Knights of the Chalice Sequel Announced

The team over at Heroic Fantasy Games has officially announced Fantasy World Engine, the peculiarly-named sequel to our 2009 Independent RPG of the Year, Knights of the Chalice. Information and statistical tables for the game's races, feats, classes, spell schools, and weapons and armor are available for your reading pleasure. The massive feats list:
Feats associated with ranged combat

Point Blank Shot: +1 bonus on ranged attacks when target is within 3 squares.
Precise Shot: No -4 penalty when shooting at a target involved in melee combat.
Improved Precise Shot: Your ranged attacks ignore both cover and light concealment.
Rapid Shot: You can take a -2 penalty on all attacks rolls for the round in order to gain an extra ranged attack at full BAB as part of a full attack action.
Rapid Crossbow Reload: Reload light crossbow as free action, heavy crossbow as move action.

Feats associated with two-weapon fighting

Two-Weapon Fighting: Reduced penalties for wielding several weapons.
Improved Two-Weapon Fighting: Additional attack with two or more weapons.
Greater Two-Weapon Fighting: Additional attack with two or more weapons.
Perfect Two-Weapon Fighting: Additional attack with two or more weapons.
Two-Weapon Defence: +1 bonus to AC with 2 or more weapons & no shield.
Improved Two-Weapon Defence: +2 bonus to AC with two or more weapons.
Greater Two-Weapon Defence: +3 bonus to AC with two or more weapons.
Two-Weapon Pounce: You can charge with a weapon in each hand to make one attack with the right-hand weapon and one attack with the off-hand weapon. These attacks do not benefit from a +2 attack roll bonus. Requires Dex 15, Two-Weapon Fighting, BAB +6.

Feats associated with combat tactics

Die Hard: Your character automatically stabilises when knocked unconscious and dying.
Improved Bull Rush: No Attack of Opportunity (AOO) and +4 on the check to push someone.
Improved Grapple: No AOO when starting grapple, no -4 penalty on grapple attack checks.
Improved Trip: No AOO on trip attempts, and +4 on the check to trip someone.
Improved Disarm: No AOO on disarm attempts, and +4 on the check to disarm someone.
Improved Sunder: No AOO on sunder attempts, and +4 on the sunder check.
Improved Feint: You gain a +4 bonus on feint attempts.
Fast Bull Rush: You perform bull rush attempts as a move action instead of a standard action.
Fast Grapple: You perform grapple attempts as a move action instead of a standard action.
Fast Trip: You perform trip attempts as a move action instead of a standard action.
Fast Disarm: You perform disarm attempts as a move action instead of a standard action.
Fast Sunder: You perform sunder attempts as a move action instead of a standard action.
Fast Feint: You perform feint attempts as a move action instead of a standard action.
Improved Initiative: +4 on initiative checks to determine who acts first.
Improved Natural Armor: Non-player characters can take this feat to increase their AC by one.
Toughness I: Your Hit Points increase by four.
Toughness II: Your Hit Points increase by six. Requires Toughness I and level 5.
Toughness III: Your Hit Points increase by eight. Requires Toughness II and level 10.
Blindfight: Much better chance to hit when blinded or the enemy is concealed or invisible.
Quick Draw: You can use the inventory as a move action instead of a standard action.
Knockback: Full-round attack deals normal damage, pushes target back by one square and knocks them prone. Fort save DC 10+damage to avoid the push, Reflex save DC 10+damage to avoid falling. The target must not be above one size category larger.
Multiattack: The penalty on secondary attacks with natural weapons is reduced from -5 to -2.
Improved Multiattack: The penalty on secondary attacks with natural weapons is removed.
Improved Charge: You gain a +1 competence bonus to attack roll when charging.
Cleave: When facing two enemies, if your attack kills one, you get a free attack on the other.
Great Cleave: Same as cleave but this can give you more than one free attack per round.
Weapon Finesse: You use the Dex modifier rather than Strength on attacks with light weapons.
Combat Reflexes: You can take more than one AOO against enemies every round.
Dodge: You gain a +1 dodge bonus to armor class.
Mobility: You gain a +4 bonus to AC on AOOs you trigger by moving away from the enemy.
Spring Attack: You can move both before and after a standard action.
Whirlwind Attack: You can take a single attack on all enemies in your vicinity.
Two-Handed Weapon Expertise: +1 to damage with all two-handed weapons and with one-handed weapons wielded with two hands. Requires Str 13, BAB +6.
Two-Handed Weapon Mastery: Another +1 to damage with all two-handed weapons and with one-handed weapons wielded with two hands.

Feats associated with weapons and armour

Light Armour Proficiency: No penalty to attack rolls for wearing leather shirt or chain shirt.
Medium Armour Proficiency: No attack-roll penalty wearing hide mail, scale mail, chain mail.
Heavy Armour Proficiency: No attack-roll penalty for wearing breastplate, half-plate or full-plate.
Armor Reflex I: Reduces the armor check penalty to reflex saves when wearing armor or using a shield by 50%, rounded down. Requires Dexterity 11.
Armor Reflex II: Totally removes ACP penalty to reflex saves. Requires Dex 13, Armor Reflex I.
Light Shield Proficiency: No attack penalty when using a light shield.
Heavy Shield Proficiency: No attack penalty when using a heavy shield.
Tower Proficiency: No attack penalty when using a tower shield.
Shield Expertise: You gain a +1 shield bonus to AC when holding a shield.
Shield Mastery: You gain another +1 shield bonus to AC.
Shield Ward: Adds base Shield bonus (not enhancement) to melee touch AC & ranged touch AC.
Weapon Group Proficiency: Select a weapon group. When using any of the weapons in that group, you do not take the -4 non-proficiency penalty to attack rolls.
Weapon Group Focus: +1 bonus to attack when using a weapon of the selected group.
Improved Critical: Increases critical-hit chance with weapons in selected weapon group.

Feats associated with magic

Great Fortitude: +2 bonus to fortitude saving throws.
Iron Will: +2 bonus to willpower saving throws.
Lightning Reflexes: +2 bonus to reflex saving throws.
Improved Luck: +1 to all saving throws. Requires Iron Will, Lightning Reflex, Great Fortitude.
Spell Penetration: +2 on checks to bypass Spell Resistance with a spell or psionic power.
Greater Spell Penetration: Another +2 on checks to bypass Spell Resistance.
Superior Concentration: +4 on concentration checks such as when casting is disturbed.
Improved Counterspell: Any spell of same school and higher level can counter a given spell.
Augment Summoning: Summoned creatures gain +4 to strength and constitution.
Metamagic Empower: You can cast damage spells with a 50% damage bonus. Spell level +2.
Metamagic Maximise: You cast a damage spell dealing the maximum damage. Spell level +3.
Metamagic Widen: You can cast an area spell over an area two times larger. Spell level +2.
Metamagic Still: You cast a spell even when paralysed or without a free hand. Spell level +1.
Metamagic Silent: You cast a spell even if you are mute or the area is silenced. Spell level +1.
Extend Spell Range I: Extends the close range, medium range and long range distances for spells and psionic powers by five feet.
Extend Spell Range II: Extends the close range, medium range and long range distances for spells and psionic powers by another five feet.