List of Ways of Darkness Feats

This is the list of feats within the Ways of Darkness RPG module. For a general information on how feats work in the World of Artograch, read RPG:Feats.

Martial Arts
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character doesn’t know any martial arts at all, only basic moves ( such as punching, slapping, kicking, tripping, biting, headbutting, etc. ) - in unarmed combat, the character is forced to rely purely on their physical strength, which isn’t necessarily a bad thing, if their Strength attribute is high.
 * Basic: The character knows some martial arts at a beginner level - in other words the character’s dexterity counts towards their unarmed damage - if the character’s dexterity is higher than their strength, strength is ignored, and dexterity is used in calculations instead. Additionally, the character gains a 10% bonus to all unarmed melee damage.
 * Advanced: The character is rather good at martial arts - in other words, when the character does unarmed damage, their actual strength is substituted with 75% of a combination of their Strength and Dexterity. Additionally, the character gains a 20% bonus to all unarmed melee damage.
 * Expert: The character is a master at martial arts - in other words, when the character does unarmed damage, during the calculation, their actual strength is substituted with a sum of their Strength and Dexterity. Additionally, the character gains a 30% bonus to all unarmed melee damage.

Flurry
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot use the combat ability “Quick Attack”.
 * Basic: The character has unlocked the combat ability “Quick Attack”. As stated in the basic ruleset, the Quick Attack move allows the character to attack twice in melee during a turn, but at the cost of a 30% increase to chance of miss and a 30% malus to all damage done in melee in case of landing a hit.
 * Advanced: The aforementioned maluses are reduced to 15% and 15% respectively.
 * Expert: The aforementioned maluses are gone, nullified.

Overswing
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot use the combat ability “Power Attack”.
 * Basic: The character has unlocked the combat ability “Power Attack”. As stated in the basic ruleset, the Power Attack sacrifices accuracy for strength by getting a 30% increase to chance of miss, but also a 25% bonus to all damage done in melee.
 * Advanced: The aforementioned malus is reduced to 20%, while the bonus is increased to 30%.
 * Expert: The aforementioned malus is reduced to 10%, while the bonus is increased to 35%.

Chevauchée
Requirements:


 * Basic: Basic.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot use the combat ability “Mounted Attack”, and is thus forced to rely on Regular Attacks even while mounted.
 * Basic: The character has unlocked the combat ability “Mounted Attack”. As stated in the basic ruleset, the Mounted Attack is only possible while the attacker is mounted and is doing the attack move while moving. This kind of attack comes with a 40% bonus to damage at the cost of an extra 15% chance to miss the target
 * Advanced: The aforementioned malus is reduced to 10%, while the bonus is increased to 50%.
 * Expert: The aforementioned malus is reduced is nullified, while the bonus is increased to 60%.

Mounted Archery
Requirements:


 * Basic: Basic.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character suffers malus a to Dexterity while trying to use Ranged Weapons on horseback, at least when moving.
 * Basic: The character suffers a to Dexterity while trying to use Ranged Weapons on horseback, at least when moving.
 * Advanced: The character suffers a to Dexterity while trying to use Ranged Weapons on horseback, at least when moving.
 * Expert: The character suffers no malus to Dexterity while trying to use Ranged Weapons on horseback, at all, shooting just as well as he/she would if stationary.

Armour Conditioning
Requirements:


 * Light: None, unless your background forbids it.
 * Medium: None.
 * Heavy: None.

Effects:


 * Untrained: The character feels uncomfortable in armour, and a 50% penalty to movement speed when wearing any sort of armour. When any calculations are made that involve Dexterity, wearing any sort of armour counts as a malus to Dexterity. Magic-using characters also cannot cast spells when wearing any sort of armour.
 * Light: The character feels comfortable with Light Armour ( Gambeson and Leather Armour ), uncomfortable in anything heavier, thus incurring a 50% penalty to movement speed when wearing any armour other than Gambeson and Leather Armour. When any calculations are made that involve Dexterity, wearing Medium or Heavy armour counts as a malus to Dexterity. Magic-using characters also cannot cast spells when wearing Medium or Heavy Armour.
 * Medium: The character feels comfortable with Medium Armour ( Chainmail and Scalemail ), uncomfortable in anything heavier, thus incurring a 50% penalty to movement speed when wearing Heavy Armour. When any calculations are made that involve Dexterity, wearing Heavy armour counts as a malus to Dexterity. Magic-using characters also cannot cast spells when wearing Heavy Armour.
 * Heavy: The character feels comfortable with Heavy Armour ( Breastplates and Platemail ), incurring no malluses when wearing them. Magic-using characters can cast spells in any type of armour.

Bludgeoners
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character always deals minimal damage with so-called “ striking weapons ” ( clubs/cudgels, maces, hammers, axes ), no need to roll the dice. They also get a  malus to Dexterity when it’s being counted when using bludgeoners.
 * Basic: The character suffers no bonuses or maluses when using so-called “ striking weapons ” ( clubs/cudgels, maces, hammers, axes ).
 * Advanced: The character reiceves a 25% bonus to all damage done by “ striking weapons ” ( clubs/cudgels, maces, hammers, axes ), and a 25% to chance to hit or cause critical damage.
 * Expert: The character reiceves a 50% bonus to all damage done by “ striking weapons ” ( clubs/cudgels, maces, hammers, axes ), and a 50% to chance to hit or cause critical damage.

