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Posted: Fri Feb 20, 2009 9:47 am
Super Heroes and Villains are more than just skilled, they’re capable of amazing feats, often far beyond the abilities of ordinary people. A feat is a particular special ability. Feats often allow characters to “break the rules,” doing things most people cannot. Feats are not actually classified as powers. Those are covered in the powers thread as "power feats". ACQUIRING FEATS Feats are rated in ranks and bought with power points, just like skills and powers. Feats cost 1 power point per rank. Feat Cost = 1 power point per feat rank.
Feat Descriptions Each feat’s description explains the benefit it provides. It also says if the feat can be acquired in ranks and what the effects are of doing so. If a feat’s description does not specifically say it can be acquired multiple times, then it can only be taken once by a character. Ranks in a feat are noted with a number after the feat’s name, such as “Defensive Roll 2” (for a character who has taken two ranks in the Defensive Roll feat), just like skill and power ranks. Types Of Feats Feats are categorized as one of four types:. • Combat feats are useful in combat and often modify how combat maneuvers are performed. • Skill feats offer bonuses or modifications to skill use. • Fortune feats require and enhance the use of luck points. • General feats provide special abilities or bonuses not covered by the other categories. Power feats are a special fifth type of feat, related to powers and described in the powers thread. Feat Descriptions Each feat is listed by name, type, and if the feat is available in multiple ranks, followed by a description of the feat’s benefits. The effects of additional ranks of the feat (if any) are noted in the text of each feat. In some cases a feat’s description mentions the normal conditions for characters who do not have the feat for comparison.
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Posted: Fri Feb 20, 2009 9:53 am
Accurate Attack Combat When you make an attack you can take a penalty of up to –5 on your save DC modifier and add the same number (up to +5) to your attack bonus. Your save DC modifier cannot be reduced below +0 and your attack bonus cannot more than double. The changes to attack and save DC modifier are declared before you make the attack roll and last until your next round. This can exceed your power level limit do to the trade off.
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Posted: Fri Feb 20, 2009 9:54 am
Acrobatic Bluff Skill You can use your Acrobatics skill instead of your Bluff skill to feint and trick in combat (see skills). Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better).
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Posted: Fri Feb 20, 2009 10:05 am
All-Out Attack Combat When you make an attack you can take a penalty of up to –5 on your defense bonus and add the same number (up to +5) to your attack bonus. Your defense bonus cannot be reduced below +0 and your attack bonus cannot more than double. The changes to attack and defense bonus are declared before you make the attack roll and last until your next round. This can exceed your power level limit do to the trade off.
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Posted: Fri Feb 20, 2009 10:06 am
Ambidexterity General You are equally adept at using either hand. You ignore off-hand penalties to checks and attack rolls. Without this feat, characters suffer a –4 penalty when using their off-hand. Note this does not give you any additional attacks, it merely allows you to use either hand equally well. If you have more than two hands, this feat applies to all of them (see Additional Limbs, powers thread).
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Posted: Fri Feb 20, 2009 10:08 am
Animal Empathy Skill You have a special connection with animals. You can use the Handle Animal skill (see skills) like Diplomacy (see skills) to change the attitude of an animal by interacting with it. Unlike a normal use of Diplomacy, you do not have to speak a language the animal understands, and Animal Empathy affects creatures with an Intelligence of 1 or 2 (but still greater than 0). You can also use the Bluff and Gather Information skills normally on animals. You don’t actually need to speak to the animals; you communicate your intent through gestures and body language and learn things by studying animal behavior. ---Special You may also take other versions of this such as Machine Empathy, Plant Empathy, Spirit Empathy, Undead Empathy, and so forth. These work just like the above does on animals.
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Posted: Fri Feb 20, 2009 10:10 am
Artificer Skill You can use the Knowledge (arcane lore) and Craft skills to create temporary magical devices. See Magical Inventions, devices and equipment thread.
