Feats are a means of showing a character's unique growth as an individual. Some are unique to your character while others are shared with people of a similar skillset, comrades in your guild, or your closest allies. Every character starts with a Personal Feat, and other feats are unlocked over time through growth or merit.
This Repository represents all currently approved Feats and will be updated periodically as more feats are approved.
Personal Feats are abilities or traits that have been acquired throughout a person's life. This can be a technique passed down in the character's family, unique traits resulting from events in the character's past, natural talent in a particular area, or other things that represent the character's life. It is not required to write the acquisition of a personal feat, though it is encouraged. A personal feat should be simple to understand, and may include drawbacks for the character.
Acquisition: A character in Post Terminus begins with a single Personal Feat to be submitted to staff. Personal Feats can only be changed under limited circumstances at the discretion of Feat Staff.
[Arcanist's Eye]
Personal Feat for Vita Dominus
Description
Vita's logical mind and overly analytical passion to understand the framework of the universe have given him an eye to discern the nature and effect of magical objects and abilities he witnesses, gaining a deeper understanding of how they work. A diffused white glow emanates from a person or item that is infused with or channeling magical energy. Vita can focus on a target, gaining insight on what they possess or are about to use. If magic is predominately from a specific school or plane the glow will tint to a hue indicative of it.
Effect
Vita has the brain of an artisan, and the arcane is his art. He can see whether a target has a permanent magical effect on them, is carrying enchanted items, or is currently channeling magic: this shows as a faint white glow. Focusing on one target at a time, Vita can read the flow of energy to decipher a spell's nature, determine how many enchanted items a target possesses, or the form and nature such enchantments take.
[Deadbeat]
Personal Feat for Cassius Colonnade
Description
There are those who stand out. Those who are famed in story and have their tales told around the world. These are the instantly recognizable faces of the world. These are the people who are not Cassius Colonnade. His natural reluctance towards effort makes it hard, if not impossible, for him to stand out. It even makes it a challenge for others to find him, as to many, he seems about as lively as a nearby crate or sign.
Effect
Tracking effects, be they physical, magical, or mental, cannot determine where Cassius is with any degree of certainty beyond a two mile radius. This counts as a tier 2 defense.
[Deux Ex Machina] - "God from the Machine"
Personal Feat for Notus Virens
Description
A storied and experienced machinist, Notus' affinity for machines is now greater than the sum of his talent and past experience.
Effect
Notus may intuitively and immediately deduce the purpose, means of operations, and existing flaws or problems in any machine he encounters; be it functioning or non-functioning. This includes drones; improvised machinery; pre-fabricated machinery; and strangely enough, demvir. This ability to infer and 'read' a demvir, no matter their lack of facial or body language, seems to be chalked up to a preternatural ability of Notus'.
[Dies Irae] - "Day of Wrath"
Personal Feat for Dominic Martinov
Description
A prideful man, it is very easy for Dominic to view even a harmless event as a personal affront. As such, one could say that Dominic is a believer in the the idea of disproportionate response. Well suited to the laicar constitution, the already superhuman Adrenaline Rush technique is naturally pushed to its limit.
Effect
Once per collab, activate an amplified version of Adrenaline Rush. Besides the basic abilities of the technique, he also gains a short burst of superhuman strength for this ability. This strength allows him to easily pick-up, throw, or pin entities even up to three times his size or weight with sheer, overbearing force. This adds one tier of magnitude to the first normal Pugilis attack he performs during that turn.
[Dispersion]
Personal Feat for Naevius Squalidus
Description
A natural affinity for explosive mixing allows Naevius to create or augment potions that burst into a small cloud when thrown, affecting everyone within range. Doing this requires the addition of one unit of Terra Regia pulveris, of the same grade as the volantis used in the potion.
Effect
After modifying a potion, Naev shakes the potion to prime it. Upon impact, by throwing against a solid surface or striking it, the potion will explode and spread into a cloud with a 3m radius.
[Draw!]
Personal Feat for Servasis "Speedy" Re Deltium
Description
For Speedy, holding a weapon is a weighty responsibility that causes it no small amount of stress. When assessing a threat, Speedy can become so consumed with observing their movements that even the slightest tick can cause it to loose a shot.
Effect
During the first round of combat, when an attack is made by a threat that Speedy can perceive, it is able to spring an attack of its own at the same time. This doesn’t enable Speedy to use any special ability or negate the triggering attack.
[First Blood]
Personal Feat for Keydis Lysistrata
Description
Even as a kid, Keydis was a beast of unchecked aggression, and that only became more focused as she grew older. Fellow students that provoked the girl, scumbag adults that tried to rob the teen, smarmy rivals that thought the woman'd be an easy target, it didn't matter. In Keydis' mind, the best way to stop people who wanted to hurt her was to punch first, punch second, and never stop punching until her adversaries hit the floor. Always on the alert for a fight, it doesn't take much to set the young woman off, and even if you thought you'd catch her off-guard, it will be Keydis that draws first blood.
Effect
As long as Keydis is aware of her would-be opponent, and in range to act, she always gets the first attack, even if the other person tries to attack first. This only applies to the first attack of an encounter, not against additional opponents who join the fray. Keydis gets no such bonus against unseen or stealth attacks, and can only effectively act against enemies she can hit (whether by ranged or melee attacks). Her first action can include a dodge or block but must include an attack.
[Heroic Drive]
Personal Feat for Ioannes Furvus
Description
"You too can be a hero."
Effect
When the racial ability “Glory” is used, allies within the range of the ability are not simply roused continue fighting, but instead treat their wounds and that of other enemy effects as one tier lower for two rounds. This is a tier two mental ability that does not reduce actual damage.
[How's Your Head?]
