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Custom Fable Feats
Started by Avalore

Custom Fable Feats


Several of the Fables of the Realm grant feats that can be customized by the person receiving them. This thread is a list of all active customized Fable Feats for public record.

Currently Fables this applies to are:

  • Lady of the Lake
  • Shrine Keepers

Fabled items can be found here.

Lady of the Lake


Oath of Bravery (Tirza - @Kamaoe)
The sworn has taken an oath to uphold sport and engage in honest competition, and to quell dishonest sportsmanship wherever she should see it. In sports-related situations, Tirza gains a +2 modifier to STR: Athletics rolls.

 

Oath of Bravery (Artorius - @DraKonum)
The sworn has taken an oath to seek out and slay dangerous beasts and monsters wherever he should find them. Against dangerous monsters, their fabled finesse blade Aerondight deals 3 armour-piercing damage instead of the usual finesse blade damage.

 

Oath of Bravery (Maliketh - @dogshitfartelectric)
The sworn has taken a trifold oath as part of his chivalric code: to fight honorably in a dishonorable world; to seek justice on the wicked, and; to show bravery in the face of insurmountable odds. 

[Boon] Maliketh receives a +1 to shield attack action rolls (excluding Shield Bashes and Reflection's Throw ability). After successfully landing a Shield attack, Maliketh’s next attack using a Shield or Unarmed does +1 additional damage.

[Bane] After failing his block roll, Maliketh’s next attack is made with a -1 penalty.

 

Oath of Bravery (Ardghal - @Ottorintsu)
The sworn has taken an oath to defend the innocent and smite the wicked only in equal measure to their transgressions. When performing this task, their fabled blade Durendal is able to be wielded one-handed with a +1 bonus when rolling to hit.

 

Oath of Bravery (Hex - @Blossom)
The sworn has taken an oath to defend the innocent. When performing this task, Hex finds herself further empowered, receiving a +2 to STR: Athletics and a +2 to STR: Fortitude.

 

Oath of Bravery (Gallavan - @BooshKadooshOof)
The sworn has taken an oath to defend the people of the Spire from threats. When performing this task, their fabled suit of heavy armor, The Lady's Champion, carries part of the burden, incurring only the penalties of medium armor.

 

Oath of Bravery (Gambeson - @Groggles)
Gambeson has sworn an oath to heroism, to embody courage and face evils head on.

[Boon] As a single limited action, Gambeson may perform a Spin Attack with a Melee weapon, making a separate attack roll against every target (foe or ally) within Melee distance. Gambeson may also spend both actions to unleash a more powerful spin which does +2 damage. Spin attacks made with a two-action weapon deal half damage, rounded up.

[Bane] Attempts to knock Gambeson prone have a +1 to hit.

 

Oath of Bravery (Nikephoros - @Romedeu)
The sworn has taken an oath to be a bastion for those around them against acts of depravity and cruelty. When performing this task, their fabled blade Crownwing has a unique, passive ability: 
- Using an action to raise the blade and shout a boisterous rallying cry, those around the sworn gain a +1 to attack rolls. This stacks with Lineage Weapon, but no other bonuses.

 

Oath of Diligence (Susano - @Vigilance)
Susano swears to protect and maintain his most important asset: His blade. In doing this, he must patiently await the right time to enter battle, ensuring he is never the one attempting to draw first blood.

[Boon] When initiative is rolled, Susano counts as having taken the Evade action. Additionally, each time an enemy misses a Melee or Akirmishing weapon attack against him, he adds +1 to his next Evade attempt.

[Bane] Susano must always go last in turn order.

 

Oath of Bravery (Godfrey - @Aufberon)
The sworn has taken an oath to defend the innocent. When performing this task, they may use their entire turn to take a special [Heliacal Aegis] action that blocks attacks against themself and an ally on an immediately adjacent block. 

 

Oath of Diligence (Maliketh - @dogshitfartelectric)
The sworn has taken a trifold oath as part of his chivalric code: to not raise his weapon for wealth nor vanity; to offer mercy to the lost, but never to the cruel, and; to walk through the dark, but not let it shape him. 

