Action Feats

Description:
Some feats produce augmentations that last for an entire contest, and others last for only a single action. The description of a feat usually suggests the duration of its augmentation. Some feats can be performed either way, at the Narrator's discretion. Feats that augment a single action are referred to as "action feats", while feats that affect an entire contest are "contest feats."

Contest feats are handled using the standard HeroWars rules.

Action Feat Rules:
Action feats take no time to perform. The feat is subsumed into the action being augmented.

Action feats use automatic augmentations.* If a player wants to roll for the augmentation he must take an unrelated action. The feat still only augments a single action.

Action feats can be performed in advance using the standard delayed affect or enchantment rules. Unless the feat is permanently instilled into its subject (usually an item) the magic is considered expended after augmenting one action.

Only one action feat can be used to augment a single action, but any contest duration augmentations still apply.

Example:
GildVen of Mephos, a Yanafal Tarnils Devotee, performs the Charge of the Ram feat to attack his enemy. Since this feat describes an action (charge!) he does not have to take an unrelated action to perform it, but its benefit (a bonus to his Close Combat) affects only the current action. His scimitar still benefits from the Empower With Death contest feat he performed previously in the contest.

*Automatic Augmentations: As per Barbarian Adventures, an automatic augmentation does not require an ability test and results in an augmentation of +1 / ^2 / 2AP per 10 ability rating points. For example, an ability of 5W produces an augmentation bonus of +2, or an edge of ^4, or grants 4AP.