Personal Feat for Gwendolyn
Description
Gwen is not exactly the strongest person there is, and is fairly small even among enlil, leading to her evasive hit and run style of fighting. She often winds up in tight situations thanks to her personal brand of foolishness, making it up to her mouth to keep her out of trouble.
Effect
Gwendolyn is surprisingly skilled at distracting others. She can point out an object or person within 15 meters of herself, drawing the attention of everyone within a 15 m range herself towards the target for the following turn. This is treated as a 2 tier mental attack and can only be used once per collab or chapter.
[Intervallum] - "Interval"
Personal Feat for Tycho
Description
Tycho, the practiced marksman that he is, understands the necessity to maintain ample separation between himself and any possible threats. Caging the target area in his line-of-sight in order to maintain his tactical advantage and spatial awareness has proven many times over to be the difference between target elimination and a close scrape with death. In this, Tycho has developed the methodology of studying his environment prior to any engagement in order to quickly traverse from his current position to any desired location distant from his attacker.
Effect
The first time an opponent approaches within 10m around Tycho, and he is aware of their presence, he is given three successive, uninterrupted movements inside the following turn to quickly increase the distance between himself and his aggressor by up to 45m. Up to one counterattack or dodge/block may be made in place of one of the three 15m movements while using Intervallum. This can only be performed once per encounter.
[Judge of Character]
Personal Feat for Deniisis Perfide
Description
Deni has been around various groups of people throughout his years in Pelagia and the time he spent on the road, from the pompous upper classes to denizens of the crime world. Even at a young age, he was exposed to families that lied, manipulated and put on a front to further their own gain. As a youngster he was taught that most people have an ulterior motive, but over the years, he learned that people would hide more than just their own agendas. The rogue learned how to analyse a person’s mental state by observing their behaviour.
Effect
Deni can subtly analyse an individual’s mental state, observing markers in their body language and speech patterns. This allows him to gauge what sort of emotions they are feeling, regardless of whether they are trying to hide them or not, though he cannot pinpoint the reason for their emotions.
[Lanhage Constitution]
Personal Feat for Cicely Akvavit
Description
The people of Lanhage have long cooked with wild herbs and plants, some of which were filled with toxins or other lifeforms. They also enjoy drinking some of the most powerful alcoholic beverages around. Both things used to cause havoc upon the body. Rather than stopping, they just powered through it. Those that survived developed a strong stomach over the generations. Now, everyone from that town can safely drink or eat anything they want without worry.
Effect
Aside from nutritional value, Cicely is immune to any non-alchemic effects, positive or negative, of things she ingests or drinks.
[Legionnaire]
Personal Feat for Amis Longstrider
Description
“Be wary of those who are sister to their spear. Be afraid of those who are sister to the spear next to theirs.”
Everyone, whether scout, saboteur, calvary, or pikeman, goes through the same basic training in the Legion Solis. You learn not only how to fight, but how your team fights. Everyone is expected to be able to do the job of the person next to them, and fight as one unit, rather than over a dozen individuals.
Effect
Whenever an ally next to her uses a weapon technique that she knows, Amis may immediately use that same technique in unison with her ally as long as she has a valid weapon, regardless of when she last used the ability.
[Lily on the River]
Personal Feat for Annora Caestrum
Description
A strange quirk of Annora's genetic makeup resulted in the most peculiar arrangement to allow her smaller, laicar-esque feet and hands to cut through water with the same speed as most velen. Her hands and feet are extremely hydrophobic, repelling almost all water instead of absorbing it and allowing her to displace a great deal more of it whilst underwater.
Effect
The unusual side-effect to this is her ability to, under light loads, 'skim' across the surface of most waters, be they still or a current. This requires Annora to maintain motion to accomplish, and becomes more difficult in choppier waters such as the ocean; but who else has the privilege of saying they can walk on water?
[North Star]
Personal Feat for Ignis of Animi
Description
Enlil have good memories and exceptional eyesight in general which aids them in finding their way through the forests of Boreas even though the trees all look alike to many an outsider. Ignis, however, is gifted with exceptionally good navigational skills as a result of her photographic memory, sharp vision, and attention to detail.
Effect
Ignis almost never gets lost, even after visiting a place once, she is capable of remembering the general layout. As a result, she is swift in learning her way around new environments and can retain a mental map of places she has previously explored with unusual accuracy.
[Passion]
Personal Feat for Aelflead Kirastes
Description
Aelflead has had it harder than most. Growing up in a crime infested town run nigh exclusively by an abusive mother crawling with thugs tends to do things to your psyche. Thankfully no darkness is absolute, and the youth found a bright spot in a former member of the Fraternitas by the name of Velden.
After happening upon the hermit woman by accident on an attempt to run away from home, she began visiting her regularly to study all manner of puglis styles, and intellectual topics, thus training her body and mind. Thanks to her learned aggressive behaviour from her harsh home, Aelflead's physical became rather, 'passionate' in nature, manifesting in a raw overabundance in power. Due to Aelflead's battle rag-passion, knocking a foe through a brick wall is no difficult feat, armed or not. She channels her passion into each one of her blows, making her a force to be reckoned with in combat.
Effect
Aelflead's body is treated as a heavy weapon when unarmed or using fist weapons, allowing her to use Barbaris techs.
[Pushed to the Limit]
Personal Feat for Fiora Sulmare
Description
For a spurii pretending to be a full blooded laicar, life is never easy. One thing Fiora has sorely missed over her years was the laicar racial affinity for bursts of physical exertion, a natural calling of her family. Fiora pushes her muscles beyond their natural limits in order to keep up.
Effect
When activated, Fiora is capable of calling a burst of fight or flight energy, greatly increasing their running speed and jumping height, similar to laicar trait Adrenaline Rush. This costs 200 Vigor to activate, and Fiora must wait at least two turns before pushing herself again.
