TEXT: FEAT CHAINS 
   
   
   
  ? 
   
  TWICEBOLD FEATS 
   
  The Twicebold chain (and its base feat, Courageous Words) is 
  inspired by the Twiceborn Leader Paragon path for the Warlord 
  class in the 4th edition D&D book, Martial Power. This conversion 
  is an excellent example of the ease at which most D&D classes can 
  be boiled down to either a specialty or (as in this case) a feat chain. 
  The basic motif of this paragon path is that the character is 
  believed to be an inspiring successor to a hero of the past. Often, 
  the character shares the same name, race, general appearance and 
  even home region as the hero of old. Some even believe that the 
  character is the reincarnation of the fallen hero, or perhaps a 
  descendant, or simply a worthy hero who channels the spiritual 
  power of his predecessor. Regardless of the connection (real or 
  imagined) the character is called a Twiceborn; as the hero of old is 
  born again in the new. 
  Of course, taken as set of game mechanics and divorcing the 
  feats from the source inspiration allows this feat tree to represent a 
  range of other possible sources. Boiled down, these feats are Basic 
  Combat Feats that mainly deal with teammate Refresh actions and 
  support. Other explanations could be: 
   Rather than a connection to a hero of old, these feats could 
  easily represent the charismatic, follow-me-into-hell kind of 
  soldier that isn’t actually “charismatic” but damn inspiring in 
  the heat of combat. 
   Instead of being a particular hero “born again”, it could be a 
  conglomeration of heroic ancestors such as one might expect a 
  Lion Clan samurai from Legend of the Five Rings to have 
  backing her up. 
   The authority of membership in an organization that others 
  look up to might be represented by these feats. A knightly 
  order, perhaps.  
   An inspiring priest of a martial god would be well represented 
  in the heat of combat with this feat chain, and have nothing to 
  do with heroic ancestors in any way! 
   
  This feat tree was designed by Scott Gearin. 
  Art by Jeff Dee from the 1981 D&D Expert Set. 
  BASIC COMBAT FEATS 
   
  COURAGEOUS WORDS 
  Your encouragement gives others the strength to press on! 
  Benefit: As a full action you may encourage an ally able to see 
  and hear you, restoring vitality equal to twice that character's 
  Career Level (or removing accumulated damage equal to the 
  character's Threat Level, if a standard character). You may not 
  encourage yourself. A character may only benefit from this feat 
  once per scene, even if encouraged by multiple characters. 
  TWICEBOLD BASICS 
  You have limitless daring, tempered only by the desire to see 
  all your companions survive to share in the glory. 
  Prerequisites: Courageous Words 
  Benefit: You may encourage two characters simultaneously 
  with the Courageous Words feat if both of them are your 
  teammates. You also gain a trick. 
  Nightbreaker (attack trick): If the opponent is a horror, they 
  suffer a –1 morale penalty to Defense until the end of the current 
  combat. If this attack defeats an adversary, you may grant one 
  teammate able to see and hear you an immediate free attack. They 
  may not apply any tricks to this free attack. 
  TWICEBOLD MASTERY 
  Not all victories come easy. Perseverance may be your greatest 
  virtue. 
  Prerequisites: Twicebold Basics 
  Benefit: Teammates able to see and hear you gain a +1 bonus 
  to Defense while refreshing and may spend an action die to recover 
  wounds and vitality even if they are attacked so long as no attack 
  actually hits them. You also gain a trick. 
  Hope's Fury (Attack trick): You gain a bonus to this attack 
  check and damage roll equal to the number of undefeated 
  teammates you can see and hear who have attempted to refresh 
  during this combat (maximum +5). If this attack misses, it still 
  inflicts the bonus damage. You may only use this trick once per 
  scene. 
  TWICEBOLD SUPREMACY 
  All share in the glory of a good plan well executed. 
  Prerequisites: Twicebold Mastery 
  Benefit: Once per adventure, as a free action you may grant 
  each of your teammates able to see and hear you a bonus d4 action 
  die. These dice do not explode. Discard any unused dice at the 
  beginning of your next initiative count. You also gain a stance. 
  Opportunities Seized (Stance): Choose one teammate as you 
  enter this stance. At the beginning of that teammate's initiative 
  count each round if they can see and hear you they may roll a 
  d20 and set it aside. If they do, the first attack or skill check 
  they make that round will use that die result. You may only 
  enter this stance once per scene. 
   
   
  
  FEAT CHAIN (LTI) 
   
   
   
  ? 
   
