Character Feats

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

Character Feats

by admin June 4th, 2012, 12:24 pm
Character Feats

These are Feats in which are permitted to be taken by characters and surround the core of what type of character the person is. Anyone may take these feats if the requirements for them is justified in game play.

Associated Statistic: Health
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 5% maximum HP to a total of 25%. Outside of combat, the body gradually repairs itself to 25% HP and sutures small or superficial wounds. This feat will only activate when a character drops below 25% HP, and will only regenerate up to 25% of the character's max HP (that is, a 4000 HP character will not regen past 1000 HP).

Improved Regeneration
Associated Statistic: Health, requires Regeneration feat
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).

Associated Statistic: Intelligence
Description: A character's spiritual 'battery' naturally restores itself over time, but only to a certain level.
Effect: Every round in combat, restore 2% maximum MP to a total of 10%. Outside of combat, MP gradually restores itself to 10% MP. This feat only activates when a character is reduced below 10% max MP, and will only restore up to 10% max MP (that is, a 1500 MP character will not regen past 150 MP).

Extra Attack
Associated Statistic: Dexterity
Description: The character exhibits reaction and movement speeds above and beyond that of others, allowing them to take more than one action in a round.
Effect: A character must have at least 200 Dexterity to qualify for this feat. In normal and group combat, character rolls a second initiative at half their dexterity value. This makes the character twice the target as well.

Limit Break
Associated Statistic: Willpower
Description: When in dire situations, a character is able to push him/herself past normal limits, putting a good portion or even all of their skill, energy, and power into a single few seconds in an attempt to overcome an obstacle, whether it be environmental, hostile, or otherwise.
Effect: This feat allows for Abilities to be categorized as Limit Breaks. Abilities that are categorized as such are given a bonus to strength according to the tier of Limit Break they are assigned as, from Level 1 to Level 4. A character's "Limit Gauge" is 100% of their HP. When a character takes damage, their gauge is filled at a 1:2 ratio to the damage actually incurred (after soak, reductions, etc.). When a character's Limt Gauge is filled, they have access to the next level of Limit Breaks. When a character drops below 0 HP, the character's Limit Gauges are decreased by 20% of the gathered amount, the damage that caused a KO is not added or calculated in any way. The more Limit Gauges a character has, the higher level of Limit Break Ability they can use. 1 Gauge = Level 1, 3 Gauges = Level 3, etc. Within the custom ability system limit breaks are allowed to exceed the custom 'limits' damage may exceed the level restriction of any limit break and status effects can have 1 level higher than the abilities allowed.

Associated Statistic: Health
Description: The unyielding spirit of some characters allows them to go into a trance-like, or overdrive-like state, allowing them to push their bodies above and beyond that which is normally possible. This state is very short lived, but is capable of turning the tides in battle.
Effect: A character's "Trance" state is given an additional 250 Stat Points to be used at their discretion. They may also take 1 additional non-SIF feat. "Trance" may be taken more than once. The "Trance" state lasts for 1d3+2 rounds. A character's "Trance" gauge is their HP. When a character takes damage, their Trance gauge fills at a 1:1 ratio to the damage actually incurred (after soak, reductions, etc.). When a character takes 2 Trance Gauges worth of damage, the character may enter a "Trance" state. When a character is KOed, they lose 20% of the trance guage gathered. The damage delt that caused them to be KOed is not counted in any way.

Associated Statistic: Willpower
Description: An NPC is constantly with your character to assist you. Servants can not take feats. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)
Effect: The servant character has 700 stat points, but can earn more experience via the master character taking feats or opting to give earned mission xp to the servant instead of the primary character. Every time you take this feat, your servant gets an additional 150 stat points. They are allowed 1 Feat every 200 experience points up to a maximum of 5. Only 1 of these can be an SIF. This does not include racial bonuses or the single 'free' feat all things are allowed.