[Roguish Charm]
Personal Feat for Duilius Fortis Kincaid
Description
Kincaid’s annoying personality is a part of his charm. Whether for better or worse, those who meet the thief have a hard time hating him as a person, and are slow to distrust him. Be this a result from his carefree attitude, a life-time of deceit and theft, or his laicar heritage, the man is capable of making even the most distrustful individuals open up to him to some degree, and trust him.
Effect
Once per collab, Kincaid can charm one person by making direct eye contact with them. This eye contact transmits a strong persuasive suggestion to do as the thief says. This suggestion is always helpful to the thief, but cannot force a person to do anything which might be outside their character (i.e. harm themselves, have an enemy fight in Kincaid’s defense). Roguish Charm cannot be used mid-combat. This is treated as a mental attack valued at two tiers. This technique stacks with other mental abilities of his own.
[Talking Heads]
Personal Feat for Diomedes Adrastus
Description
A lifetime of getting out of trouble using his sharp wits and quick tongue has made Dio into a consummate liar. He has learned to weave a web of lies that becomes exponentially more intricate the more he is allowed to speak. Given enough time to speak and in turn, to think, discerning lies from the truth becomes increasingly difficult for his listeners. At his full potential Dio’s lies are so convincing that he may even believe them himself.
Effect
Whenever Dio speaks, so long as he is telling a lie, any that can hear and understand him have a difficult time seeing through his deceit. For each round that he's allowed to speak outside of active combat (and thus continue lying) the truth of his words and intent becomes increasingly difficult to discern, reducing defenses against mental attacks by one tier, to a maximum reduction of three tiers. If this causes defenses to go negative, then affected targets will have trouble telling even the most obvious lies from the truth. This effect persists for two rounds after Dio stops speaking.
[Venitque] - "Hamstring"
Personal Feat for Corvus Lotharius
Description
While many hunters enjoy the thrill of the hunt, Corvus instead favors controlling those the laicar views as prey. He has become an expert in being able to accurately cripple fleeing targets or those he gets the drop on.
Effect
While attacking from behind Corvus may elect to launch a devastatingly accurate shot at an opponent's source of movement, be it legs, wings, or fins. This limits non-technique based movement to 5m a round for the following three rounds. This ability can only be used once per battle.
[Zone]
Personal Feat for Dante
Description
Dante had always been a natural for his game and under the expert coaching of his father the talent was tempered with extensive training over the years. As a result Dante has obtained a potential for the state of mind where an athlete becomes absorbed in their own play. For each athlete the trigger to enter this state of mind is different and the door to it opens up unpredictably. However Dante can force the door open at will. However, Zone drains the athlete's stamina considerably and after dropping from the Zone it is much harder if not impossible to enter it again immediately.
Effect
When activated, Dante is suddenly is capable of calling a burst of fight or flight energy, greatly increasing the athlete's running speed, jumping height and his field of vision expands to 180 degrees. He can perceive information quicker, making it seem as if time slows for the athlete. The athlete can also push his muscles further than most people, extending the duration of this state by paying 5% of his vigor per turn, up to a maximum of five consecutive turns.
Dante can maintain the Zone for a maximum of five turns per collab or chapter, and can activate it only once.
Trained Feats
Trained Feats are abilities that can be learned after meeting certain requirements, sometimes involving learning from a teacher or undergoing special training, in written chapters or collabs. A trained feat falls under the strength relative to Magnum abilities.
Once a player has posted their training collaboration, both their grader (and their teacher, as applicable) are responsible for determining if the effort is genuine enough to merit them learning the feat. In the event of failing to learn a feat, a player may attempt again as long as they meet the requirements.
Acquisition: A character in Post Terminus obtains up to two Trained Feats to be submitted to staff or chosen from approved Trained Feats. These feat slots are obtained by a character reaching Notable Esteem (3,000 Vigor) and Prominent Esteem (10,000 Vigor).
[Aggressive Defense]
Trained Feat
Acquisition
Aggressive Defense is less a skill and more a reputation. A character must engage in a solo battle against seemingly unfairly stacked odds, and prevail. Fighting defensively, healing, or receiving aid will invalidate the attempt. Winning in at least two such battles, with witnesses present, is required to acquire Aggressive Defense.
Description
Attack relentlessly, recklessly, and furiously. The best defense is an unflinching offense, after all! Even against overwhelming numbers, fight to the end, let everyone see your enemies falling to the ground. Strike fear into them with your fearlessness, and watch that fear dull the blades, watch their swings slow, watch their aim waver.
When someone commits themselves fully to the attack, it becomes harder to fight back against them. An opponent who is not afraid of losing is willing to take everyone down with them. That recklessness causes a chink in enemy resolve, makes them question whether the fight is worth it, and that lessens their effectiveness in combat.
Effect
The character exudes an intimidating aura when fighting, affecting enemies up to 30m away. This passively reduces the effectiveness of incoming attacks by one tier in magnitude. This is treated as a one-tier mental attack, and only works when the character is actively attacking.
[Ambidexterity]
Trained Feat
Acquisition
Training in Ambidexterity is an exercise of discipline and endurance. The practitioner must spend at least two collabs engaged in training focusing mostly or solely on their off-hand.
Description
Proficiency with both hands is a worthy goal for athletes and warriors, enabling them to act freely with either or both arms at once. A fighter could block and attack simultaneously, or attack in two different directions. It is simple in concept yet rich in possibility.
While natural ambidexterity is exceedingly rare, or possibly nonexistent, it is possible to train oneself to be equally, or near-equally, proficient with both hands. There's no real secret behind it, only hard work and perseverance: a would-be practitioner must exercise their off-hand to enhance strength, dexterity, and coordination, sometimes with their dominant arm restrained. Training using heavier tools or weapons can speed the process.
