Ability Feats

Special, unique abilities or characteristics that truly set characters apart from one another -- or unite them together.

Ability Feats

by admin June 4th, 2012, 11:26 am
Ability Feats

Ability Feats are those that grant a character special, unique talents or quirky little skills that aren't normally possible for or present in other characters. These can be rather unique, and each one can only be taken once by any single character. Some are considered growth feats, in which they have to be bought in a progressive order.

These can be purchased at any time by a character, and have no experience requirements unless otherwise specified.
__________________________________________________________________________

Bright Eyed and Bushy Tailed
Associated Statistic: Endurance
Description: Most people need at least 8 hours of sleep to function at their best, this character, however, requires only 4.
Effect: The character does not take sleep penalties unless he/she has less than 4 hours of a sleep a day. (This does not apply to MP recovery or HP recovery)

Computer Scanning
Associated Statistic: Spirit
Description: Either some sort of technological prowess, special implant, or a magical attribute allows a character to digitally "link" with computer devices and is able to use them at a range.
Effect: Computer scanning allows a character to operate a computer without actually being in contact with it. The computer must have a visible interface however (keyboard, etc).

Divine Relationship
Associated Statistic: Luck
Description: The favor of a divine or aetheric entity comes with its boons along with its obligations.
Effect: A relationship or favorable interaction with a higher power forces a target to re-roll any dice, once per in game day. This does not apply to divine successes or botches.

Environmental Resistance
Associated Statistic: Endurance
Description: The character comes from a particularly harsh or unique climate; as a result the character has a naturally built up resistance to the conditions of that climate, and to other conditions similar to it.
Effect: The character suffers no penalties from these conditions such as heat, cold, wind, humidity, subterra, low-oxygen, high gravity, etc.

Feature
Associated Statistic: None
Description: Give the character a minor, non-combat ability, such as dark vision, spirit vision or radar (Primarily used for androids)
Effect: Varies

Flight
Associated Statistic: Dexterity
Description: The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat.
Effect: The character has the ability to fly at twice its current running speed

Force Field
Associated Statistic: Spirit
Description: The character is able to project a monodirectional shield of spiritual energy in front of him/herself.
Effect: Create a force field that will absorb (Spirit * 5) hp in damage. This field is 1 directional and for 1 person only. This field regenerates (Spirit/4) hp every round until broken, then requires sleep to repair.

Hammer Space
Associated Statistic: Strength
Description: The character is able to, without really much explanation, stash a small amount of items into "hammer space," whether it's on their person, in some sort of bag they carry, or just out of the spiritual void.
Effect: The character can keep six slots worth of items in a pocket dimension, which can be removed at any point by reaching into a bag, opening a small portal, etc. This can be done as a free action. Items containing other items (a backpack) will be emptied by gnomes. The gnomes will also refuse to allow living things or items unwillingly taken from other people.

Invisibility
Associated Statistic: Spirit
Description: The character is either partially or wholly invisible for whatever reason, either a magical misdirection or mundane redirection of light on the visible spectrum. As it is assumed to apply only to the naked eye, this is a fallible status effect, and can be foiled by many things at the GM's discretion such as alternate methods of percieving the world. It is also a good idea to still duck if someone blazes a fully automatic shotgun in your general direction.
Effect: Every round or out-of-combat action taken while invisible consumes 5% max MP (meaning a total of 20 rounds/actions can be taken before invisibility drops at 0 MP). Attacks rolled under 75% of an attacker's possible roll miss automatically. To detect a character, the victim rolls a Sensory Perception skill vs. the user's Move Slowly or Sneak Attack roll, the result of which is doubled (if the user rolls 1d100+45 and gets 65, his/her Invisibility DC to beat is 130.)

It's A Mystery
Associated Statistic: Luck
Description: This character is suspiciously resourceful, and after rummaging for a little bit always seems to have precisely the right little item at precisely the right time.
Effect: Some way, some how, the character manages to have the coin, the screwdriver, the chewing gum, whatever little everyday item -- worth 200 credits or less -- that someone needs to pull off a McGuyver or something similar. This can only be used once per diem.

