Class Feats (6.1)

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

Class Feats (6.1)

by admin October 21st, 2012, 9:40 pm
Class Feats

Class feats play a significant role in determining what your character is good at. Perhaps your character is a swordsman? Or a mage? Or a craftsman? The following sets of feats will help separate your character from the rest of the pack in these particular professions!

Class feats are taken as follows:

You may take up to THREE class feats. These feats may be taken within the first 1000 XP or later, whichever you like. These class feats can overlap, but the total bonus stacked may not exceed +10. So, for example, if you take both Knight and Mageknight, then your total sword bonus will still be +10, rather than +15. However, if you took Samurai and Mageknight, the +5s add to +10.

Please note that this is a ROLL BONUS, not a bonus to Skill Level.

Additionally, you may take ONE sub-class feat for each class every 1000 XP for every class feat already taken.

Let's look at an example:
Feat 1(0 XP)-[Fighter] - +10 to Weapon Proficiency: Swords , +5 to Climb, Jump, Intimidate, Swim
Feat 2(100 XP)-[Paladin] - +5 to Weapon Proficiency: Swords, Divine Arcana, to Diplomacy, Vehicle Operation (creature), Concentration, First Aid
Feat 3(200 XP)-SIF
Feat 4(300 XP)-[Chemist] - +10 Knowledge: Chemistry, +5 Artisan: Medicine, Artisan: Engineering, Knowledge: Biology, Smell
Feat 5(400 XP)-[Fighter - Quick Attack] - If an enemy botches, a fighter may make a reaction check. If the reaction check beats the enemies total dodge, the fighter may roll for a single hit of opportunity
Feat 6(500 XP)-SIF
Feat 7(600 XP)-[Paladin - Purifier] - When engaging with declared "aberrations" or unnatuarlly occuring subjects (GM declared), the critical hit rate is raised to 10%.
Feat 8(700 XP)-Random Feat
Feat 9(800 XP)-SIF
Feat 10(900 XP)-Random Feat
Feat 11(1000 XP)-[Chemist - Mixology] - This feat allows a Chemist to on-the-spot combine 2 One-Use Items together. To do so, roll Artisan: Chemistry; the result depends on the situation, the roll, and the two items used. May not be the same effect every time!
Feat 12(1200 XP)-SIF
Feat 13(1400 XP)-[Fighter - Graceful Combatant] - On a divine attack roll, a fighter receives an extra melee combat action versus another target
Feat 14(1500 XP)-[Paladin - Disciple] - When engaged with an enemy of their chosen god, critical hit rate is increased to 10%.
Feat 15(1600 XP)-SIF
Feat 16(1800 XP)-[Prescription] - With a successful Chemistry check (DC 25 per item used), allows the use of any number of non-curative (either to HP or MP) items in the same round on the same target. All items are used up normally.
Feat 17(2000 XP)-Random Feat
Feat 18(2200 XP)-SIF
Feat 19(2400 XP)-[Fighter - The Best Defense] - For every successful melee attack, gain a +5 dodge bonus up to a maximum of +25. This bonus is reset should you miss an attack, when you would go over +25, or should anything ‘reset’ the tide of battle (the opponent spends a turn fleeing to a better position, gets knocked down, etc)
Feat 20(2500 XP)-[Paladin - Instrument of God] - By performing a divine ritual and submerging a weapon in Holy Water for 1 event, grants a weapon the Luminastrike enchantment (does occupy an Augmentation Slot as normal).
In this instance, in the first 1000 XP, 3 class feats are taken (Chemist/Fighter/Paladin) as well as 3 sub-class feats (Quick Attack/Purifier/Mixology). From 1100-2000 XP, 3 more class sub-feats are taken, and so forth. Additionally, notice that there is a total of +10 bonus to sword proficiency here even though Fighter and Paladin stack to +15.

However, there is one exception to the +10 cap. If you have taken Onion Knight and its bonus applies, then you may surpass the +10 cap to +20 from your class feats. This is the ONLY exception to this rule.

As an added note, you don't HAVE to take three class feats. You can always take two, or one...or zero if you really want! Just bear in mind you cannot take a class's sub-feats if you don't already have the class feat.

Without further ado...the class feats!

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Martial Class Feats

The martial classes are those heavily trained or invested in physical, melee combat. These powerful front-line soldiers are powerhouses of pain, and while their styles and forms will differ greatly from class-to-class, there are unifying standards that keep them aligned. They grow rapidly and reach power quickly, with which they use to destroy their enemies and protect their allies.
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Barbarian
Associated Statistic:
Description: The barbarian is skilled in use of very direct, heavy-damage, large weapons, as well as survival in the open wild. Barbarians are far from the type to be messed with from the front.
Effect: +10 to Weapon Proficiency: Axes OR Swords OR Scythes, +5 to Survival, Perception, Athletics, Acrobatics
Berserker Rage
Associated Class: Barbarian
Description: In dire circumstances, anger can be a dangerous ally. A barbarian channels this rage into an unstoppable fury, running into
Effect: Melee Damage mods are increased by *1 when hp is below 15%. This can happen a maximum of once per battle.

Intimidating Stature
Associated Class: Barbarian
Description: The Barbarian is known for their intense muscle mass, a walking hulk capable of wielding the most deadly of weapons into battle. These are not people you wish to offend.
Effect: +25 to Speechcraft checks, for intimidation purposes.