Effect
The character is equally skilled with either hand. When dual-wielding in combat, the penalty for the secondary attack or block is reduced by 1 tier.
[Audax Laxovis] - "Bold Energy Release"
Trained Feat
Acquisition
Learning Audax laxovis requires a chapter or collab training to locate this alternate reserve of energy within them (slightly easier for magic users) through physical training and meditation, followed by another chapter or collab increasing one's pain tolerance to withstand the energy that must be infused with the user's body. Learning from a practitioner is recommended.
Description
Some folks are stronger than others, and some folks are just ridiculously strong. In normal terms this comes from regular old strength training or genetics in a fellow's favor, the kind of strength that can shake the foundations of cathedrals and overturn entire ships comes from something much different. As discovered by the ability's creator, Velden Acavit, a user of audax laxovis must first master their body before the door to this power can be opened.
The release of energies in the cataclysm altered the people of Araevis much more than the creation of the fallen races. Within the races of Araevis, there are extreme reserves of power condensed into their bodies that lie dormant for most. Training of the body and an understanding of one's self, or even a strong enough will can draw this power out and put it to use.
Practitioners of audax laxovis use this power to enhance themselves, particularly their strength. Most users of this ability are those of Barbaris or Pugilis teachings and use this power to enable them of impressive physical feats and accomplishments.
Effect
At the cost of 5% of the user's total Vigor, they tap into latent visae and enter an enhanced state. While active, Audax enables the user to lift, carry, and throw objects up to 10x their own mass with relative ease in or out of combat. Their attacks become impressively powerful, adding an additional 2 tiers to their physical attacks in combat by saturating their bodies with their own chi. This energy is extremely volatile, as it contains in part the essence of the soul and will power, and thus infusing one's body with its raw state not only requires extreme focus, but is extremely dangerous. The user may only sustain this enhanced state for one round, and must wait five rounds before entering it again.
[Grand Spellcasting]
Trained Feat
Acquisition
Becoming a showman is not a path taken lightly. There is a demand, an expectation, that every spell summoned forth by the spellcaster will be magnificent and awesome. Those wishing to become true showman must spend at least two collaborative chapters to initiate, and wrap up, their training -- with some personal time set aside to perform their work on the streets, and improve upon themselves.
Description
Some spellcasters are more than simple wizardy-types. Some prefer flair and spectacle, something to invoke a deeper sense of wonder in those around them no matter the level of spell.
Effect
With Grand Spellcasting, by paying an additional 10% of the spell's cost in vigor, the caster's spells are no longer restricted to their typical form. While the effect will remain the same, the flair must somehow compliment the spell. A spell that'll heal cannot have an aura of demonic hellspawn. The flair can be either simple or complex, but is always for dramatic effect, and tends to share commonalities with the spellcaster (if the caster is loud and flashy, so too will his flairs follow suit).
Those who look upon the showman as he is casting have a chance to be awed. A temporary state of disbelief lasting only long enough for that person to marvel at the spell -- even if the flair is completely ridiculous.
[Oculum Deus] - "God's Eye"
Trained Feat
Acquisition
Training in Oculum Deus is a matter of patience and accuracy. The practitioner must spend two collabs practicing their ability to land seemingly impossible shots.
Description
For those who devote themselves to the way of the sniper there exists those who set themselves apart in terms of their accuracy. The select individuals who can astound individuals with their precision are said to be able to pull off miraculous shots following success in the field.
Effect
After landing a successful hit with a sniping weapon a practitioner of Oculum Deus leaves behind the mark of a bullseye at the stricken location. Only one mark can exist on an individual at a time. While firing their next shot the individual may elect to pay 500 vigor to cause the shot to be able to bend up to 90 degrees once, at the shooter’s discretion. Activating this effect consumes the mark on the target. Successful hits with Oculum Deus do not reapply a mark, and a mark cannot be applied the turn a homing shot is fired.
[Overseer's Finesse Advanced]
Trained Feat
Acquisition
Training in Overseer's Finesse requires acclimating minions to one another, and practicing to ensure that each minion knows when it should act, but in order to draw out more of the second minion's potential requires focused training. The practitioner must spend at least two more chapters or collabs engaged in trying to draw out more of the minion's potential by working them together with, or pitting them against, the stronger minion.
The user must also know basic Overseer's Finesse, and both feats must be in use.
Description
When working with multiple minions, it can be easy to focus on one over the others, or to simply see one advance far ahead of the other. In order to draw out the greater potential of the weaker minion, it's necessary to train them together with the other minion, not only learning from the Overseer how to follow orders, but learning from its fellow minion how to be the best it can be. At times, especially with daemons or undead, this can involve pitting them against each other to harden them.
Effect
This takes priority over Overseer's Finesse: An Overseer gains an additional 4 TP.
[Overseer's Finesse]
Trained Feat
Acquisition
Training in Overseer's Finesse requires acclimating minions to one another, and practicing to ensure that each minion knows when it should act. The practitioner must spend at least two chapters or collabs engaged in training their minions to follow orders together or in tandem.
Description
Training multiple minions can be an arduous but rewarding endeavor, and many have made a living at training new minions one after another. However, harder still is training two or more companions of the same type so that they can work in tandem with each other. There are some overseers who have the mental acuity and the training finesse to not only work together with a minion, but teach minions of the same type to work together, differentiating similar orders and following them independently. This is an exercise not only for the minions but for the overseer, as well.
Effect
An Overseer gains an additional 2 TP.
[Rei Genkai] - "No Limit"
Trained Feat
Acquisition
Though it may seem simple, to truly see if an individual has some latent capacity for Nulla Terminum requires what most consider inhumane. Those aspiring to the talent must drive themselves into such a dire moment: a moment of complete loss, of certain death. In that moment, those who have 'what it takes' will awaken the dormant potential that is Nulla Terminum. This requires the trainee to undergo at least one collaboration or mission in which this occurs.
