Cinco: Feat Experiment, Part II

This is partly my attempt to modularize more complex rules from Cinco! (I can’t decide how to type that) as opt-in rules for characters, as well as coming up with additional ones because they’d make more sense as special abilities than as general (if complex) rules. The following subsystems would be impacted and restricted only to characters with the appropriate feats:

  • Critical attack moves
  • Travel options
  • Arcane enhancements
  • Healing at havens

This isn’t my first time doing this, but I was never fully happy with my initial two attempts (wow, one year apart, in 2023 and 2024). I feel happier with these because they feel more potentially abstract and reskinnable based on who your character is. My plan is to have 20 "experience feats" that you gain from your levels, and 20 "origin feats" which I've written before and I would actually be really happy to play with. So, these are the 20 experience feats!

As a treat, here's the optional "unified" character sheet which removes inventory cards in favor of spaces for feats and notes. You might notice it looks familiar! The previous post has a separate feat sheet which not only lets you continue to draw item cards, but also lets you represent feats as their own cards. So basically, do you want cards or not?

Fighting Feats

  • On a [20+] bludgeoning attack, target becomes vulnerable to attacks until they spend 1 action to shake it off.
  • On a [20+] melee piercing attack, double damage.
  • On a [20+] slashing attack, damage adjacent opps of equal or lesser defense.
  • On a [20+] ranged attack, double damage.
  • Spend an equipped ammo for advantage on your ranged attack.

Magic Feats

  • Spend 1 action or 1 inspiration to enhance an arcana to deal +1 damage on a hit or just 1 on a miss.
  • Spend 1 action or 1 inspiration to enhance an arcana to target all opps within one zone.
  • Spend 1 action or 1 inspiration to enhance an arcana to cast at any zone within sight.
  • Spend any inspiration with an applicable arcana to heal an ally for an equal number of hearts.
  • Ignore elemental resistances when casting magic attacks.

Support Feats

  • Spend 1 action and 1 inspiration to force weaker opponents (usually grunts or minions) in or out of your zone on their next turn.
  • Spend 1 action and 1 inspiration to give allies advantage (or negate disadvantage) against one type of opp in your zone.
  • Spend 1 action and 1 inspiration to summon a spirit servant who shares your stats and whose actions can be enhanced like an arcana.
  • Crew can heal overnight for free at worship-houses of your faith! Check D20 to commune with your patron deity; what do you ask them?
  • Shit I swore I had a fifth one for this category. Oops! Will figure it out later.

Expertise Feats

  • Gain advantage on travel checks when traversing an environment like that of your origin.
  • Crew can heal overnight for free at inns where you perform! Check D20 for a tip of 1 treasure from the audience; how do you impress them?
  • Gain an additional travel option to collect 1 supply based on the environment your available tools; what do you find?
  • Gain an additional travel option to discover a landmark (and place a rumor) in the expanse; what do you come across?
  • Crew can heal overnight at homes of associates from your organization! You cannot do this again until you fulfill an organization duty.

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