Swords
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character always deals minimal damage with swords, no need to roll the dice. They also get a malus to Dexterity when it’s being counted when using swords.
 * Basic: The character suffers no bonuses or maluses when using swords.
 * Advanced: The character reiceves a 25% bonus to all damage done by swords, and a 25% to chance to hit or cause critical damage.
 * Expert: The character reiceves a 50% bonus to all damage done by swords, and a 50% to chance to hit or cause critical damage.

Polearms
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character always deals minimal damage with so-called “ polearms ” ( quarterstaffs, spears, pikes, halberds, pollaxes, glaives, voulges and bills ), no need to roll the dice. They also get a  malus to Dexterity when it’s being counted when using polearms.
 * Basic: The character suffers no bonuses or maluses when using so-called “ polearms ” ( quarterstaffs, spears, pikes, halberds, pollaxes, glaives, voulges and bills ).
 * Advanced: The character reiceves a 25% bonus to all damage done by “ polearms ” ( quarterstaffs, spears, pikes, halberds, pollaxes, glaives, voulges and bills ), and a 25% to chance to hit or cause critical damage.
 * Expert: The character reiceves a 50% bonus to all damage done by “ polearms ” ( quarterstaffs, spears, pikes, halberds, pollaxes, glaives, voulges and bills ), and a 50% to chance to hit or cause critical damage.

Bows
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character always deals minimal damage with bows, no need to roll the dice. They also get a malus to Dexterity when it’s being counted when using bows. In video game adaptations, this should halve the effective range of all bows.
 * Basic: The character suffers no bonuses or maluses when using bows.
 * Advanced: The character reiceves a 25% bonus to all damage done by bows, and a 25% to chance to hit or cause critical damage. In video game adaptations, this should also increase range.
 * Expert: The character reiceves a 50% bonus to all damage done by bows, and a 50% to chance to hit or cause critical damage. In video game adaptations, this should also increase range.

Crossbows
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character needs to skip a turn before using a crossbow to reload every single time they want to shoot. They also get a malus to Dexterity when it’s being counted when using crossbows. In video game adaptations, this should halve the effective range of all bows.
 * Basic: The character suffers no bonuses or maluses when using crossbows, and can reload fast enough to not to skip a turn doing it.
 * Advanced: The character reiceves a 25% bonus to all damage done by crossbows, and a 25% to chance to hit or cause critical damage. In video game adaptations, this should also increase range.
 * Expert: The character reiceves a 50% bonus to all damage done by crossbows, and a 50% to chance to hit or cause critical damage. In video game adaptations, this should also increase range.

Firearms
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character doesn’t know how to use Hand Cannons or any other firearms, and even when shown, will easily forget it. Acquired knowledge lasts less than a day, and even so, the character takes at least two turns to reload a gun before being able to use it. In video game adaptations, this should also halve the gun’s effective range.
 * Basic: The character got the hang of using Hand Cannons and any other firearms, and takes just one turn to reload a gun before using it.
 * Advanced: The character reiceves a 25% bonus to all damage done by guns, and a 25% to chance to hit or cause critical damage. In video game adaptations, this should also increase range.
 * Expert: The character reiceves a 50% bonus to all damage done by guns, and a 50% to chance to hit or cause critical damage. In video game adaptations, this should also increase range.

Exotic Weapons
Exotic weapons are weapons that don’t fit into any of the aforementioned categories. In fact, most characters probably wouldn’t recognize any of these as weapons first, or would be largely ignorant about its attributes, whether we’re talking about an existing weapon or a character’s own creation. Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character likely doesn’t even recognize the item as a weapon to begin with - but even if he/she does, the character always has a 50% chance of inflicting damage to themselves instead of the enemy while using the weapon - and when the character doesn’t inflict damage on themselves, there is a 50% chance of missing the enemy still.
 * Basic: The character can recognize exotic weapons, and knows a bit about them. The character doesn’t inflict damage on themselves when using exotic weapons, but still has a minimum of 25% chance of missing at each attack.
 * Advanced: The character receives no bonuses or malluses when using exotic weapons. There is no minimum chance of missing the enemy anymore, so chances of missing are purely dictated by the user’s dexterity, the target’s dexterity and various other factors.
 * Expert: The character reiceves a 50% bonus to all damage done by exotic weapons.

Swimming
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character can’t swim in any kind of water that is deeper than the height of their body below the neck. If they get into water that is any deeper, they’ll struggle and drown. They don’t even know anything about holding their breath underwater.
 * Basic: The character can swim in and float above water that’s slightly deeper than their own height, knows how to hold their breath underwater, and knows the basics about swimming techniques. They are rather slow and clumsy swimmers, but at least they aren’t at the risk of drowning in shallow waters.
 * Advanced: The character is a competent swimmer. They are competent enough to take some equipment with themselves. The character can also swim through a slower-flowing river.
 * Expert: The character can easily swim like a dolphin for hours, taking their equipment with them. However, they are still incapable of swimming in metal armour.

Riding
Requirements:


 * Basic: None, unless your background forbids it.

Effects:


 * Untrained: The character has probably never ridden a mount before, and even if they did, they quickly forget all the lessons learned. They don’t really understand how to communicate with their mount. When they say “Giddy up!” to the animal, it won’t move one inch.
 * Basic: A character with basic riding skills has a broad understanding of how to mount most mounts and get them to move in the direction the character wants. Some animals are harder to control than others, but as long as the animal in question is already tame to begin with, the character should have no problems mounting it and riding it after some familiarization - of course, mounted combat is a different matter altogether, and a different skill.

Horsemanship
Requirements:


 * Advanced: The character must possess Basic.
 * Expert: None, as long as Advanced Horsemanship is already possessed.