Description
In legend, those who rose above were often cited for their unbreakable spirit; their indomitable will and drive. These individuals have faded from history, even from myth, but this exceptional quality has lived through generations. It is forged in those who survive the most extreme of circumstances: heinous wounds, a splintered psyche, or even absolute despair. historians settled on the idea of this unbending quality as Nulla Terminum: Zero Limit.
Effect
Those who display the quality of Nulla Terminum are capable of exceeding all physical, mental, and emotional limits once per chapter or collaboration. This is not limited to a single motion or action, but is tied to the holder's momentum. As one's limits are exceeded, the consequences of such things may not be noticed until their chosen course of action is extinguished. Until then, those under the influence of Nulla Terminum are almost singularly driven, forsaking life and limb to accomplish whatever mad purpose this terrifying will has driven them to complete.
[Senkoutaihou Kata] - "Gun Fu"
Trained Feat
Acquisition
Training in this technique involves complete dedication to the fighting style. Dual wielding is simply the first step. The practitioner must win two fights where they perform at least three dual wielding attacks where one of the attacks is a Pugilis strike and the other is a Pistolii attack per fight. In order to acquire this feat, the user must be Adept in both Pistolii and Pugilis.
Description
The small size of handguns and pistols lend themselves to more flexible applications than snipers or medium sized weapons. For some individuals, especially those trained in unarmed combat, handguns can be easily weaved into their normal melee fighting style with little to no adaptation. This seamless transition between fighting styles allows them to perform feats such as quickly shifting between an armed and unarmed state mid-strike, or quickly changing which hands hold their weapons.
Effect
Individuals trained in Senkoutaihou Kata are capable of using handguns as melee Pugilis weapons, as well as activate Pugilis techs while wielding a handgun. Furthermore, the flexibility provided through handguns and unarmed fighting extends to their respective techniques. This technique allows the user to substitute a melee attack in the Onslaught technique with a Pistolii shot.
[Spellbound]
Trained Feat
Acquisition
To become Spellbound is a simple but grueling process, requiring one to utilize a somatic spell component and verbal spell component thrice apiece in close combat, before training to bend the components in at least one collaboration or chapter.
Description
For those who mingle the arcane schools with the martial disciplines, there are many who find the process beautiful. To blend somatic and verbal components to pure melee combat is a skill equal parts enviable and rare. For those who train themselves in such an art, to keep their concentration and perform the necessary components for spells, the term of 'Spellbound' is often thrown around.
Effect
Those who are Spellbound are possessed of an utmost tranquility in combat, their concentration in spellcasting raised to an unmatched level. Performing verbal components to spells flows naturally from the tongue, and even a Spellbound out of breath will always find their words to come easily. Somatic components may be interpreted through similar movements in combat, allowing for weapons to express the incantations on the caster's behalf.
Minion Feats
Minion Feats are special abilities, indicative of just some of the many differences between different beasts, machines, and magical beings. If multiple Minion Feats are approved for the same type (for example, a spider with one to spit webs and one to inflict poison), you may only choose one, or submit a different one. Minion Feats are comparable to Trained Feats in strength.
Acquisition: A character in Post Terminus obtains one Minion Feat for each Calling skill which reaches Adept Tier, to be submitted to Feat Staff or chosen from approved Minion Feats for their minion. If the minion itself changes, the player may submit or choose a new Minion Feat.
[Mala Festo] - "Ravenous Feast"
Calling of Mansuetis
Minion Type
Vorax
Description
Vorax are known for their penchant for devouring any and all energy, once sufficiently trained the beasts can prove to be experts at nullifying quite a few magical arts.
Effect
A vorax tamer can elect to pay 3% of their vigor into their beast. This process supercharges the vorax’s natural abilities for devouring energy. So long as the creature can come in contact with a portion of a spell the vorax will nullify the skill so long as its tier equal to or less than the tamer's skill level. Only a single spell may be consumed per turn.
[Muto] - "Exchange"
Calling of Fundibuli
Minion Type
Aerial Unit, Small
Description
The connection between mechanist and drone grows, and with it the understanding of the more literal connection between the two. Through the link of energy between the control node and AI core, it is possible to forge a pathway of sorts.
Effect
The mechanist spends 350 vigour to instantaneously change places with the drone. This places strain on both the AI core and control node and both need three turns to cool down between uses. The mechanist must be within a 15m radius of the drone to use this technique.
[Patronus ex Silva] - "Patron of the Forest"
Calling of Pythonis
Minion Type
Mons Infans
Description
Mons infans have been been known to use magic in order to heal and help others. The closeness between a contractor and their mons infans from their empathic bond can inspire the mons infans to use his connection with forests to defend his contractor. This protection manifests itself as a shield made of bark, branches, and vines.
Effect
The shield is generated within 30 meters of the contractor using 500 vigor and endures until it suffers 2 tiers of damage, the contractor moves more than 30 meters away from the shield, or it is dismissed. Unlike shields cast by magical spells, the mons infans' control over the vines and bark does not end after its creation. The shield can be moved, levitated, and bent while active, making it more versatile than normal Aquila spells.
[Temporary Escalation]
Calling of Daemonium
Minion Type
Elder Demon
Description
Unlike other summoners, Cassius does not know the true name of the demon that he is contracted to. In this contract, Cassius himself has become the servant. Though he did immediately regret it, those regrets came too little, too late, and now he is stuck as the thrall for over 300 years.