Associated Statistic: Will Power
Description: Your character has a small group which acts as a horde of underlings. Underlings are required to have a character sheet (or at least a template), and do not advance in level or power up. Flunkies can not take feats.
Effect: Up to 5 Flunkies can be made with each iteration of this feat; however, they must all be identical (in form, not fashion). Each flunky is given 300 Stat Points, but cannot gain anymore. Flunkies are capable of using "swarm bonus" of +5 per unit to achieve a single task when they're used together. Once per day, flunkies may be "summoned" by rolling a 1d100. If the result is less than 30, the "swarm bonus" is reduced to only +3 per unit. If the result is more than 70, the "swarm bonus" is +7. On a 100, the "swarm bonus" is doubled to +10 per unit.

Alternate Form
Associated Statistic: None
Description: Transform into an alternate form, which by default has the same amount of experience points you do. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.
Effect: Every time you select this feat, elect any two of the following. There is a base time limit on Alternate Forms. 5 minutes out of combat, and 5 rounds in combat.

- +100 Stat Points
- +1 extra non-SIF feat
- Wings (grants basic 'Flight' feat)
- Improved Weapon (weapon damage is improved to 150%.)
- +/- 10 "scale", according to Giant or Short. Can be taken multiple times to earn more.

Polymorphing Shape
Associated Statistic: Health
Description: Shapeshift into the likeness of another similar being. With this power, characters are able to transform their appearance to match other humanoids, or in some cases, monsters, dragons, etc.
Effect: The cost for this is variable, the harder the disguise to see through, the higher the mp cost. Each cost is given as a base cost, plus X for every DC 10 needed to recognize the disguise.

- Same Species, easy: 250 mp + 100 per DC 10 (Random person with no specific clothing) PER MINUTE
- Same Species, medium: 500 mp + 150 per DC 10 (Decently recognized person, person wearing specific clothing/uniform) PER MINUTE
- Same Species, hard: 750 mp + 200 per DC 10 (Well recognized celebrity, unique person, requires exact clothing replica) PER MINUTE
- Different Species, same size: 1500 mp + 500 per DC 10 PER MINUTE
- Different Species, different size: 2000 mp + 1000 per DC 10 PER MINUTE

Transformation (The Return of... dundundun)
Associated Statistic: None
Description: The character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat MP per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledges), feats and stats.
Effect: The alternate form starts at 1500 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 20% exp bonus for splitting the experience evently between two forms.

you don't have to copy this
- Transformations are a unique 1500 stat point character sheet
- NOTHING automatically carries over between forms
- Transformations cost MP from both forms to shift into, but not to stay in. They also have no time limit.
- Experience may be spent on either forms to power them up, however evenly splitting experience will give each form 70% of the given experience instead of just 50%. Instead of splitting 10 EXP and receiving 5 to each form, both forms receive 7.

Grids and Sphere Transformations
Associated Statistic: Spirit
Description: This feat grants a character the ability to use special items called Spheres to transform their characters. These Spheres will assist in altering the character's base form in multiple ways, though the character at heart will remain the same. A character with thiefy tendencies may become a spellcasting mage, while an engineer character may pick up the sword in one of his Spheres' alternate forms. These changes can last as long as the character wants while still in possession of the Spheres, but watch out -- there ARE hunters out there who would be more than glad to rob you of them. Even MORE valued than the Spheres themselves are their Grids. Grids are linking items that a user carries to interface with their Spheres. Without Grids, Spheres are useless.
Effect: Sphere transformations are very similar to the standard Transformation feat listed above, in the sense that this feat will allow a character to have multiple sheets in play for the same character. However, several key aspects of this feat have been changed. Along with Spheres themselves, there will also be a very base implementation of the Grid system. Grids (unless very special) will only grant Slots to place a Sphere in, such as a Utility Belt would.

you don't have to copy all this to your sheet
Aspects of Sphere Transformations:
- Each Sphere the character possesses grants a specific character sheet for that sphere.
- As Spheres are found, more sheets may be added to a character's stack on-the-fly.
- A character may start with their base form and ONE sphere. All others must be located in gameplay through various means.
- Spheres, unless otherwise noted, do not give a character bonus statistic points. They do, however, allow a character to redistribute their current statistics in various ways within reason. There are several guidelines to this that must be followed:
1) A statistic may not decrease more than 50% from base form to Sphere.
Example: John's base form has 100 Dexterity. None of his Spheres may have less than 50 Dexterity.
Example 2: Cleo's base form has 350 Intelligence. None of her Spheres may have less than 175 Intelligence.