[Boon] Maliketh’s mastery of shield combat allows him to adopt a unique stance that favors aggressive defense. Upon a successful block after a turn where Maliketh did not make an attack, he may choose to Reflect rather than Shield Bash. Reflecting redirects the attack from Maliketh to a target within the weapon’s range. These attacks may be Blocked or Evaded as normal by the new target.

[Bane] Attacks against Maliketh from Skirmishing weapon templates have a +1 to hit.

 

Oath of Diligence (Fukurō Saisui - @Megladon)
The sworn has taken an oath to protect the innocent from worldly horrors.

[Boon] Whirling Angel: As a limited action, each ally Fukurō becomes adjacent to over the course of his turn may Evade the next successful attack against them for free using his evasion modifier and no evasion penalties (or a +1 if their own modifier already matches his). This free evade does not stack with an Evade or Block action; one must be chosen over the other in the turn.

[Bane]: Skirmishing attacks against Fukurō have an additional +1 to hit.

 

Oath of Diligence (Aoi - @CaitTheGr8)
Aoi has taken an oath to protect those they care for and the innocents of the realm.

[Boon] Once per round when an ally in Melee distance of Aoi fully evades or blocks an attack, Aoi can move 3 blocks and make a Riposte attack with a -3 modifier against the attacker in any order.

[Bane] Whenever Aoi uses this technique, they have a 3 block movement penalty on their next turn.

 

Oath of Bravery (Susano - @Vigilance)
Susano swears he will train to become the greatest Korami swordsman. This includes abiding by his warrior’s code of courage, honor, and compassion.

[Boon] If Susano successfully Evaded or Parried an attack on his last turn and then spends both actions to attack, he makes one Tsunami Slash: Roll for both attacks and use the higher result; the defender rolls any evasion, block, or armour once.

[Bane] Susano may never decline a challenge to test his skills, and has a -1 penalty to INT: Perception against anyone other than his current target(s).

 

Oath of Bravery (Grist Nackle - @Tigerfanged)
The sworn has taken an oath to devote himself completely to protecting those around him from the evils of the world, whether it be aberrations or humanoid, no matter the cost on himself physically, mentally, or spiritually.

[Boon] If an ally within skirmishing range is about to suffer a hit from a successful attack, Grist may move to an adjacent block to them (if available) through a limited reaction, and suffer the damage in their stead. Following this, any actions taken by this opponent against targets other than Grist for the remainder of their turn receive a -2 roll penalty.

[Bane] If this reaction is taken, Grist is unable to use their movement action (their base movement) in their next turn.

 

Oath of Bravery (Fukurō Saisui - @Megladon)
The sworn has taken an oath to uphold the same code of honor as that of Irian samurai. Fukurō has vowed to embody the principles of Sincerity, Responsibility, Frugality, Politeness, Modesty, Loyalty, Harmony, Tranquility, and Compassion."

[Boon] Devil's Mercy: Fukurō sheaths his blade, hand on the hilt, ready to draw. Fukurō can choose to [Stow] a Finesse Blade as a limited action and enter a patient, calculating stance, waiting for the right moment to strike. Until his next turn, Fukurō may make a free reaction attack the Finesse Blade against any enemies who enter or exit within Melee distance, unless due to his own movement. This attack can be evaded or blocked, but does not provoke reaction attacks.

[Bane] After the first round of combat has passed, stowing and drawing a weapon takes one action.

 

Oath of Bravery (Elijah Cross - @eemaartz)
The sworn has taken an oath to protect others from unneeded harm or violence.

[Boon] Elijah may use a limited action to taunt all enemies starting their turn within Skirmishing range until his next turn. While taunted, enemies receive a -1 modifier for rolls made against targets that are not Elijah.

[Bane] Elijah is compelled to protect those around him, and feels a nagging guilt when he doesn’t. When an ally within Melee distance is at lower HP than Elijah, should he not spend at least one action to defend them, he suffers a -1 to attacks made that turn.

 

Oath of Bravery (Sigurd - @stqted)

The sworn has taken an oath to set forth alongside their allies and vanquish cruelty.