Being the lackey of a grim demon is not without its perks, however. Whatever plans the enigmatic Ego has, he desires his minions to succeed. While he will not go too far out of his way to dig them out of trouble, he can be called on to personally intervene at times, though what he will ask in return often outweighs the benefits he’ll give. Sometimes, however, the need is too great, and Cassius’ must call on his dark patron to aid in a fight.
Effect
By paying 500 vigor and spilling his own blood, he can open a temporary portal to Infernalis. The great fiend can then push a small portion of his true self through the portal, allowing him to directly attack his thrall’s enemies. This manifests as a huge plume of smoke, billowing out an inflicting a tier 4 attack to everything in a 10 meter line in front of Cassius. Anyone hit by this attack is knocked back 5m past the edge the of the smoke. This can only done once per collab.
Guild Techniques
Guild Techniques are abilities taught within a guild. They are shared by members of the Guild, and in some cases, the Guildmaster may restrict access to certain techniques until the character reaches a particular rank or standing. A Guild Technique is typically no stronger than a Trained Feat in terms of power.
Upon leaving or being expelled from a Guild, the techniques are lost. At the time of leaving, a character may keep Guild Techniques by using a Feat Slot for each.
Acquisition: A character in Post Terminus is eligible for all Guild Techniques available when joining a Guild. The Guildmaster may put additional restrictions.
[Allegoria] - "Allegory"
Guild Tech of Original Sin
Description
When faced with a power that threatens to suppress them, Original Sin members inevitably rise to the challenge. Through a mix of sheer force of will, an indomitable nature, and a unified kinship to their allies, members can call upon a hidden strength that can bring titans to their knees.
Effect
Once per collab or chapter, the Original Sin member can draw on a reservoir of sheer authoritative power to issue a single command to a target of their choice. The command must be a simple, non-aggressive, physical demand. The afflicted individual is overcome with an unconscious desire to submit to the command and must complete it within two turns. This is treated as a 3 tier mental attack against the target. This ability costs 1500 vigor to use.
[Est Modus Amentiae] - "The Method of Madness"
Guild Tech of Aimless Blades
Description
The Aimless Blades, in their endless travels and incursions into ruins of the old world, have come to appreciate their own innate senses in the matter of traversing the maze-like complexes and scarce-lit corridors.
As one becomes more seasoned and experienced, this second nature develops into an acute ability to track down and pick up on even the most covert uses of magic in an area. Such ideas bring to mind the daft and mad, for the very idea of tracing magic is an intuitive art, and one easily questioned.
Well, for those who grasp the concept beyond its bare meaning, there is almost always a method to such madness.
Effect
Aimless Blades are capable of tracking down the source of any magical presence in an area over time, to such a degree that they can track magic that was used up to 24-hours prior to its discovery. Additionally, any magical attacks attempting to incur a mental or emotional effect on the Blade are immediately traced, alerting them to its source.
[Fortuna Audaces Iuvat] - "Fortune Favors the Bold"
Guild Tech of Aimless Blades
Description
Those who delve into ancient mysteries and comb through the relics of the past lead a dangerous life, and the ones who survive can be said to have two things in common: uncommon fearlessness and uncommon luck.
The Aimless Blades are by nature possessing the former: the guild is comprised of individuals who set out to walk the world, seeking adventure and excitement. Anyone who leads such a life and survives long enough clearly has the blessings of fortune, as well. When faced with the new and unfamiliar, a combination of past experience, adept awareness, and pure fortune helps them to keep going.
The saying goes that fortune favors the bold, but that's because the bold try everything.
Effect
Aimless Blades tend to have somewhat better luck when exploring ruins, in general. This doesn't apply in open combat. However, in combat or out of it, when an Aimless Blade encounters a new relic, item, or device, they can attempt to forcibly activate, deactivate, or otherwise use it as a full round action at the cost of 250 vigor per item tier.
[Limbus] - "Limbo"
Guild Tech of Original Sin
Description
The creation of the Contrapasso is personal event that is individual to each member of the Original Sins. Overtime, the connection between the soul and owner strengthens until calling upon the stored power provides the user with a novel ability. This new ability is often one closely tied to the guild member’s personal sin, expressed in the physical world.
Effect
This technique allows the Original Sin member to submit a personal item ability to add to the Contrapasso. This ability is treated as an additional unique item slot separate from the natural two. The strength of this ability is valued at the one below the current esteem tier.
Unique Feats
Unique Feats are abilities granted to a single character, utterly unique to them. The strength of a Unique Feat is nebulous, and depends largely on the character.
Once the feat slot has been acquired, a player is under no obligation to justify the training/learning of their unique feat to their grader, but it is encouraged to write the acquisition and learning of the feat in-game.
Acquisition: A character in Post Terminus obtains a single Unique Feat to be submitted to staff. This Feat Slot is acquired through notable deeds, which can vary from character to character. GMs will typically award at least one Unique Feat for actions during each Plot Mission arc, and may award them at their own discretion at any other time, but you may also submit events yourself to a GM for consideration. Check with a GM whether you qualify before submitting a Unique Feat.
[Corpore Daemonum] - "Demonic Anatomy"
Unique Feat for Aelflead Kirastes
Acquisition
An infamous demon that terrorized Paludis in the second century P.T., Kobvan was eventually subdued by a brave, concerted effort by the settlers of Vanus' Junction. It was no mere demon, though, but a demonic vistra, hellfire and corruption in one. To avoid freeing the pravum from its host, Kobvan was entombed and sealed away, deep beneath the waves of the Copiae.
Centuries later an archaeologist and her apprentice made a trip to the forgotten underwater tomb, unaware of its origins or purpose, and accidentally undid the seal. Though weakened by its long imprisonment, Kobvan nearly killed the archaeologist before being dealt a mortal blow. The pravum attempted to jump to the apprentice, but in the demon's dying throes, it tore the apprentice's arm from her body, sending the already weakened pravum into a dormant state. In order to save the girl's life, her mentor seals the demon into her body, to sleep alongside the pravum within, and uses the infernal entity to replace the girl's arm.