Effects:


 * Untrained: Assuming the character already has Basic Riding, they can ride horses and other horse-like animals, but aren’t specialized at riding them, and can ride them just about as well as they can ride any other tame animals large and strong enough to bear with their weight. Otherwise, refer to the description of Untrained Riding.
 * Advanced: The character has grown specialized in riding horses and other horse-like creatures, thus knows more about them than the average rider, is qualified to compete in races. They also familiar themselves with their horse much faster.
 * Expert: The character controls their horse instinctively, forming a bond with their mount rather quickly.

Cameleering
Requirements:


 * Advanced: The character must possess Basic.
 * Expert: None, as long as Advanced Cameleering is already possessed.

Effects:


 * Untrained: Assuming the character already has Basic Riding, they can ride camels and other camel-like animals, but aren’t specialized at riding them, and can ride them just about as well as they can ride any other tame animals large and strong enough to bear with their weight. Otherwise, refer to the description of Untrained Riding.
 * Advanced: The character has grown specialized in riding camels and other camel-like creatures, thus knows more about them than the average rider, is qualified to compete in races. They also familiar themselves with their camel much faster.
 * Expert: The character controls their camel instinctively, forming a bond with their mount rather quickly.

Raptoring
Requirements:


 * Advanced: The character must possess Basic.
 * Expert: None, as long as Advanced Raptoring is already possessed.

Effects:


 * Untrained: Even the character already knows the Basics of Riding, they still can’t control - or at the very least, struggle heavily with controlling - a mount that also happens to be a bipedal dinosaur/avian, such as basilisks.
 * Advanced: The character can control bipedal dinosaur/avian mounts somewhat effectively.
 * Expert: The character controls their bipedal dinosaur or avian mount instinctively, forming a bond with their mount rather quickly.

Seamanship
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character has no idea how to operate a ship, and lacks all the skill needed to be a competent sailor, let alone a captain.
 * Basic: The character knows the basics of how to handle oneself on a ship, knows the enough of a typical ship’s anatomy to know what’s up when things happen, and knows something about rudementary navigation without a compass - they’ll still likely to get lost in the open sea if misfortune falls upon the crew and fate puts the character in charge of a ship. The character makes an okay sailor, but probably a terrible captain. (Up to the GM to enforce)
 * Advanced: The character knows how to operate most vessels, knows a thing or two about meteorology and weather forecasting, and in case a crisis puts them in charge of a ship, they also know about watchkeeping (the assignment of sailors to specific roles on a ship to operate it continuously). As a sailor, the character knows what he/she is doing, but as a captain - average at best. (Up to the GM to enforce)
 * Expert: The character not only knows the open sea like the palm of their own hands, but can intuit their direction, the distance of nearest land, the time of the next storm, and various other things that come handy when sailing. The character knows just about everything that can be known about operating and commanding a single vessel, though not necessarily a whole fleet. Thus, the character makes a fine captain, but not necessarily an admiral - that depends more on their general leadership skills. (Up to the GM to enforce)

Tracking
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character doesn’t know how to follow animal tracks, easily loses sight of tracks, etc.
 * Basic: The character knows how to follow tracks no older than one day.
 * Advanced: The character can learn much more from the tracks.
 * Expert: The character makes a good detective.

Enchantment
Requirements:


 * Basic: The character must already possess, or
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot enchant items.
 * Basic: The character can put Class C enchantment on items.
 * Advanced: The character can put Class B enchantment on items. The character can also put up to two enchantments on an item.
 * Expert: The character can put Class A enchantment on items. The character can also put up to four enchantments on an item.

Magica Profana


Requirements:


 * Trained: Character must not have the feat or  in order to take up this feat. Additionally, in a serious and realistic tabletop setting - where no one can just learn magic overnight - it should be up to the GM’s discression to decide whether characters who didn’t already have this feat in the first place should be allowed to take it up during an adventure.

Effects:


 * Untrained: The character cannot use Arcane Magic (see RPG:Spells).
 * Trained: The character can use Arcane Magic (see RPG:Spells), and can learn spells and other magic-related feats. The character also gains the Basic Spells (Telekinessis, Lighting, Energy Bolt).

Magica Divinitatis


Requirements:


 * Trained: Character must not have the feat or  in order to take up this feat. Additionally, in a serious and realistic tabletop setting - where no one can just learn magic overnight - it should be up to the GM’s discression to decide whether characters who didn’t already have this feat in the first place should be allowed to take it up during an adventure (and even so, only religious characters should be allowed to take this up).

Effects:


 * Untrained: The character cannot use Clerical Magic (see RPG:Spells).
 * Trained: The character can use Clerical Magic (see RPG:Spells), and can learn spells and other magic-related feats - albeit he/she is limited by what his/her religion allows. The character also gains the Basic Spells (Telekinessis, Lighting, Energy Bolt).

Magica Naturae


Requirements:


 * Trained: Character must not have the feat or  in order to take up this feat. Additionally, in a serious and realistic tabletop setting - where no one can just learn magic overnight - it should be up to the GM’s discression to decide whether characters who didn’t already have this feat in the first place should be allowed to take it up during an adventure.

Effects:


 * Untrained: The character cannot use Nature Magic (see RPG:Spells).
 * Trained: The character can use Nature Magic (see RPG:Spells), and can learn spells and other magic-related feats. The character also gains the Basic Spells (Telekinessis, Lighting, Energy Bolt).

Olethromancy
Requirements:


 * Basic: The character already possessing the feat.
 * Advanced: None (provided they already have this feat in Basic).
 * Expert: None (provided they already have this feat in Advanced).