[Boon] Using his whole turn, the oathsworn rallies his allies to charge against an enemy. Sigurd and all designated allies within Skirmishing distance of him may take one free Dash action in their next turn and deal a bonus +1 damage on their next successful hit against an enemy.

[Bane] When there are no allies within Skirmishing distance of Sigurd, attacks against him have a +1 to hit.

 

Oath of Bravery (Caleb - @BirdmanDean)
The oathsworn has committed themselves to bravely tread ahead as a guiding light. However, his fire comes in two forms: a blazing inferno or a gentle flame. The oathsworn must declare a form anytime they enter combat and can switch between the two using an action.
 
[Boon]
- Blazing Inferno: The oathsworn deals 1 AP fire damage to anyone that starts their turn within Melee distance of them. They take 1 damage at the end of their turn and double the effect of other self-damage.
- Gentle Flame: Chosen allies within Melee distance benefit from an additional Light Armour each time they take damage. The oathsworn deals 1 less damage to their opponents.

[Bane] A light cannot guide from behind. When the oathsworn is not ahead of his allies, he does not benefit from the boons of this oath but still suffers their tradeoff.

 

Oath of Bravery (Iselle - @MsTorii)
Iselle has committed herself to upholding the three Virtues, that of the Spear, the Shield, and the Hand. 

[Boon] In doing so, she may use an action to empower herself with one associated effect per scene.
- The Spear: The oathsworn’s weapons bypass any unique physical immunity or resistance.
- The Shield: The oathsworn and their allies within Melee distance ignore AP/GP effects from incoming attacks when the oathsworn blocks.
- The Hand: An ally can be designated to receive either the Spear or Shield effect.

[Bane] Whenever Iselle is made Prone, all rolls she makes are capped at +0 for one round.


 

Shrine Keepers

Only boons are listed here; the bane and requirements are universal and available on the Fable page in the Compendium.


Myra

@Bookwormpower

During the day, the keeper's eyes appears to glow with the sun; at night, the keeper's eyes reflect the moon. Those aligned with the shrine-keeper are given the following effects:

  • When awake, they receive a defensive buff to DEX: Acrobatics of +2.
  • When sleeping at the Shrine, they heal +2 HP more overnight.

 

Maliketh

@dogshitfartelectric

Maliketh's shrine, Brocéliande, is dedicated to the Lady of the Lake. A patch near the outskirts of town in the Valley of Flowers, graced with large trees and green grass. The Lady has bestowed particular powers to the pond within the shrine.

Major Shrine Boon
The pond upon which Maliketh’s shrine is set is blessed by the Lady herself. The waters remain unnaturally still, forming mesmerizingly symmetrical ripples only when touched. Once per day, the water’s healing properties can be used to heal Maliketh and one other individual for 5 HP each or to repair a piece of equipment. Submerged in the water, wounds will close with only minor scarring and equipment will be made clean and brand new.

Minor Shrine Boon
Maliketh may consecrate a body of water, conjured from nothing if required, and imbue it with the Lady’s blessing. The healing properties allow individuals to heal for 3 HP should they submerge in the waters.

Bane
Maliketh gains 2 less HP from sources of healing other than his shrine. Temp HP is exempt from this.

 

Loth

@NOS402

Loth's shrine is dedicated to the Fey of Low Monsoon, the court of monsters and hunters. As a result of this, Loth now has the ability to summon forward any Fey that are in service to the Low Monsoon on friendly terms, allowing for more amicable negotiations between mortals and the Fey (This would include overlap from High Monsoon and Low Drought Fey).

 

Viktoria

@yoursecondexwife

Viktoria's faith is rewarded, and her home is now a place of calm devotion. The keeper's eye of the Equinox is still blue water, reflecting the light of the moon in the dark and calling upon peace to all those who step foot on the shrine's grounds. 

  • While within the shrine, those hostile to the Shrinekeeper, the Shrine, or those taking refuge within it receive a -2 to all melee attacks.
  • Resting in the Shrine restores an additional +2 HP overnight.

