item, success against DC 14 grants the item an additional +1 Healing Point (for a total of +2). Items still receive a +1 bonus if the DC 10 threshold is met but the DC 14 threshold is not. Requires a WIS stat of 18 and Healing I.
Cost: 2 Points.
HEALING III
You are a master healer whose remedies are sought throughout the realm. When creating a healing item, success against DC 18 grants the item an additional +1 Healing Point (for a total of +3). Items still receive bonuses from lower DC thresholds if higher thresholds are not achieved. Requires a WIS stat of 20 and Healing II.
Cost: 3 Points.
MAGIC I
You have begun to understand and wield the magic within your bloodline. You receive a +1 bonus to Magic rolls. Success against DC 10 grants a +1 bonus to the effect of the magic being used. Requires a WIS stat of 16.
Cost: 1 Point.
MAGIC II
Your command of your supernatural abilities continues to grow. You receive an additional +1 bonus to Magic rolls. Success against DC 14 grants an additional +1 bonus to the effect of the magic being used. Magic effects still receive a +1 bonus if the DC 10 threshold is met but the DC 14 threshold is not. Requires a WIS stat of 18 and Magic I.
Cost: 2 Points.
MAGIC III
Your mastery of sorcery rivals even the most accomplished practitioners of the known world. You receive an additional +1 bonus to Magic rolls. Success against DC 18 grants an additional +1 bonus to the effect of the magic being used. Requires a WIS stat of 20 and Magic II.
Cost: 3 Points.
DRAGON BOND I
Trust and understanding begin to form between you and your dragon. You gain a +1 bonus to Animal Handling rolls made to command your dragon. Requires a WIS stat of 16.
Cost: 1 Point.
DRAGON BOND II
The bond between rider and dragon deepens. You gain an additional +1 bonus to Animal Handling rolls made to command your dragon. Requires a WIS stat of 18 and Dragon Bond I.
Cost: 2 Points.
DRAGON BOND III
The connection between you and your dragon rivals the greatest partnerships in Targaryen history. You gain an additional +1 bonus to Animal Handling rolls made to command your dragon. Requires a WIS stat of 20 and Dragon Bond II.
Cost: 3 Points.