Effects:


 * Untrained: The character cannot cast Destruction Magic spells, unless he/she has the feat necessary for the corresponding element. The majority of Destruction Magic spells also belong to a school of Elemental Magic ( Fire Magic, Water Magic, Air Maqgic or Earth Magic ), thus, a spell that belongs to both schools requires only one of the two feats. Only a small minority of Destruction Magic spells don’t also belong to a school of Elemental Magic.
 * Basic: The character can learn Basic-level Destruction Magic spells, and also gains a bonus Basic-level Destruction Magic spell of their chosing.
 * Advanced: The character can learn Advanced-level Destruction Magic spells, and gets a 10% bonus to the effectiveness of their Basic-Destruction Destruction Magic spells. The character also gains a bonus Advanced-level Destruction Magic spell of their chosing. For Destruction Magic spells that also belong to one of the schools of Elemental Magic, this bonus also stacks up with the feat relevant to the corresponding element.
 * Expert: The character can learn Expert-level Destruction Magic spells, and gets a 30% bonus to the effectiveness of their Basic-tier Destruction Magic spells and 15% to the effectiveness of their Advanced-tier Destruction Magic spells. The character also gains a bonus Expert-level Destruction Magic spell of their chosing. For Destruction Magic spells that also belong to one of the schools of Elemental Magic, this bonus also stacks up with the feat relevant to the corresponding element.

Aeromancy
Requirements:


 * Basic: The character already possessing the feat (enables Arcane Magic),  (enables Clerical Magic), or  (enables Nature Magic). For users of Clerical Magic, the ability to take up this feat depends on their religion.
 * Advanced: None (provided they already have this feat in Basic).
 * Expert: None (provided they already have this feat in Advanced).

Effects:


 * Untrained: The character cannot learn any Air Magic spells.
 * Basic: The character can learn Basic-level Air Magic spells, and also gains a bonus Basic-level Air Magic spell of their chosing.
 * Advanced: The character can learn Advanced-level Air Magic spells, and gets a 10% bonus to the effectiveness of their Basic-tier Air Magic spells. The character also gains a bonus Advanced-level Air Magic spell of their chosing.
 * Expert: The character can learn Expert-level Air Magic spells, and gets a 30% bonus to the effectiveness of their Basic-tier Air Magic spells and 15% to the effectiveness of their Advanced-tier Air Magic spells. The character also gains a bonus Expert-level Air Magic spell of their chosing.

Geomancy
Requirements:


 * Basic: The character already possessing the feat (enables Arcane Magic),  (enables Clerical Magic), or  (enables Nature Magic). For users of Clerical Magic, the ability to take up this feat depends on their religion.
 * Advanced: None (provided they already have this feat in Basic).
 * Expert: None (provided they already have this feat in Advanced).

Effects:


 * Untrained: The character cannot learn any Earth Magic spells.
 * Basic: The character can learn Basic-level Earth Magic spells, and also gains a bonus Basic-level Earth Magic spell of their chosing.
 * Advanced: The character can learn Advanced-level Earth Magic spells, and gets a 10% bonus to the effectiveness of their Basic-tier Earth Magic spells. The character also gains a bonus Advanced-level Earth Magic spell of their chosing.
 * Expert: The character can learn Expert-level Earth Magic spells, and gets a 30% bonus to the effectiveness of their Basic-tier Earth Magic spells and 15% to the effectiveness of their Advanced-tier Earth Magic spells. The character also gains a bonus Expert-level Earth Magic spell of their chosing.

Pyromancy
Requirements:


 * Basic: The character already possessing the feat (enables Arcane Magic),  (enables Clerical Magic), or  (enables Nature Magic). For users of Clerical Magic, the ability to take up this feat depends on their religion.
 * Advanced: None (provided they already have this feat in Basic).
 * Expert: None (provided they already have this feat in Advanced).

Effects:


 * Untrained: The character cannot learn any Fire Magic spells.
 * Basic: The character can learn Basic-level Fire Magic spells, and also gains a bonus Basic-level Fire Magic spell of their chosing.
 * Advanced: The character can learn Advanced-level Fire Magic spells, and gets a 10% bonus to the effectiveness of their Basic-tier Fire Magic spells. The character also gains a bonus Advanced-level Fire Magic spell of their chosing.
 * Expert: The character can learn Expert-level Fire Magic spells, and gets a 30% bonus to the effectiveness of their Basic-tier Fire Magic spells and 15% to the effectiveness of their Advanced-tier Fire Magic spells. The character also gains a bonus Expert-level Fire Magic spell of their chosing.

Hydromancy
Requirements:


 * Basic: The character already possessing the feat (enables Arcane Magic),  (enables Clerical Magic), or  (enables Nature Magic). For users of Clerical Magic, the ability to take up this feat depends on their religion.
 * Advanced: None (provided they already have this feat in Basic).
 * Expert: None (provided they already have this feat in Advanced).

Effects:


 * Untrained: The character cannot learn any Water Magic spells.
 * Basic: The character can learn Basic-level Water Magic spells, and also gains a bonus Basic-level Water Magic spell of their chosing.
 * Advanced: The character can learn Advanced-level Water Magic spells, and gets a 10% bonus to the effectiveness of their Basic-tier Water Magic spells. The character also gains a bonus Advanced-level Water Magic spell of their chosing.
 * Expert: The character can learn Expert-level Water Magic spells, and gets a 30% bonus to the effectiveness of their Basic-tier Water Magic spells and 15% to the effectiveness of their Advanced-tier Water Magic spells. The character also gains a bonus Expert-level Water Magic spell of their chosing.