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Posted: Fri Feb 20, 2009 10:12 am
Assessment General You’re able to size up someone’s combat capabilities. As a move action, choose a target you can accurately perceive and make a Sense Motive check opposed by the target’s Bluff check result. If you succeed, the mod tells you the target’s attack and defense bonus relative to yours (lower, higher, or equal). You don’t know the target’s exact bonus unless it equals your own, only a rough estimate of relative ability. In cases of a 5-point or greater difference, the mod may choose to tell you the target’s bonus is considerably more or less than yours. If you lose the opposed roll, the mod should over- or under-estimate the target’s bonus. Note this is mostly useful during events where an NPC enemies stats will be hidden.
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Posted: Fri Feb 20, 2009 10:13 am
Attack Focus Combat, Ranked You have a +1 bonus to melee or ranged attacks rolls per rank in this feat. Choose which type of roll the bonus applies to when you acquire the feat. Your total attack bonus is limited by your power level.
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Posted: Fri Feb 20, 2009 10:16 am
Attack Specialization Combat, Ranked You have a +2 bonus with a specific attack or weapon per rank in this feat. Choose the attack when you acquire the feat. Your total attack bonus is limited by your power level.
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Posted: Fri Feb 20, 2009 10:17 am
Attractive Skill, Ranked You’re particularly attractive, giving you a +4 bonus per rank on Bluff and Diplomacy checks to deceive, seduce, or change the attitude of anyone who might find you appealing. This bonus cannot increase your total effective skill rank higher than your power level limit.
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Posted: Fri Feb 20, 2009 10:20 am
Beginner's Luck Fortune By spending a luck point, you gain 5 ranks in any skill in which you currently have 4 or fewer ranks, including skills you have no ranks in, even if they can’t be used untrained. These temporary skill ranks last for the duration of the encounter and grant you their normal benefits.
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Posted: Fri Feb 20, 2009 10:23 am
Benefit General, Ranked You have some significant perquisite or fringe benefit. The exact nature of the benefit is for you and the Gamemaster to determine. As a rule of thumb it should not exceed the benefits of any other feat, or a power costing 1 point. It should also be significant enough to cost at least 1 point. An example is Diplomatic Immunity (see Sample Benefits). A license to practice law or medicine, on the other hand, should not be considered a benefit; it’s simply a part of having enough ranks in the appropriate Profession skill and has no significant game effect. Benefits may come in ranks for improved levels of the same benefit. The BM's are the final arbiter as to what does and does not constitute a Benefit in the game. ---Sample Benefits The following are some potential Benefits. • Alternate Identity: You have an alternate identity, complete with legal paperwork (driver’s license, birth certificate, etc.). This is different from a costumed identity, which doesn’t necessarily have any legal status. • Diplomatic Immunity: By dint of your diplomatic status, you cannot be prosecuted for crimes in nations other than your own. All another nation can do is deport you to your home nation. • Enigma: Your background is shrouded in mystery, and individuals and organizations trying to learn more about you have a difficult time finding anything of much value. Perhaps all public information on you has been magically wiped clean, or you’ve rewritten your history so thoroughly that even the government’s records are absent, incorrect, or lacking in detail. This doesn’t mean that interested parties can’t start taking accurate notes about you, only that your previous history is a blank. You can take this feat multiple times. Each time, it imposes a +5 DC to Gather Information checks (including those granted by the use of the Well-Informed feat) and Knowledge checks when characters attempt to find out more about you. At lower ranks, this feat is a mere inconvenience to those who would pursue you, but higher ranks make it appear as though you do not exist. This feat removes or conceals only information that anyone could find through normal means, given enough resources. Characters new to the planet don’t need it to hide their history before arriving on Grace, for example, unless they’re being investigated by an otherworldly detective. • Security Clearance: You have access to classified government information, installations, and possibly equipment and personnel. • Status: By virtue of birth or achievement, you have special status. Examples include nobility, knighthood, aristocracy, being a samurai in medieval Japan, and so forth. • Wealth: You have greater than average wealth or resources.
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Posted: Fri Feb 20, 2009 11:40 pm
Blind-Fight Combat In melee combat, you suffer half the usual miss chance due to concealment (see Concealment). If you spend a hero point before rolling the miss chance, you automatically ignore it for that attack. You take only half the usual penalty to speed for being unable to see; darkness and poor visibility reduce your speed to three-quarters rather than half.
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Posted: Fri Feb 20, 2009 11:45 pm
Chokehold Combat If you pin an opponent (see Grappling), you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin (see Suffocation).
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