 

Salachar

@ChishmFips

Salachar has offered up a substantial sacrifice to the Spirit of the Fire Dragon - his living, beating heart. Excised from his own body and placed into the burning coals of a sacred pyre, it has become the fuel for miracles - fuel that can be used up, should the aging Fireborne stray too far from his binding place.

Major Shrine Boon
The Spirit has consecrated the area around the shrine, providing the effects of a Worldweaver spell attuned to the element of fire. This version of the spell cannot be overwritten. In addition, those allied with Salachar gain fire resistance while within the shrine's radius, and fire immunity if they are blessed with dragon scales. The warm light given off by the pyre's flame is considered Daylight. A minor shrine can be consecrated elsewhere if an hour is spent building a pyre, lighting candles, and creating tributes to the Spirit. This minor shrine has all the benefits of its major version, save for the special casting of Worldweaver.

Bane
For every successful spellcast Salachar makes while outside the radius of his shrine, his HAR: Belief skill receives a stacking -1 penalty (up to -6) for the duration of a day, as his very being begins to calcify. Should he ever fail a death save while at the maximum penalty, Salachar will not enter bleed out, instead becoming a permanently petrified statue where he stands. If Salachar has not fully petrified, this bane can be temporarily alleviated while within the radius of his shrine.

 

Kyrus

@Nerdocalypse

Within the their shrine, the Shrinekeeper can conduct a short ritual to open a door-sized rift. This takes a matter of seconds out of combat, and 4 actions in combat [Draw, Ignite, Chant, Open].

Major Shrine Boon
Only the Shrinekeeper and their selected allies are able to enter the rift. Upon stepping through, they find themselves in an elaborate ballroom - really, a corner of the Fae realm. While inside, they are hidden from all manner of detection and intrusion and safe from physical harm. Physical strikes collide with no force behind them, an almost pillow-like sensation, while harmful magics fizzle into nothingness. Anyone is free to leave by exiting one of the many doors, and obstructing these doors is impossible.
As temporary denizens in the realm of Fae, however, they will find that the Fey themselves are able to detect, impede, and harm them without restriction. 

Minor Shrine Boon
When consecrating a minor shrine, the Shrinekeeper can designate an area where the force of physical strikes is similarly blunted. All attacks from hostiles are treated as grazing hits if they connect in this sanctuary.

Bane
The Shrinekeeper finds fey interfere with them and make them stumble when it is most inconvenient, giving them -1 to evasion rolls.

 

Godfrey

@Aufberon

Godfrey's dedication to the sun has yielded his shrine blessings from the sun itself. The area of the shrine is graced by the sun's warmth no matter the time of day or weather: even in rain or snow, persons within the shrine find themselves dry and comfortably warm.

Major Shrine Boon
Vampires are naturally averse to the sun's presence in Godfrey's shrine. If not invited in, they must succeed a HAR check to forcefully enter - otherwise, they are simply unable to enter. This roll may be made once per day. While within the shrine, vampires are subject to the effects of Daylight no matter the time of day.

Minor Shrine Boon
While inside the lesser shrine, vampires' bite attacks do not heal them, as the sun shields those inside.

Bane
Godfrey becomes a beacon to the unnatural in the dark. While within Ranged distance of vampires or necrophages, Godfrey's exact location is known to them.

 

Hote

@Aufberon

Hote has dedicated hallowed ground to the cycle of life and death.

Major Shrine Boon
The Shrinekeeper bleeds upon the soil of their shrine, nurturing the blessed greenery and coaxing it to their command. After completing the rite, which takes 4 total actions [Cut/Nurture/Chant/Grow], the shrinekeeper can choose from one of the following effects:

  1. Sacrifice 2 HP. The grass begins to grow, knot, and weave with one another. Persons who mean harm to the shrinekeeper and those they deign allies will find their legs grasped by the grass. At the start of their turn, they must succeed a STR: Athletics or DEX: Acrobatics check or lose their movement for that turn. This lasts for 3 turns, or until they take damage.
  2. Sacrifice 1 HP for every turn this effect remains. Thorny vines and bushy brambles interlock around the shrine's radius, acting as walls. This wall of vines has an HP pool of 15 HP. Fire-based attacks deals an extra +2 damage to it.