Photomancy
Requirements:


 * Basic: The character already possessing the feat (enables Arcane Magic),  (enables Clerical Magic), or  (enables Nature Magic). For users of Clerical Magic, the ability to take up this feat depends on their religion.
 * Advanced: None (provided they already have this feat in Basic).
 * Expert: None (provided they already have this feat in Advanced).

Effects:


 * Untrained: The character cannot learn any Light Magic spells.
 * Basic: The character can learn Basic-level Light Magic spells, and also gains a bonus Basic-level Light Magic spell of their chosing.
 * Advanced: The character can learn Advanced-level Light Magic spells, and gets a 10% bonus to the effectiveness of their Basic-tier Light Magic spells. The character also gains a bonus Advanced-level Light Magic spell of their chosing.
 * Expert: The character can learn Expert-level Light Magic spells, and gets a 30% bonus to the effectiveness of their Basic-tier Light Magic spells and 15% to the effectiveness of their Advanced-tier Light Magic spells. The character also gains a bonus Expert-level Light Magic spell of their chosing.

Sciomancy
Requirements:


 * Basic: The character already possessing the feat (enables Arcane Magic),  (enables Clerical Magic), or  (enables Nature Magic). For users of Clerical Magic, the ability to take up this feat depends on their religion.
 * Advanced: None (provided they already have this feat in Basic).
 * Expert: None (provided they already have this feat in Advanced).

Effects:


 * Untrained: The character cannot learn any Dark Magic spells.
 * Basic: The character can learn Basic-level Dark Magic spells, and also gains a bonus Basic-level Dark Magic spell of their chosing.
 * Advanced: The character can learn Advanced-level Dark Magic spells, and gets a 10% bonus to the effectiveness of their Basic-tier Dark Magic spells. The character also gains a bonus Advanced-level Dark Magic spell of their chosing.
 * Expert: The character can learn Expert-level Dark Magic spells, and gets a 30% bonus to the effectiveness of their Basic-tier Dark Magic spells and 15% to the effectiveness of their Advanced-tier Dark Magic spells. The character also gains a bonus Expert-level Dark Magic spell of their chosing.

Necromancy
Requirements:


 * Basic: The character already having Basic.
 * Advanced: None
 * Expert: The character already having Advanced.

Effects:


 * Untrained: The character cannot revive deceased people and animals as Undead.
 * Basic: The character can revive dead people and animals as Skeletons and Zombies. The character may control only 5 undead creatures at once.
 * Advanced: The character can entrap the recently deceased as Ghosts/Wraiths/Wights in their service. The character may control 15 undead creatures at once.
 * Expert: The character can revive the dead in pristine condition, albeit without their souls. They can also control an unlimited amount of undead creatures at once, potentially an army!

Diaesthese
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: Unless the character knows Etiquette or Street Smarts, the character lacks people-skills altogether, and also lacks the intuition necessary to detect lies, emotional manipulation, thus lacks the ability to deflect persuasion attempts, unless the other person is trying to convince them to do something they absolutely do not want to do. (Enforcement largely up to GM - unsure how to implement in CRPG adaptation)
 * Basic: The character has some awareness, intuition and people-skills that allow them to detect lies to a degree and intuit other people’s motivations (both to detect and deflect persuasion attempts from them and also to better persuade them as well). Basically, the character knows human nature enough to have some people-skills. The character also haggles effectively, unless the target has Basic Appraisal. (Enforcement largely up to GM - unsure how to implement in CRPG adaptation).
 * Advanced: The character can read emotions and intuit other people’s motivations well enough to suspect that something’s not right when other people lie to them or attempt to persuade them. They also know enough about human nature to meaningfully persuade and manipulate others. The character also haggles effectively, unless the target has Advanced Appraisal. (Enforcement largely up to GM - unsure how to implement in CRPG adaptation)
 * Expert: The character can detect lies from all but the most masterful liars, and can profile people rather easily. The character has the necessary skill to easily build rapport and manipulate others, as well as deflect manipulation attempts from all but the most skilled manipulators. The character also haggles effectively, unless the target has Expert Appraisal. (Enforcement largely up to GM - unsure how to implement in CRPG adaptation)

Appraisal
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character can't tell apart forgeries from authentic goods, and can't really have any good response to haggling merchants, other than plain refusal to pay a price too high.
 * Basic: The character can recognize forgeries done by characters with the Basic feat, and deflect haggle attempts by characters with the Basic  feat.
 * Advanced: The character can recognize forgeries done by characters with the Advanced feat, and deflect haggle attempts by characters with the Advanced  feat.
 * Expert: The character can recognize forgeries done by characters with the Expert feat, and deflect haggle attempts by characters with the Expert  feat.

Literacy
The literacy skill is special in that it is not a single feat, but rather a group of feats that covers a character’s fluency with a specific writing system.


 * High Elven: Used for the High Elven, Classical High Elven, Artaburran Wood Elven, Dark Elven, Halfling, Etrandish and Etrancoasti languages.
 * Wood Elven: Used for the Dragoci Wood Elven language.
 * Neressan: Used for the Neressan language.
 * Dwarven: Used for the Dwarven language.
 * Gabyrian: Used for the Gabyrian language.

