Feats

Role playing games commonly use a system of checks, where a player must roll a dice to test if they succeed in doing something. In Dawn of the Tyrant, the success or failure of these types of checks can potentially have a greater consequence than just affecting the player and their warband, sometimes impacting other players or even the entire game world.

Because of the far-reaching scope of these special types of checks (referred to as Feats) they are adjudicated using your Pixels™ dice and the companion app.

There are twelve different types of Feats. Some are physical: for example a feat of agility required to leap over a chasm or a feat of stealth needed to evade enemy detection. Others are emotive: such as a feat of bravery where a player must overcome their fear to attack a terrifying foe, or a feat of wisdom that allows a player to devise an ingenious battle strategy.

Types Of Feats

Feat Type
Description

Agility

The ability to move quickly and athletically, such as to avoid a threats or climb a structure.

Artisanship

The ability to create objects using available tools, generally with particular skill and artistic flair.

Bravery

The ability to perform an action, combat or otherwise, despite the presence of imminent danger, whether real or imagined.

Charisma

The ability to connect and interact positively with other characters, especially to charm or convince them of something.

Combat

Combat is a special type of feat. A player will succeed in a combat feats by defeating an enemy of the appropriate type.

Dexterity

Having fine motor control, especially to perform an act of sleight-of-hand or a precise and delicate operation such as picking a lock.

Endurance

The ability to persist in spite of physical effort and exhaustion, such as to climb a mountain or carry a heavy object over a distance.

Knowledge

A prior awareness or expertise regarding a topic that may be used to inform a decision or action.

Perception

The ability to use one's senses acutely, such as to detect enemies or spot an object that is difficult to see.

Stealth

The ability to perform an action quietly, in a way that avoids detection by others.

Willpower

The ability to overcome adversity through force of will, especially when physical endurance alone will not suffice.

Wisdom

The ability to use information strategically to make a good decision, or insightfully to come to a conclusion that may not be obvious.

Difficulty

Not all feats are equal, and some can be extremely challenging without the right approach. Every feat has a difficultly level that determines the roll required to accomplish it. Critically, the difficulty level of a feat may be lessened by possessing a useful item or knowing a special ability. Players can also work together with their warband, or even collaborate with other warbands to overcome what would otherwise be seemingly impossible odds.

Feats of combat are a special kind of feat that require an enemy to be slain. Combat often has additional intricacies and is rarely decided by the outcome of a single dice roll, though trick shots and killing blows are certainly possible! The rules for combat are included in their own section.

Where Feats Occur

Feats of all kinds are most commonly found as part of a Quest or an Encounter. Minor Feats also allow the GM to add deeper player interactivity at any point in the game.

Quests

Quests are significant parts of a story, though many of the stories GMs create will take place over the course of a number of quests.

Each quest generally require multiple feats to be accomplished in order to complete the quest.

A vital concept of feats is that they provide the GM with a framework to weave a story around.

Encounters

Encounters are much simpler and shorter than Quests. Most often they will only require a single Feat to be performed to overcome them, but succeeding or failing in that Feat can have immediate consequences for the player and their warband. For example, the warband may become lost and require a feat of perception to find their way again. Failing the roll might cost the players action points as they wander around in confusion.

Minor Feats

Sometimes a GM might ask a player to make a roll for a smaller event that occurs in the game. Not every action has world-shaping consequences. Sometimes a player just wants to apply some friendly encouragement to open a locked door, or convince an NPC of their good intentions. If the impact of a dice roll won’t affect a Quest or Encounter, the GM can declare it to be a minor feat. Minor feats don’t cost action points and won’t be adjudicated by the companion app.

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