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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. |