Requirements:


 * Basic: None.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character is illiterate and cannot read and write - at least not with the writing system in question.
 * Basic: In case of an alphabet, abjad, abugida or syllabary, the character more or less knows which letters map to which sounds and phonemes, albeit makes constant reading and spelling errors if the script isn’t particularly phonemic, with historical and etymological spelling just straight-up confusing the character. In case of a logographic script, the character may know perhaps less than a hundred characters. Either way, the character both reads and writes slowly, and might not even be able to read at all without having to sound out the written words out loud.
 * Advanced: In case of an alphabet, abjad, abugida or syllabary, character has memorized enough rules and words to know about the perils of etymological and historical spelling, thus knows how to spell most commonly used words correctly, though they may still struggle with some fancy names - or in case of a logographic system, the character knows at least five hundred characters. Either way, if the character didn’t already possess the ability of silent reading, now they are guaranteed to do.
 * Expert: The character can both read and write perfectly fluently. If the writing system is an alphabet, then the character knows how to spell the vast majority of words in their language correctly, and isn’t confused by historical or etymological spellings - if the writing system is logographic, the character knows 3000-5000 symbols.

Foreign Language
The language skill is special in that it is not a single feat, but rather a group of feats that covers a character’s fluency in a language.

Requirements:


 * Basic: The language in question not being the character’s native tongue.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot speak that language, and cannot understand anything from it, unless their own native language is closely related to (and preferably mutually intelligible with) the language in question.
 * Basic: The character has some level of fluency at the language in question, but makes a lot of errors in grammar and pronounciation alike, has a very noticeable accent and a limited vocabulary. Overall, the character knows enough to get them in and out of trouble, but not much else.
 * Advanced: The character is fluent at the language. While still having an accent, and the occasional grammatical hiccup, they can both understand and speak the language confidently.
 * Expert: The character is as fluent at the language as a native speaker - if not more. They not only speak it with perfect grammar and pronounciation, but can also utilize it to a degree that would make even some poets green with envy. Unless the character has intentionally made it their trademark, the character no longer has an accent.

Classical Language
The classical language skill is special in that it is not a single feat, but rather a group of feats that covers a character’s fluency in a dead language.

Requirements:


 * Basic: Basic Literacy at the language’s script.
 * Advanced: Advanced Literacy at the language’s script.
 * Expert: Expert Literacy at the language’s script.

Effects:


 * Untrained: The character knows next to nothing about the classical language in question, except maybe a few loanwords their native tongue has borrowed from it.
 * Basic: The character knows a lot of words, but cannot really speak the language or write in it, only sort of understand written text via slow and sluggish reading, not even understanding all the words, just figuring out what the sentence as a whole means.
 * Advanced: The character knows how to read the language, and also knows how to write in it, albeit with many errors, and an unorthodox syntax that would be foreign to the now-extinct native speakers of the tongue. They can also speak the language, albeit only slowly, mostly using simple when words forced to improvise - nevertheless, it will get the point accross to anyone who shares their level of fluency at the ancient tongue.
 * Expert: The character can read and write the ancient tongue fluently without any errors, and can speak it understanibly, albeit with a strong accent coloured by their native tongue - understandable, as the language in question has no native speakers left, and no one is exactly sure how to pronounce things in it anymore (for example, think of someone using Italian or Spanish pronounciation when reading Classical Latin - in other words, Eccelestial Latin in a nutshell - or Modern Greek pronounciation when reading Ancient Greek text, Classical Japanese with modern pronounciation, etc.).

Etiquette
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: Whether the character can read and write or not, he/she acts like an illiterate barbarian or an uncultured peasant. Heavy penalty at conversing with aristocrats - effects up to DM discression, or a malus to Charisma when talking to upper-class people.
 * Basic: The character knows enough about the mannerisms and rules - both written and unwritten - of polite society to avoid publicly embarassing himself/herself, but not enough to impress those belonging to the upper echelons - effects up to DM discression, or a to Charisma when talking to upper-class people.
 * Advanced: The character can fit into more cultured company and can talk to nobles without having a serious disadvantage at persuasion. No Charisma malus.
 * Expert: The character feels right at home among people of the upper echelons, and can have his/her way with the tongue of those upper-class peons - so much so that, the character gains an advantage at persuading them - effects up to DM discression, or a bonus to Charisma when talking to upper-class people.

Street Smarts
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The slang of the street thugs and other deliquents is downright unintelligible and incomprehensible to the character. Even if you two supposedly speak the same language, it almost feels like there’s a language barrier between the two of you - effects up to DM discression, or a malus to Charisma when talking to underground-class people.
 * Basic: The character can understand street slang, but isn’t fluent enough in it to show off their social skills to street deliquents - effects up to DM discression, or a malus to Charisma when talking to underground-class people.
 * Advanced: The character can fit into more caddish company and can talk to slang-slinging criminals without having a serious disadvantage at persuasion. No Charisma malus.
 * Expert: The character feels right at home in the underground, and can have his/her way with the tongue of those street urchins - so much so that, the character gains an advantage at persuading them - effects up to DM discression, or a bonus to Charisma when talking to underground-class people.

Profession
The Profession skill is special in that it is not a single feat, but rather a group of feats that covers a character’s skill at a mundane profession that are typically pursued by normal people who aren’t adventurers - some of these might still come useful to adventurers on special occasions though, like when an obelisk asks an adventurer a question only an Expert Shoemaker could answer. Some professions may also allow the character to craft certain items.

Requirements:


 * Basic: Nothing.
 * Advanced: Nothing.
 * Expert: Nothing.

