Howdy doo!
I've been running that Iron Kingdoms game since June and it's going SMASHINGLY! I've got all kinds of journal entries and fiction by myself and the players on our own private forum... I shall transfer it over soon so you may take a gander at our adventures in Western Immoren. Until then, here are some feats which we have crafted... enjoy!
NEW FEATS
BACK-ALLEY BRAWLER [GENERAL]
You've been in many up-close and personal fights, and you've learned how best to kill someone in those situations.
Prerequisites: Dex 13, Improved Grapple.
Benefit: You no longer suffer the -4 penalty to attacking an opponent during a grapple.
Normal: You may, as part of a grapple, attack an opponent with a unarmed attack, natural weapon, or light weapon. This attack suffers a -4 penalty.
HEAVY WEAPON BRUTE [GENERAL]
You are especially skilled at using large, powerful ranged weapons that get as much benefit from a strong arm as a steady aim.
Prerequisite: Base attack bonus +1.
Benefit: When attacking with a two-handed heavy ranged weapon, you may apply your Strength modifier instead of your Dexterity modifier to your attack rolls with that weapon.
Special: A fighter may select Heavy Weapon Brute as a bonus feat. What counts as a heavy ranged weapon is at the DM's discretion*.
*Many light warjack weapons and some lighter versions of heavy warjack weapons from WARMACHINE can be used as heavy weapons. Examples include heavy crossbow, heavy repeating crossbow, mini-slugger, chain gun, ogrun battle-cannon, dual cannon, flamethrower, skyhammer, and a small steam lobber.
THAT WHICH DOES NOT KILL ME [ACHIEVEMENT]
You've come very close to death, and survived. You know more about yourself and your own limits. You know you never want to feel Death's icy hands around your neck ever again...
Prerequisites: To have gone below zero hit points.
Benefit: You gain 2 hit points.
WELL ROUNDED EDUCATION [GENERAL]
In either the literal sense or in a more satirical meaning, you have a well rounded education. You have learned a great many things, and have not been restricted by social expectations or self-doubt. You seek to learn and understand everything you care to. Alternatively, you have somehow been forced to learn certain skills in order to survive; perhaps you were abandoned on the street, or pressganged into service. Either way, you're a handy fellow.
Prerequisites: Int 10.
Benefit: Pick six skills. They are considered to be class skills from now on, for all purposes, in any circumstance, regardless of the class you gain levels in.
IMPROVED SLAM [GENERAL]
You nasty brute. You're very good at slamming into opponents like some kind of crazed ape king, sending people flying about like tenpins.
Prerequisites: Str 15.
Benefit: You no longer provoke attacks of opportunity from your slam target. You also get a +4 bonus to your opposed slam roll, and your slam attacks do 1d8 points of damage per 5 feet of slam distance, not 1d6.
GUT SHOT [GENERAL]
When an enemy closes in on you, you like to stick your gun right into their belly and give them both barrels.
Prerequisites: Str 13, Base Attack Bonus +2
Benefit: You can make a melee attack with a ranged weapon you are proficient with. This attack suffers a -4 penalty.
Well... this last bit isn't a feat, but it goes with one of the feats.
SLAM
You charge towards your enemy and barrel into them with all your might, attempting to uproot them and send them reeling backwards from your attack.
Initiating a Slam: First, you charge into the defender's space. This provokes attacks of opportunity from the defender unless you have the Improved Slam feat. This also provokes attacks of opportunity normally for moving through threatened spaces. Second, you and the defender make opposed Strength rolls. You each add a +4 bonus for every size category you are larger than medium, or a -4 penalty for every size category you are smaller than medium, the attacker gets a +4 bonus if he has the Improved Slam feat, the attacker gets an automatic +2 bonus for charging, and the defender gets +4 bonus if he is especially stable (such as if he is a dwarf, or is immensly heavy).
Slam Results: If you beat the defender's Strength check, he goes flying five feet backwards. The defender flies an additional five feet backwards for every ten points higher than him you rolled on the opposed check. The defender takes 1d6 points of damage per five feet of distance traveled. Your Strength modifier is added to this damage roll.
I don't know much about Iron Kingdoms, but perhaps "Gut Shot" should be clarified a little. When you say it is a melee attack, are you just jamming the gun into, well, presumably the gut, or are you actually shooting the gun? If the former, then I'd just say reword things a bit to make it more clear. If the latter, I have to say the -4 penalty doesn't make sense to me.
What are acheivments? They sound awesome, is it like a reward or an effect for doing something extrodinary? Like you survive an exploding fireball and you get some resistance to fire?
...perhaps I can be forgiven for practicing the ancient and forbiddan art of thread necromancy? I am bringing new feats to the table!
Man this is a late answer, but it was a good question. I'm just a lazy man. Plus I haven't cared this much about my Iron Kingdoms game in along time. So here it goes:
Achievements are feats which players cannot choose - they must be given to them by the game master. I gave out "That Which Does Not Kill Me" to help lower the general death-anxiety the group feels as a whole; they're terribly upset about the idea of losing their characters. I do take that as a complement to the game, but it's counter-productive at times :D
Achievements are just another way for me, the GM, to reinforce the behaviors I want to see, to get more of the things that make me happy. I like it when players take risks and take a fall. It's part of a good story to come within ruin's grasp one or twice. This provides, if not incentive, then at least compensation for the near-death experience.
More feats!
EAT THIS [GENERAL]
You're posessed of a courageous heart, a lust for battle, and a zeal for explosive weapons. What better way to assure an enemy's destruction than to stick a bomb in his gob?
Prerequisites: Base Attack Bonus +6, 5 ranks in either Craft (Demolitions) or Craft (Alchemy)
Benefit: Once per encounter, while grappling an opponent, if you have a splash weapon in your hand (such as a grenade, vial of acid, or other appropriate weapon), you may make a grapple check with a +2 bonus to cram the weapon into the grappling opponent's mouth. If you succeed, make a damage roll with the weapon as if you had scored a critical hit and the critical multiplier was one better (x2 becomes x3, so a vial of vitriol would do 3d6+6 damage, and an explosive grenade would do 6d10 damage).
METAL BONES [TROLL]
The troll body is wonderous and strange, often given to supernatural changes and processes, and you have become a fine example of this principle. You've developed a craving for metal, and your body is beginning to replace the calcium in your bones with iron. Your skin is studded with tiny lumps of metal. Needless to say, this makes you one tough customer in a fight.
Prerequisites: Trollkin, Constitution score of 15 or better.
Benefit: You gain a +1 bonus to all unarmed damage, a natural armor bonus of +1, and Damage Reduction of 1/slashing.