This can only be done once per day, regardless of the chosen effect.

Minor Shrine Boon
When the minor shrine is created, the plants in the area start rapidly growing. The area around the shrine becomes difficult terrain to those hostile to the shrinekeeper.

Bane
The connection of the world of living wanes while outside of the shrine. Any healing done to Hote outside of the shrine is reduced by -2.

 

Anwar

@adamunavailable

A tea sprite has made this shrine its home, living comfortably in a small kettle on the main altar. It is accompanied by several soot spirits who animate the surrounding household objects—brooms, ladles, teacups, trays, and other simple implements—allowing the shrine’s daily upkeep to occur as if by unseen hands.

Major Boon
Guests are meant to be taken care of; hospitality is key. All guests at the shrine are to be pampered, inanimate household objects coming to life to aid in this. The kitchen comes alive to feed the guests, the baths to bathe them, first aid kits to heal, etc. Remaining in the shrine overnight speeds up healing and allows for a more peaceful recovery, healing for 2 HP. Should someone commit violence within the shrine, they do not benefit from this boon.

Minor Boon
By consecrating a minor shrine, Anwar is able to designate a safe haven of care for those on the verge of death. Guests that enter the shrine can immediately stabilize at 1 HP (similar to Ocean's Gift).

Bane
The Shrinekeeper's mind is entirely occupied by the well-being of their guests and their shrine, with little room for much else. All INT rolls are made at a -1 penalty.

 

Helara

@D_K

Helara has taken up duties as a fellow Shrinekeeper at Kawatare, reverence to the Twin Birds.

Major Shrine Boon
While in the shrine, those allied with the Shrinekeeper are cloaked in the veil of the Equinox and granted uninterrupted rest. They are immune to the effects of scrying, hexes, or other mind-altering magics.

Minor Shrine Boon
In a lesser consecrated area, those allied with the Shrinekeeper are cloaked in a weaker veil of the Equinox and granted uninterrupted rest. When targeted by effects such scrying, hexes, or other mind-altering magics, they roll checks to resist with a +3.

Bane
While away from her shrine, Helara's stillness of mind makes her susceptible to forces that would suddenly perturb it. Receive a -1 on rolls to resist Cursesmithy or other mind-altering magics.

 

Callan

@Bobbie

In the otherworldly atmosphere of the Shrine of Refuge, visitors find themselves with a sense of overwhelming relief and an abnormal amount of restraint. Within the grounds of the shrine, the following are in effect:

Major Shrine Boon
Relief: The Siren relieves any and all visitors of their physical ailments. The individual finds that they are unburdened of the pain from their wounds, as if the Siren has washed them away. Upon leaving, the pain crashes down upon them, returning in full force. This does not allow exemption from Death Saves/Bleedout or provide HP.

Restraint: Visitors feel as if they have lost their willingness to fight, pacified by the sound of the waves against the shore. If one wishes to attack within the Shrine of Refuge, they must overcome this overwhelming burden of restraint, rolling a HAR check when it is their turn to raise their weapon. Upon a failure, they take a -1 aim modifier.

Minor Shrine Boon
Clarity: Rolls relating to INT: Perception or HAR are made with a +2 modifier. All characters with Siren’s Singer are relieved from the burden of being distant from the ocean.

Bane

In constructing a Shrine representative of serenity and temperance, Callan loses sight of her own restraint, more tempestuous in nature. All HAR rolls away from the Shrine of Refuge are made with a -2 modifier, equivalent to the positive modifier provided at the Shrine. At the Shrine, Callan breaks even to a net zero HAR modifier.
 
 

Thrudni

@Rinnie

A cenotaph built within the graveyard, dedicated to bringing peace to the dead and delivering their spirits to restful slumber.

Major Shrine Boon
By providing an offering of a departed one’s treasured belonging at the shrine, one may commune briefly with their spirit, should it be willing. The spirit appears as a fleeting apparition, able to communicate through slight gestures, the ability to affect one’s feelings, and short sentences for up to an hour. A spirit cannot be summoned like this more than once in a week.

