there are 3 classes in Kos:
1. Those who ACT
2. Those who CAST
3. Those who PRAY
none of them are really "classes", though - they just determine some of your starting equipment and abilities. anybody can learn anything. more on this later.
anyway, MEN or WOMEN who ACT are partly distinguished from the other classes because they often get to start with some FEATS. There are many feats to be learnt, but here are some extended notes / features from feats that have been used in game:
the Salmon Leap
Req: 14+ Fight
a leap of incredible distance and/or height. for every point above 13, the ACTION-PERSON can jump 6' ft. straight up in the air, or 8' laterally. Once you get above 20 Fight, you no longer track your Fight stat and are instead simply said to have HEROIC Fight. Once you reach HEROIC Fight, there is no longer any need to track exact distances for the SALMON LEAP and you instead can be assumed to routinely jump over rivers, castle walls, etc.
the Weapon Feat
Req: +1 Reflexes, 13+ Fight
Perform incredible weapon dances / tricks. Some common tricks:
- juggle several swords or battle-axes at once
- repeatedly stab the spaces between your own fingers or toes with shocking alacrity
- perform excellent flourishes and leap over your own weapons
These tricks can be used to impress people. If you take the time to perform a Weapon Feat before a battle or duel, you can give +1 morale to your followers or -1 morale to your enemies (if they are intelligent - it has no effect on oozes, skeletons, etc). Every 2 points in Fight above the minimum provides an extra +1/-1. This feat can also be used at parties or other social endeavors to increase the odds of success in social endeavors.
the Great Toss - hurl a very heavy object, or a smaller object very far
Req: Fight 10+
You are just so good at throwing! You can hurl giant rocks or logs a short distance, or throw a small object such as a rock hard enough to seriously hurt somebody (1d4 damage + Fight mod, range = 20 ft. + Fight mod x 10)
the Iron Hands & Feet
Req: Endurance 13+
plunge hands into boiling water without harm, dance on coals, etc. This feat requires a few moments of mental preparation, but once you are ready, you can stick your hands in boiling water, through the flame of a torch, walk on daggers, etc. This usually impresses people very much and can grant social bonuses. Once your Endurance reaches HEROIC, this feat can be used to endure anything, including lack of oxygen, endless cold, standing inside a bonfire, etc.
the Hero's Chant
Req: 10+ POW
This remarkable chant is the death-song of the valiant. It can only be used in combat. As long as the chant continues, your followers will never flee. In addition, this chant marks a hero. Intelligent enemies may single a hero-chanter out for duels or missile attacks.
This howl focuses rage and unleashes predatory instincts. If used more than once per battle, the Howl loses its efficacy. When the howl is used, the howler should choose how to use it:
1. AT THE BEGINNING OF A BATTLE: POW mod * +1 damage when charging during the battle. If multiple allies take up the Howl, charge damage is increased by +1 for every Howler and enemies may have to make a morale check or else withdraw.
2. WHEN THE ENEMY IS WEAK: Enemy must make a morale check immediately; failure indicates weak creatures will flee and stronger ones will suffer -2 modifier to attack.
3. AFTER KILLING AN ENEMY: All allies within 20' regain 1d4 HP due to rampant bloodlust
4: WHEN PURSUING THE ENEMY: All allies within hearing distance gain +10'/round to movement
the Feat of Thunder & Lightning
Req: 18+ Fight or POW
A magnificent thunder-clap stuns enemies as the hero bangs their shield, hurls javelins, tears up the ground and stomps with unfathomable ferocity.
the Squirming Feat
The hero can fit through any opening the size of their head or larger.
the Trick of Walking on Eggs
allows you to either
a) walk without leaving any tracks
b) walk without making any sound
A hero with HEROIC Thievery can do both at the same time.
the Feat that Dazzles, like the Sun
Req: 14+ Pow, Panoply of War or better armor in battle-ready condition
by revealing his highly-polished armor and heraldry in their full resplendence, the hero catches the light and exudes brilliant beams which stab the eyes of enemies. Once it has been used on an enemy, it will never affect them again.
Req: Endurance 10+
This is a very common feat amongst common-folk. It allows the character to work from sun-up til sun-down without becoming bored or overly tired. "Work" only includes basic manual labor; skilled crafts-work and combat do not count.
Sober Up / Sober up Another
Req: Endurance 11+
This is a very popular feat amongst old soldiers. It can be used at any time to more-or-less banish the deleterious effects of alcohol, at least for a little while. The hero will still be drunk, but will be able to act sober for the purposes of speaking normally, marching, performing manual labor, etc. When used on another, it entails using ancient tricks of warrior-folk (such as splashing the victim with cold water, slapping them around the face and body, feeding them special concoctions of herbs, etc) in order to quickly sober them up enough to walk home or avoid arrest by zealous local authorities.
Req: Endurance 13+
Another popular feat amongst veteran warriors. When this feat is learnt, the hero becomes an extremely light sleeper. They gain the normal effects of rest, but count as being awake at all times for the purposes of surprise.
these feats can be combined - for example, a warrior with the Iron Hands and the Salmon Leap could run across the tips of spears. A warrior with the Wolves' Lope and the Always Awake feat can run while sleeping.
PEOPLE of ACTION gain 1 free feat at character creation, and some STARTING EPITHETS grant others. All others must be learned in the course of the game.