Effects:


 * Untrained: The character has no experience in or any real knowledge about that profession. Even if someone attempts to teach it to them, they will inevitably forget it in a day.
 * Basic: The character knows the basics of the trade in question, and could make a fine assisstant to an actual master, but nothing more.
 * Advanced: The character knows far more than what can be expected from an assistant, but not enough to make them a master of their trade. If the character was to retire from their life of adventure, they could make a decent living out of pursuing that profession, but would be unable to fufill the desires of more refined customers.
 * Expert: The character is an expert of the trade in question, and if they were to encoutner an oracle or genie who makes a riddle only solvable by someone with considerable knowledge in that field, they could solve it. Their skill effectively gives them a safety net, a Plan B if the whole adventuring business turns out to be less lucrative than initially expected, as they know the profession enough to make a good living out of it.

Logic
Requirements:


 * Basic: An intelligence of 10.
 * Advanced: An intelligence of 12.
 * Expert: An intelligence of 14.

Effects:


 * Untrained: The character hasn’t been formally schooled in Logic - which doesn’t necessarily mean that they are devoid of logic or incapable of logical reasoning, potentially, it’s quite the contrary: being able to put two and two together and discover the relationships between things is just being intelligent. “Logic” in this context refers to more abstract fields of study and philosophy, something formally studied, beyond regular intuition.
 * Basic: The character has received some formal schooling in Logic. Besides being skilled at logical reasoning - whether deductive, inductive or abductive, up to their preference - they also have knowledge about syllogistic logic, as well as Boolean logic.
 * Advanced: The character possesses a comprehensive understanding of classical logic and philosophy, and thus can use this knowledge in philosophical debates, as well as when answering complex questions.
 * Expert: The character is a philosopher in the making.

Music
Requirements:


 * Basic: Intact hands (for an instrument) or the character not being a mute (for vocals)
 * Advanced: None, if Basic Music is already possessed.
 * Expert: None, if Advanced Music is already possessed.

Effects:


 * Untrained: The character knows nothing about making music - they may not be tonedeaf, they may appreciate good music, but they are utterly clueless when it comes to making music. They can’t play any instruments, sing out of tune, etc.
 * Basic: The character can make acceptable quality music, and can play back existing songs with only a few mistakes. If formally trained in music, they know a lot about musical theory and can read sheet music - if not, then they can still intuit musical theory and memorize songs. Learning a new instrument is a hard thing to do.
 * Advanced: The character’s musical skills are what can be expected from a typical bard - at least, one that’s financially secure and isn’t in the risk of running out of business.
 * Expert: The character can compose fine songs, and can be considered a virtuoso on their instrument of choice - they also learn new instruments relatively easily. If the character has opted for vocals instead or, or in addition to instruments, they also know quite a few vocal techniques, being able to squeeze out as much as possible from their vocal chords.

Amorous Culture
Requirements:


 * Basic: The character can’t be a virgin. (Backstory requirement)
 * Advanced: None, if Basic Amorous Culture is already possessed.
 * Expert: None, if Advanced Amorous Culture is already possessed.

Effects:


 * Untrained: When making love, the character is driven purely by their instincts - whether that is a good thing or a bad thing is subjective. One’s taste might coincidentally correspond to what the character has instinctively produced, but others may want something more refined: whether that means softer and more considerate, or rougher and more aggressive, varies from partner to partner. Additionally, the character likely doesn’t know much about protection, STDs, etc.
 * Basic: The character knows how to intuit their partner’s desires, and can more or less attempt to fufill them - to what degree of success, remains questionable.
 * Advanced: The character knows the art of lovemaking, and knows how to please any partner whose desire is a technique of sorts, rather than a passive attribute of their partner. The character leaves most partners satisfied.
 * Expert: The character has mastered the art of lovemaking to the point of effectively making their partners crazy from ecstasy during the act, constantly leaving them yearning for even more.

Sneaking
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot really sneak around, and is thus easily noticed.
 * Basic: The character can move silently, and can sneak around less vigilant enemies. The character gains a 25% bonus to any damage to any stealth attacks.
 * Advanced: The character can move silently and manipulate their environment without making much noise. The character gains a 50% bonus to any damage to any stealth attacks.
 * Expert: The character can particularly move in the shadows completely unseen and unheard. The character gains a 100% bonus to any damage to any stealth attacks.

Smuggling
Requirements:


 * Basic: The character must already have Basic.
 * Advanced: None, so long as the character has this skill in Basic.
 * Expert: None, so long as the character has this skill in Advanced.

Effects:


 * Untrained: The character is immediately caught carrying illegal goods by guards, if they have anything to hide.
 * Basic: The character can fool less intelligent and less vigilant guards and convince them to let him/her pass through.
 * Advanced: The character can hide illegal merchandise well enough to avoid arousing suspicion, as well as convincing the authorities to look the other ways.
 * Expert: The character can practically smuggle high explosives into the royal palace without anyone so much as raising an eyebrow.

Forgery
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot do any forgery.
 * Basic: The character can make forgeries that will fool idiots and maybe some ordinary people - basically, anyone who doesn't have the Basic feat.
 * Advanced: The character can make forgeries that can fool most people, save for those with a good eye for authentic merchandise - in other words, anyone who doesn't have the Advanced feat.
 * Expert: The character can make forgeries that will fool just about everyone, save for true experts - in other words, anyone who doesn't have the Expert feat.