Minor Shrine Boon
By sanctifying and preparing a small area, Thrudni is able to construct an invisible barrier, within which persons cannot be afflicted by hexes or curses cast from outside, nor can apparitions pass through. The ritual to sanctify this area takes about an hour.

Bane
In tune with spirits and less detached from the material, Thrudni’s own soul has become less attached to her own body and damaged. She takes a -1 penalty to Death Saves.

 

Sonoko

@NottLogi_711

A fountain with a shimenawa on top, dedicated to the many that ancestors that came before Sonoko and the spirits.

Major Shrine Boon
While in the shrine, the Shrinekeeper's song lures in apparitions and pacifies any Aberration within its confines, forced to answer up to 5 questions uttered in earshot. Once answered, the Shrinekeeper must succeed a HAR: Belief+2 roll to keep the creature in check; after 5 answers or a failed roll, the Aberration regains full control of itself.

Minor Shrine Boon
An area may be consecrated to produce a lesser form of the shrine's power. Questions are reduced to 3, and the roll to pacify Aberrations becomes HAR: Belief+1

Bane
Beings of the Natural Order are wary of Sonoko’s connection to Aberrations, inflicting a -2 to checks related to calming or tracking them

 

Alison's Shrine

@yoursecondexwife

Alison has constructed a shrine to the very curse of vampirism.

Major Boon
The Shrinekeeper tends to a fountain of flowing blood, from which any vampire may drink to heal their wounds. The healing works on a daily basis, restoring at 4 HP on day one, 2 HP on day two, and 1 HP on day three. After which, the vampire who healed from it can no longer heal from the fountain's blood until they feed from a victim for an equal amount. Alternatively, the fountain's bloods may be used to cleanse the body of scars given by silvered weapons. Only one effect may be used per day. Similarly, this effect requires feeding upon a victim to recharge.

Minor Boon
The Shrinekeeper blesses an area for a time, and all vampires who feed within the radius gain +1 HP from feeding.

Bane
When outside the shrine's grounds, Alison gains 1 less HP when feeding on her victims. 


 

Fable Curses


The Siren's Ire

@Vigilance
Jeremiah Van Pelt bears the lingering touch of the Siren Serene- a curse that coils not around flesh, but mind. The very thought of the sea stirs panic in him, its scent turns his breath shallow, and its sound makes his heart seize. Even distant waves seem to call his name with mocking sweetness.

Should he stray too near the ocean’s edge, dread overtakes him in full, his body trembling as unseen, sing-songy voices echo in the marrow. The moment his person meets seawater, the Siren’s mark awakens in pain and song, dragging him to the brink of paralysis and madness as seafoam leaks from his maw. 

OOC Notes:

  • By standing covenant, any such contact with the sea- intentional or accidental- must be reported to a Fables Team member immediately.
  • Saltwater cannot harm him like a Vampire and holy water. No one can weaponize salt water on him.
  • Touching the ocean holds a similar effect as the current iteration of the Paralysis Demon spell. He may not make the rolls to break free until he is removed from the sea entirely.
  • Being in a boat merely causes a lightened effect similar to when he is lingering too close to the ocean. The voices, while present, /can/ be ignored to RP properly. But they are always there, at least until he returns to land.

 

Pacifist’s Regret

@eemaartz

  • When Elijah is within the vicinity of a Fabled oathbound, he feels an unimaginable guilt sit heavy on his chest. Whenever the words “promise, vow, pact” or other oath-kind words are uttered, this guilt manifests as a tightening of Elijah’s throat. He is unable to speak his assent to such promises, but may gesture instead.
  • Whenever Elijah causes unnecessary harm to another, his failure physically manifests as the peonies on his skin wilting. When he prevents unnecessary harm or protects others, the peonies become lively once more.
  • Elijah feels the weight of his sins when he picks up his shield. When blocking for others, instead of negating damage, Elijah instead takes half the damage (rounded up) upon a successful Block roll.

Redemption Requirement:
In order to be redeemed, Elijah must protect or directly prevent unnecessary harm from coming to as many people as he has unnecessarily harmed or let be unnecessarily harmed. This requirement goes up if he continues harming others.