2) A statistic may not increase by more than 200% from base to Sphere.
Example: John's base form has 120 Strength. None of his spheres may have more than 240 Strength.
Example 2: Amanda's base form has 30 Spirit. None of her spheres may have more than 60 Spirit.

3) No Sphere sheets may have a skill higher than their highest base form skill level.
Example: Fran's base form has Level 20 Weapons Proficiency: Bows and Arrows, Level 10 Roll, Level 15 Reaction, Level 5 Run, Level 5 Jump, Level 15 Arcana, and Level 10 First Aid. None of Fran's Spheres may have a skill level higher than Level 20.

4) No Abilities or Spells carry over from base form to spheres or vice versa.
Example: Erin has a cadre of spells at her disposal in her base form. However, should she use even a magical-based sphere, none of her base form spells are usable in her new form. In reverse, none of her new sphere's spells are available to her base form.

5) Sphere sheets do not grant feats. A character may only have a single set of feats, period. These feats apply to all dress sphere forms.
Example: Ishiida has the Enhanced Attack Maneuver, Improved Physical Damage, Dodge Mastery, Limit Break, Regeneration, and Flight feats in his base form. If he uses a magic-based Dress Sphere, he will not be able to change these to Improved Magical Damage, Arcane Mastery, etc.

- As a character gains experience, this experience may be used to advance the base character, a dress sphere, or both. If a character decides to split the experience between multiple places (even just two or more spheres), the guidelines of experience splitting in the transformation feat must be followed.

- Unlike the Transformation Feat, it does not cost MP to switch from one sphere to the other. It does, however, still take an Action in combat.

- Transformations are only available when the Sphere is equipped to a character's Grid.

- A character may only equip one Grid at a time. A character starts out with a 3-Slot Grid, and more may be acquired as the game progresses.

EXPERIENCE EXAMPLES: (for Transformation and Sphere Transformation feats)
- 5 exp total over 2 forms: 3 exp per form
- 5 exp total over 3 forms: 2 exp per form
- 7 exp total over 2 forms: 5 exp per form
- 7 exp total over 3 forms: 3 exp per form
- 10 exp total over 2 forms: 7 exp per form
- 10 exp total over 3 forms: 5 exp per form
- 13 exp total over 2 forms: 10 exp per form
- 13 exp total over 3 forms: 7 exp per form
- 15 exp total over 2 forms: 12 exp per form
- 15 exp total over 3 forms: 10 exp per form
- 20 exp total over 2 forms: 15 exp per form
- 20 exp total over 3 forms: 12 exp per form
- 25 exp total over 2 forms: 20 exp per form
- 25 exp total over 3 forms: 15 exp per form

Favored Weapon
Pre-Requisite: Generally taken on creation, but this is flexible with good IC reason
Description: Some warriors, humans in particular, develop a certain emotional attachment to their weapon, whether it be a samurai's katana becoming an extension of his body, a mercenary naming his favorite grenade launcher, or a squire taking up the sword of his fallen master. The character starts with an above average weapon, which may have unique abilities or better stats than usual for its tier.
Effect: Applies one of the below traits to a starting weapon. Multiple iterations can be taken, applying to different traits below, or applying to a different starting weapon. With the exception of 'Soul' and 'Sword Eater', this Feat adds a +15% to the Cost of upgrading, and +10% to the DC.