  TWICEBOLD FEATS 
   
  The Twicebold chain (and its base feat, Courageous Words) is 
  inspired by the Twiceborn Leader Paragon path for the Warlord 
  class in the 4th edition D&D book, Martial Power. This conversion 
  is an excellent example of the ease at which most D&D classes can 
  be boiled down to either a specialty or (as in this case) a feat chain. 
  The basic motif of this paragon path is that the character is 
  believed to be an inspiring successor to a hero of the past. Often, 
  the character shares the same name, race, general appearance and 
  even home region as the hero of old. Some even believe that the 
  character is the reincarnation of the fallen hero, or perhaps a 
  descendant, or simply a worthy hero who channels the spiritual 
  power of his predecessor. Regardless of the connection (real or 
  imagined) the character is called a Twiceborn; as the hero of old is 
  born again in the new. 
  Of course, taken as set of game mechanics and divorcing the 
  feats from the source inspiration allows this feat tree to represent a 
  range of other possible sources. Boiled down, these feats are Basic 
  Combat Feats that mainly deal with teammate Refresh actions and 
  support. Other explanations could be: 
   Rather than a connection to a hero of old, these feats could 
  easily represent the charismatic, follow-me-into-hell kind of 
  soldier that isn’t actually “charismatic” but damn inspiring in 
  the heat of combat. 
   Instead of being a particular hero “born again”, it could be a 
  conglomeration of heroic ancestors such as one might expect a 
  Lion Clan samurai from Legend of the Five Rings to have 
  backing her up. 
   The authority of membership in an organization that others 
  look up to might be represented by these feats. A knightly 
  order, perhaps.  
   An inspiring priest of a martial god would be well represented 
  in the heat of combat with this feat chain, and have nothing to 
  do with heroic ancestors in any way! 
   
  This feat tree was designed by Scott Gearin. 
  Art by Jeff Dee from the 1981 D&D Expert Set. 
  BASIC COMBAT FEATS 
   
  COURAGEOUS WORDS 
  Your encouragement gives others the strength to press on! 
  Benefit: As a full action you may encourage an ally able to see 
  and hear you, restoring vitality equal to twice that character's 
  Career Level (or removing accumulated damage equal to the 
  character's Threat Level, if a standard character). You may not 
  encourage yourself. A character may only benefit from this feat 
  once per scene, even if encouraged by multiple characters. 
  TWICEBOLD BASICS 
  You have limitless daring, tempered only by the desire to see 
  all your companions survive to share in the glory. 
  Prerequisites: Courageous Words 
  Benefit: You may encourage two characters simultaneously 
  with the Courageous Words feat if both of them are your 
  teammates. You also gain a trick. 
  Nightbreaker (Attack Trick): If the opponent is a horror, they 
  suffer a –1 morale penalty to Defense until the end of the current 
  combat. If this attack defeats an adversary, you may grant one 
  teammate able to see and hear you an immediate free attack. They 
  may not apply any tricks to this free attack. 
  TWICEBOLD MASTERY 
  Not all victories come easy. Perseverance may be your greatest 
  virtue. 
  Prerequisites: Twicebold Basics 
  Benefit: Teammates able to see and hear you gain a +1 bonus 
  to Defense while refreshing and may spend an action die to recover 
  wounds and vitality even if they are attacked so long as no attack 
  actually hits them. You also gain a trick. 
  Hope's Fury (Attack Trick): You gain a bonus to this attack 
  check and damage roll equal to the number of undefeated 
  teammates you can see and hear who have attempted to refresh 
  during this combat (maximum +5). If this attack misses, it still 
  inflicts the bonus damage. You may only use this trick once per 
  scene. 
  TWICEBOLD SUPREMACY 
  All share in the glory of a good plan well executed. 
  Prerequisites: Twicebold Mastery 
  Benefit: Once per adventure, as a free action you may grant 
  each of your teammates able to see and hear you a bonus d4 action 
  die. These dice do not explode. Discard any unused dice at the 
  beginning of your next initiative count. You also gain a stance. 
  Opportunities Seized (Stance): Choose one teammate as you 
  enter this stance. At the beginning of that teammate's initiative 
  count each round if they can see and hear you they may roll a 
  d20 and set it aside. If they do, the first attack or skill check 
  they make that round will use that die result. You may only 
  enter this stance once per scene. 
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/05 - Feats - Twicebold Feats (ver 2.0) (LtI).pdf