Years of prolonged exposure to demonic energy affected her spirit and body far more drastically than a pravum alone could have done. Already spurii, a child of two bloodlines, Aelflead is now also a cambion, a child of the mortal and infernal planes.
Description
In a moment of strife, Aelflead's mentor took desperate action to save her student's life, merging part of the daemon K̸̵͕̻͇͇̹̙o̶̫̭̼̦͟͞b̨̛̦v̲͉a̴̮͓͉̳͔̰̘ͅn̵̢͍̹̥͖͇͖̲ to Aelflead's body. After more than a decade, the demonic umbra has become a true part of her.
The stirring of the pravum inside her served as the catalyst to force the demonic nature to the surface. In essence now a half-demon, Aelflead can draw power directly from Infernalis, from the Pyre of Souls that birthed Kobvan̙, to fuel her attacks with the plane's chaotic energies, expelling flames.
Effect
Aelflead summons power out of Infernalis, releasing it to extend the range of another attack. At the cost of 3% of her maximum vigor, Aelflead can imbue unholy flames into an attack, changing its nature and extending its range or radius by 10m. If not using another attack, Aelflead can instead release the flames directly, hitting all enemies in a 10m line straight ahead.
[Lighter Than Air]
Unique Feat for Duilius Fortis Kincaid
Acquisition
After the mission at the Arx, Kincaid desired to improve himself in other unconventional ways. Taking pride in his nimble frame, and light steps, he sought to further this with his own arcane knowledge, and understanding of enchanting. This was the first step of a form of enchantment that he dubbed: body infusion.
Description
Over the course of his life, Kincaid has relied on a tight control over his body’s movements to help him traverse rooftops and get away from would-be pursuers, or carefully sneak past guards. While he is not a master of some mystical martial art, Kincaid is on a level of control with his body that is astounding, and his understanding of the magical arts only adds to this confounding control.
With Lighter Than Air, Kincaid floods his body with magical energy, and as a result lightens his body while heightening its reflexes. This allows him to perform death-defying feats mid-air, stealthily slip past alert guards, and even balance on surfaces that should not (or could not) normally hold his weight.
Effect
Kincaid greatly expands his aerial mobility allowing him to make twists and turns mid-air with ease, stand on crumbling ledges or sword edges. Any Battuentis attack made while Kincaid is completely in the air deals one additional tier of damage.
[Occultum in Silva] - "Hidden in the Forest"
Unique Feat for Ignis of Animi
Acquisition
During the final battle to close the portal to Infernalis, King Mavros forced his demonic summon to use an immolation technique in a last ditch attempt to send as many of the army opposing him to hell as possible. Ignis was caught in the range, unable to outrun the blast of hellfire. However, Amicus, her familiar, was unable to accept the fate of his contractor, partner, and closest friend. He used his link with the natural plane to drag Ignis to Natum in hopes of saving her. Some of the flames followed, urging the mons infans to retrieve her, with much difficulty. After the ordeal, Ignis was summoned and expelled from Natum repeatedly by Nature itself in order to repair the damage her initial entry caused. Her visits resulted in the ability to travel between dimensions, albeit briefly.
Description
Flames appear to consume Ignis as she is briefly stolen away to Natum, leaving behind a pile of ash. Ignis reenters the mortal plane in a small burst of fire shortly after.
Effect
While Amicus is within 10m, Ignis may spend 5% of her max vigor to teleport to Natum, taking Amicus with her. She returns to the mortal plane within 2 turns, appearing within 50m of her last location. Two rounds must pass after reappearing before Ignis can use the ability again. Time feels different while in Natum, but no more than two turns may pass in the mortal plane; staying longer will cause the fey realm to forcibly expel Ignis and Amicus, leaving her unable to use the ability again for the rest of the writing week.
Style Feats
Style Feats are an extension of Trained Feats, with a Style Feat composed of multiple techniques under a single feat slot. A Style Feat technique sits around the same level as a Trained Feat in terms of power. A regular trained feat may fill the style feat slot if desired.
The same rules for learning a Trained Feat apply to Style Feats.
Acquisition: A character in Post Terminus obtains up to two Style Feats to be submitted to staff or chosen from approved Style Feats. These feat slots are obtained by a character reaching Renowned Esteem (30,000 Vigor) and Exalted Esteem (60,000 Vigor).
[Immutari Fabrica] - "Immutable Construction"
[Miles Ferrarii] - "Warrior Blacksmiths"
Style Description
Forged in fire, honed in war. Those following the style of the Miles Ferrarii are hardened warriors who smith their own gear, constantly improving upon it. Their dedication to the forge and hammer allows them to push weapons and armor farther than the average warrior, and the experience garnered in battle allows that to build better weapons, reinforced in the right spots.
Requirements
Skilled (Tier 3) in the Art of Aedificare Adept (Tier 2) in any Martial Discipline
Acquisition
The user must have forged at least 5 different weapons, of which at least 3 must have been wielded by the user in open combat.
Description
A combat blacksmith knows their own weapons in and out, and can resist or overcome attempts to weaken their arms.
Effect
The blacksmith can inherently resist attempts to reduce the effectiveness of their own melee attacks by up to three tiers in magnitude. This does not increase the strength of the attack, and does not work for bare-handed attacks.
[Materia Natura] - "Material Instinct"
[Miles Ferrarii] - "Warrior Blacksmiths"
Style Description
Forged in fire, honed in war. Those following the style of the Miles Ferrarii are hardened warriors who smith their own gear, constantly improving upon it. Their dedication to the forge and hammer allows them to push weapons and armor farther than the average warrior, and the experience garnered in battle allows that to build better weapons, reinforced in the right spots.