Leader of the Lesser Minded
Associated Statistic: Spirit
Description: People (NPCs) like this character -- more to the point, they will follow it. A persuasion skill -- whether it's sweet talking, a grim stare, or charismatic leadership in the field -- is required, but it's possible to raise a small army with the right words... or start an all-out riot with the wrong ones at the right time.
Effect: Roll Willpower + Diplomacy, Intimidate, Knowledge: Military Science, or a situationally appropriate persuasion skill vs. the GM specified DC. If successful, roll a 1d5 to see how many people will follow; for every 5 ranks in the persuasion skill used, add a +1 to the 1d5. For example, if the character has 5 ranks in diplomacy, roll a 1d5+1, if 15 ranks it would be a 1d5+3.

Mimic
Associated Statistic: Intelligence
Description: The character has a borderline eidetic short-term memory and an extreme attention to detail, making them able to notice miniscule movements and the finest parts of performing an action or using a skill they would otherwise never have for a short period of time.
Effect: Attempt to mimic a skill the character has seen (up to a maximum of level 5) for 3 minutes. This feat breaks the "unlearned skill" barrier of +20, allowing a character to use full bonus aside from the mimicked skill cap of 5.

Natural Linguist
Associated Statistic: Intelligence
Description: This character has a natural knack for communication, and after studying the manners of speaking, motioning, or the minute little ways that things express ideas, it may be able to discern some of the broader ideas.
Effect: Upon a successful intelligence check (GM determined DC), this character is able to understand and communicate with those speaking/gesturing in another language, even if the character is unfamiliar with it. This communication will be crude, but basic points will be able to be exchanged.

Phasing
Associated Statistic: Spirit
Description: Phasing is the ability to phase in and out of synch such that one can walk through doors upon successful spirit check.
Effect: The DC of the check is based upon the strength and thickness of the material being phased through, by the GM. If used too often, the character runs the risk of becoming stuck out of phase for a GM determined length of time.

Portal Movement
Associated Statistic: Magic Affinity
Description: This allows a character to open portal to any marked location through use of a portal stone marker. A portal stone once set can not be tampered with, failing arcane intervention or physical removal by the user.
Effect: The user can open a portal at any location, however the point of exit must be a set portal stone. Setting a portal stone does not require a roll; however, it does take 3 combat rounds. In order for something to pass through, it must be actively moved (molten rock, air, water that would flow through will not pass).

Projection
Associated Statistic: Spirit
Description: The character is able to project a spiritual or technological (read: hologram) likeness of themselves or a target into a different location nearby.
Effect: Creates a copy of the targetted character that can act as a decoy for various actions, counting as a separate target that can't actually be damaged or interact with the tangible world. The doppelganger moves enough to appear realistic, but if its 'other' makes too dramatic an action it may be obvious which is the fake.

Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: The character is able to teleport 2 line-of-sight areas away from his/her current position. This will not pass through solid, even flimsy objects.

Improved Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: This feat requires Teleportation. The character can teleport up to 4 Areas away, into areas that are out of their line-of-sight, but not through solid, even flimsy, objects.

Great Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: This feat requires Improved Teleportation. The character is able to teleport up to 10 Areas away, into areas that are out of their line-of-sight, and even through solid, flimsy objects, such as thin walls, windows, or doors.

The Old Fashioned Way
Associated Statistic: Luck
Description: 'Eyyyyy! The golden touch has the ability to kickstart simple machinery. The character either hits or kicks the piece of equipment in question. The equipment can range from a simple mechanical assembly to a security computer system.
Effect: Once per three days a character can literally kickstart some piece of simple to moderately complicated equipment. This will NOT work on dimensional or other high order technologies such as space ship engines, warp cores, etc.

Tunneling
Associated Statistics: Strength
Description: Through various means, whether it's shovel-claws for fingers and toes or a knack for shifting the earth through magical means, this character is able to breach the ground and safely weave in between hazards like cables and bunkers to travel from one place to another.
Effect: You can tunnel through soft ground at 1/8th of your walking speed (like a mole).
Site Admin
Posts
292
Joined
July 11th, 2008, 1:34 am

Who is online

Users browsing this forum: No registered users and 1 guest

Jump To

cron