Any Augmentation that takes up a single slot, or any augmentation that has no obvious upgrades. This takes up 1 Slot normally, but transfers to further incarnations of the weapon, and may allow augments that don't normally match.
A augment or enchantment with an obvious progression of Upgrades can be pushed to the next level via an artisan/Enchanter passing the usual requirements to apply it. Upon which the effect will still take only 1 Slot.
- Effects with a progression, once upgraded, carry over in their current level of power.
The weapon is alive, or at least doing a great job pretending it is. A Chrysalis weapon grows naturally in response to certain stimulus; Whenever it meets a criteria decided on creation, it gains a random Augment immediately. Only two such evolved powers can be held at once, and they take up Slots normally until replaced.
Successfully invoke an Advanced Skill (besides Combo) 50 times.
Inflict (Any Status) 30 times.
Strike 10 Critical Hits (Divines count for 2)
Strike 5 killing blows.
Roll 1d100, then 1d3
100 - +1 Material Grade at all times, doesn't cost a Slot
91-99 - 1,2: ____Killer of triggering target, 3: ____Slayer of triggering target
71-90 - 1,2; ____Strike of element triggering target is weak to, 3: _____Rend of element triggering target is weak to
51-70 - 1,2; ___Touch of choice, 3; ____Strike of choice
31-50 - Draw spell/attack of the triggering target knows into the weapon, used as identical to the original user. 1d3 determines number of these attacks stored. Each uses up 1 Augment Slot.
11-30 - 1; +25% Damage, -25% Hit, 2; +25% hit, -25% Damage, 3; Choice of 1 or 2
2-10 - 1; Augmented Casting, 2; Improved Augmented Casting, 3; Greater Augmented Casting
1 - Cursed. Weapon cannot be unequipped by the wielder and 1; Wielder is [Mild] Berserk, 2; Wielder is mild [Zombie], 3; Wielder is mild [Confused]
Cursed weapon must be dispelled or repaired to end the curse.

The weapon can take the form of a different armament to suit its wielder's need. The second form is chosen on creation and can never be changed; On assuming the second form, the weapons base stats change to reflect the same tier of the other weapon, but can still be used with the same Skill as its base form. The second form cannot be a more than one slot larger than the base, and has no Augmentation slots at all while shifted.
The weapon has a mind of its own and may even speak to its wielder. It will resist being removed from the wielder, may call to them from wherever it is, and can be summoned to hand as a free action from relatively short distances. In addition, the weapon has one Knowledge skill at level 20 (or the user's Weapon Proficiency whichever is higher) and it will share its wisdom with the wielder.
Sword Eater
Some weapons are hungrier than others. A Sword Eater cannot be Enchanted, upgraded, tempered, or outfitted with Gadgets normally. It can only be changed be 'eating' other weapons. Keep in mind that at the GMs discretion, some weapons may be a bit too 'spicy' to handle.
When a new weapon is devoured, the Sword Eaters gains its material grade (even if it's lower than the current), applied to its own weapon type. It gains all Augments the eaten weapon had, even if they wouldn't normally apply, and its Tempering/Aerodynamics level.
The previous weapon is 'spat out' when a new one is eaten, in a severe state of brokenness requiring its full DC and half its base Cost be met to repair.

The weapon has a mind of its own and may even speak to its wielder. This is similar to Empathic with one important difference: It freaking hates you. Maybe you aren't bloodthirsty enough, maybe it doesn't feel you're worthy. Whatever the case, you aren't on good terms and it enjoys screwing with you, at least in ways that don't put IT in too much danger.
On a Botched attack or Defense, the weapon will lose its patience and inflict one of the following statuses on you, with Severity equal to your Weapon Proficiency/10.
Provoke, Fury, Berserk, any Negative Status+any Positive Status (must get GMs approval).
Site Admin
July 11th, 2008, 1:34 am

Who is online

Users browsing this forum: No registered users and 1 guest

Jump To