Requirements
Skilled (Tier 3) in the Art of Aedificare Adept (Tier 2) in any Martial Discipline
Acquisition
The user must have crafted weapons of at least three different tiers of materials, not including mundane, and personally used each in open combat.
Description
Experience working with and fighting against a variety of different materials gives a combat blacksmith unique perspective into the strengths and limitations of rigid components.
Effect
At the cost of 1000 Vigor, after three rounds of open combat involving the target, the blacksmith is capable of attacking one weapon or piece of armor, including some natural weapons, warping or damaging it. The damaged material is reduced in efficacy by two tiers of magnitude until repaired.
[Solveret Puncto] - "Breaking Point"
[Miles Ferrarii] - "Warrior Blacksmiths"
Style Description
Forged in fire, honed in war. Those following the style of the Miles Ferrarii are hardened warriors who smith their own gear, constantly improving upon it. Their dedication to the forge and hammer allows them to push weapons and armor farther than the average warrior, and the experience garnered in battle allows that to build better weapons, reinforced in the right spots.
Requirements
Skilled (Tier 3) in the Art of Aedificare Adept (Tier 2) in any Martial Discipline
Acquisition
The user must have experienced breaking a weapon in open combat at least once, and forged at least 3 new weapons after that point.
Description
All materials have their own strengths, weaknesses, and ultimate breaking points. No one knows that limit better than the blacksmith that crafts a weapon they wield with their own hands, and in rare situations, it may be necessary to push a weapon beyond its natural limitations. Doing so is, of course, dangerous, and in the hands of someone lacking the expertise, the attempt alone would likely break the weapon. Just once, though, a warrior blacksmith has the fine control to push a weapon beyond its limits.
Effect
At the cost of 1500 Vigor, a warrior blacksmith can push a weapon forged with their own hands beyond the breaking point, doubling the effectiveness of the material bonus for a single strike. This can only be done once per given weapon, and the weapon must be repaired fully before it can be used so recklessly again. Conjured or unnaturally created weapons cannot be used in this way.
United Front
In battle, two characters who have spent much time with one another can learn to complement one another's style. They work better in tandem, sometimes in combat, sometimes at the work bench, but always special to the two of them.
Acquisition: United Front is earned when two players have written at least 50,000 words together in closed or open collabs. The total wordcount may be split across multiple characters, as long as it is with the same player. The players may then submit a single tandem ability to Feat staff. This ability is tied to two specific characters upon submission, and can be used when both characters are present. It is similar in strength to a Trained Feat, but can only be used once per collab. Players may earn multiple United Fronts, each with a different player.
[Verterent ad Paritem] - "Backs to the Wall"
United Front
Users
Ignis of Animi Deniisis Perfide
Description
Though it was initially due to coincidence, Deni and Ignis have spent more time together than most in dire combat situations. In the heat of battle they learnt to adapt to each other’s actions, forging the pair of them into a cohesive combat unit. When they fight side by side, they can combine their firepower with Ignis’ drone, Cora, for a unified assault, gaining ground against their foes, no matter the number.
Effect
Ignis and Deni use their firearms combined, supplemented by Cora, to fire a spray of bullets that reduces incoming attacks by 2 tiers of magnitude and deals 10m knockback to all enemies within a 25m radius. This ability can only be used if Ignis and Deni are adjacent to each other, and both of them must pay 750 vigor on activation.
Fated Alliance
Real, unconditional comradeship is a rarity that comes only to those true of heart. Allies that have attained such a legendary bond are said to be inseparable and unbreakable. Their familiarity with one another allows them to achieve levels of skill that far exceed what either could do alone.
Fated Alliance emphasizes the power of invincible bonds, allowing indivisible comrades to combine their efforts into a singular, unique, and synergistic skill.
Acquisition: Fated Alliance is earned when two players have written at least 150,000 words together in closed or open collabs. The total wordcount may be split across multiple characters, as long as it is with the same player. The players may then submit a single tandem ability to Feat staff. This ability is tied to two specific characters upon submission, and can be used when both characters are present. It is similar in strength to an Ultimum Ability, but can only be used once per collab. Players may earn multiple Fated Alliances, each with a different player. Fated Alliance replaces a United Front with the same player.
[Aquila's Wings] - Gale Force
Fated Alliance
Users
Annora Caestrum Keydis Lysistrata
Description
Humble beginnings has never been the case for the friendship and partnership between Keydis Lysistrata and Annora Caestrum. Forged in tumult and the heat of battle, the pair have made unlikely – but fast – friends. The steadfast loyalty they've expressed for one another, through good times and bad, has honed into an ironclad bond, untouchable by any meager violence.
Effect
To this end, Annora was inspired, and thusly weaved - at length - a spell of wholly unique design and purpose. Digging into the wellspring of magical energy within herself, Annora shapes it with latent purpose and pays 5% Vigor, and begins the spell's verse before passing it unto Keydis, where it manifests as a continual breeze that seems to envelop her for its duration, and requires her to pay 5% Vigor of her own.
At this point, Keydis continues to fight as normal, though she must perform the second part of the verse by the end of the following two rounds, before the magic is returned to Annora, and the breeze with it. At any point after this, Annora is able to unleash the spell's true form upon an area within 15m of herself: Gale Force.
Gale Force takes the form of an omnidirectional, hurricane-like barrier spanning a 10m diameter. The spell's force and magnituide are valued at 3 tiers plus one half of the magnitude of Keydis' attacks landed or blocked over the two rounds she was in possession of Gale Force. The barrier is naturally violent and impassable to all but Annora and Keydis, rebuffing all attacks away and potentially sending assailants against it sprawling, and lasts until dissipated.