Lockpicking
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot pick any locks.
 * Basic: When the character attempts to pick a lock, a d20 dice ( or the sum of four d5 dices, or five d4 dices ) must be rolled, The lockpicking succeeds if the number is smaller than the character’s Dexterity. ( some locks are more difficult to pick than others - at DM/GM discretion, constant numbers can be added to the rolled dice, it can be multiplied, etc. to simulate harder-to-pick locks. At DM discretion, some locks could be straight-up declared too difficult for a character with Basic Lockpicking to pick )
 * Advanced: The rolled dice has to be multiplied by $$ \frac{3}{4} $$.
 * Expert: The rolled dice has to be multiplied by $$ \frac{1}{4} $$.

Pickpocket
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot pickpocket.
 * Basic: When the character attmepts to pickpocket, they must roll a d20 dice ( or the sum of four d5 dices, or five d4 dices ) . When the received number is smaller than the character’s dexterity, the pickpocket attempt is succesful. Otherwise, it is a fail, and the target is alerted.
 * Advanced: The rolled dice has to be multiplied by $$ \frac{3}{4} $$.
 * Expert: The rolled dice has to be multiplied by $$ \frac{1}{4} $$.

Security
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character cannot disarm traps, and can only detect the most obvious ones ( up to DM discretion ).
 * Basic: Character can immediately notice more advanced traps ( up to DM discretion ) . Additionally, when the character attmepts to disarm a trap, they must roll a d20 dice ( or the sum of four d5 dices, or five d4 dices ) . When the received number is smaller than the character’s dexterity, the disarming attempt is succesful. Otherwise, it is a fail, and the trap deals damage to the character.
 * Advanced: The rolled dice has to be multiplied by $$ \frac{3}{4} $$. Additionally, the character is instinctively notified of almost all traps, save for the most masterfully crafted ones ( up to DM discretion ).
 * Expert: The rolled dice has to be multiplied by $$ \frac{1}{4} $$. The character can also notice all traps immediately.

Alchemy
Requirements:


 * Basic: None.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character only craft Class D potions.
 * Basic: The character can also craft Class C potions. Poisons and potions of any kind are also 5% more potent as a whole.
 * Advanced: The character can also craft Class B potions. Poisons and potions of any kind are also 10% more potent as a whole.
 * Expert: The character can also craft Class A potions. Poisons and potions of any kind are also 15% more potent as a whole.

Naturalism
Requirements:


 * Basic: None, unless your background forbids it.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character is utterly lost outside of the bounds of civilization. They can’t even tell edible berries apart from poisonous ones! And they’ll likely freeze to death on cold nights.
 * Basic: The character can tell edible plants apart from inedible ones, knows how to use a flintstone to make fire, is informed about the habits of wild animals, etc.
 * Advanced: The character knows how to survive in harsher environments, like high mountains and semidesert environments. They also know that grasshoppers are edible.
 * Expert: The character knows how to survive and find nutrition even in the roots of the most extreme environments ( sandy deserts and literal ice fields ), finding water and safe shelter alike. The only real challenge would be a land cursed by magic.

Medicine
Requirements:


 * Basic: None.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: Other than common sense ( such as using cold baths to cure fever ) and folk medicine learned from one’s parents, the character has no knowledge about curing any illnesses at all - at least, not without the use of Magic.
 * Basic: The character has some knowledge about treating some of the most common and mundane diseases. If they also have the feat, healing spells that cure diseases and poisons will cost only 75% of the original mana cost.
 * Advanced: The character makes for a somewhat competent medicine-man, knowing about the means to cure more mundane diseases. If they also have the feat, healing spells that cure diseases and poisons will cost only 50% of the original mana cost.
 * Expert: The character makes a good medicine-man and knows how to cure most mundane diseases - but only mundane ones, not magical ones. If they also have the feat, healing spells that cure diseases and poisons will cost only 25% of the original mana cost.

Surgery
Requirements:


 * Basic: None.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character has no idea how to effectively treat any wounds that are worse than a paper cut - they know nothing, other than bandaging the wounds, and maybe cauterizing it.
 * Basic: The character can perform minor surgeries to improve the health of people with wounds - they can remove arrows and bullets, for example. If they also have the feat, healing spells that cure wounds will cost only 75% of the original mana cost.
 * Advanced: The character can perform riskier surgeries with smaller risk. If they also have the feat, healing spells that cure wounds will cost only 50% of the original mana cost.
 * Expert: The character can perform most surgeries, even brain surgeries. If they also have the feat, healing spells that cure wounds will cost only 25% of the original mana cost.

Arithmetics
Requirements:


 * Basic: None.
 * Advanced: None.
 * Expert: None.

Effects:


 * Untrained: The character can count up to maybe ten, and can literally put two and two together, but not much beyond that.
 * Basic: The character is acquited with mathematics well enough to count up to hundreds, add, negate, multiply and divide with relative ease.
 * Advanced: The character isn’t intimidated by big numbers, can perform just about all mathematical operations that are can be broken down to primitive functions (addition, negation, multiplication, division, modulo, even possibly integer exponentiaton), albeit possibly rather slowly. With the aid of a lookup table, even trigonometry is possible. Nevertheless, complex equations still confuse the character. The character is also good with boolean algebra.
 * Expert: The character can not only perform calculations by hand at a reasonable speed, but is also good at comprehending more complex equations - albeit, trigonometry is still going to be slow and difficult without the aid of a lookup table. The character might also know about some of the more obscure sides of mathematics, such as complex numbers and differential algebra (derivation and integration).

Claws of the Dead


Requirement: Granted automatically if the character is a Vampire or a Theriantrope. Cannot be gained any other ways.

Effect: Acts as Basic if the character doesn’t already have that feat. If the character does, then it simply gives a flat 20% bonus to unarmed damage of any kind.