Clobber
Associated Class: Barbarian
Description: Being strong enough to hold your opponent in one hand offers many benefits. Namely, it means the ability to wail upon them with the other.
Effect: While grappling an opponent, you may automatically deal your base strength damage every round

Improved Power Strike
Associated Class: Barbarian
Description: If it’s one thing that Barbarians are good at, it’s smashing things into pieces. Barbarians can wind up for much more potent swings than the average person.
Effect: The damage boost from power strike is tripled.

Healthy Constitution
Associated Class: Barbarian
Description: You never see Conan in bed nursing chicken noodle soup, and there is a good reason for that. By braving the tough elements, you have become stout and hearty, resisting disease and illness.
Effect: Damn Healthy counts towards HP Bonus. A Poison family (or similar) family effect with a ‘chance’ (d100 roll) has a 20% chance less of working on you.
Fighter
Description: Fighters are very basic combatants at their cores; they do battle in rain, sleet, snow, wind, or sand, and can be turned to for direct problem solving. Their athletic training and brawn allows them to surpass obstacles in their path -- including other people, through sheer presence or violence.
Effect: +10 to [Weapon Proficiency: Swords OR Weapon Proficiency: Axes OR Weapon Proficiency: Spears OR Weapon Proficiency: Clubs], +10 to Athletics, +5 to Acrobatics, Reaction
Graceful Combatant
Associated Class: Fighter
Description: Given proper circumstances, fighters can apply their grace in combat to attacking multiple opponents at once, allowing them to do battle against odds others would find intimidating.
Effect: On a divine attack roll, a fighter receives an extra melee combat action versus another target

Quick Attack
Associated Class: Fighter
Description: Fighters are masters of opportunity. When an enemy trips or falls, their blade is ready to strike the target at a moment’s notice, giving them an edge in combat.
Effect: If an enemy botches, a fighter may make a reaction check. If the reaction check beats the enemies total dodge, the fighter may roll for a single hit of opportunity

Improved Combo
Associated Class: Fighter
Description: Fighters know how to squeeze the most out of a single attack action, and can land one extra regular hit when performing a regular attack. This does not apply to dual wielding.
Effect: Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc.)

The Best Defense
Associated Class: Fighter
Description: Fighters work best when they are on the offensive, and once they have the upper hand in a battle, it can be difficult to overturn them.
Effect: For every successful melee attack, gain a +5 dodge bonus up to a maximum of +25. This bonus is reset should you miss an attack, when you would go over +25, or should anything ‘reset’ the tide of battle (the opponent spends a turn fleeing to a better position, gets knocked down, etc)

Damage Control
Associated Class: Fighter
Pre-Requisite: The Best Defense
Description: Fighters often find themselves thrown into the thick of combat, in melee with opponents as dangerous or more dangerous than they are. In these instances, fighters can use their adrenaline.
Effect: After making a successful regular strike without a custom skill or effect attached, your base damage soak (physical and magical) rises 20%
Knight
Associated Statistic:
Description: Knights, while considered somewhat archaic by some civilizations, still maintain a heavy presence across states, countries, and even worlds. Knights are generally bound by some sort of code of conduct and service to another, whether it's a fief lord, a government, a faith, or simply a buyer.
Effect: +10 to [Weapon Proficiency: Swords OR Weapon Proficiency: Axes/Hammers OR Weapon Proficiency: Spears OR Weapon Proficiency: Clubs], +10 to Speechcraft, +5 to Vehicle Operation (creature), and Artisan: Writing
Defender
Associated Class: Knight
Description: The honorable knight may throw themselves in front of an ally once per round and take a hit for them without waiting to hold their turn, using their position to strike a surprise blow to enemies. This damage can not be blocked or braced against.
Effect: Knights may interrupt an attack, should their reaction roll beat the enemies attack roll. Doing so grants them a +*1 on their weapon mod for 1d2 rounds.

Improved Defender
Pre-Requisite: Defender
Associated Class: Knight
Description: A shield bearing knight may use their shield to intercept damage for a defended person before their turn. In melee, this will knock a person off guard and offer a strike of opportunity to the knight.
Effect: When defending someone else, roll reaction, then your shield skill. A successful block will grant one normal attack immediately at *1 bonus in melee range, and the normal *1 otherwise.

Courageous Hero
Associated Class: Knight
Description: The knight is not easily intimidated by beasts. Their years of training to be heroes allow them to resist intimidation from their opponents.
Description: +20 to Speechcraft defense rolls.

Honorable Strike
Associated Class: Knight
Description: The honorable knight will not strike an opponent while he is down, but instead allow them to stand. This can be a show of great inner strength, and give a revitalized feeling of valor during the battle that you do not need to resort to dishonor to win.
Effect: For 5 rounds, gain a +10 to attack and dodge and a *1 weapon mod bonus on your normal attacks.

Well Met
Associated Class: Knight
Description: A knight knows how to avoid killing their opponent unnecessarily. After years of training, they are masters of their chosen weapon with enough proficiency to leave an enemy at exactly the brink of losing without killing them.
Effect: On a blow that would otherwise knock unconscious or kill, a knight may opt to leave a target at 1 hp. There is no guarantee they will not continue to fight anyway however…
Monk
Associated Statistic:
Description: While the term 'monk' originated from old monastic faiths that trained the body to hone the soul, it is not always so with every practitioner. Monks are, however, very spiritual fighters, whether it's based in a higher power, the self, or simply spiritual energy.
Effect: +10 to Martial Arts, +5 to Roll, Athletics, Perception, Acrobatics
Spiritual Strike
Associated Class: Monk
Description: Monks are trained to channel their spiritual side into their attacks, using their focus to create flourishes of energy, as well as add power to their strikes.
Effect: When you take this feat, choose one of the following:
1) Mystical Speed: Trade 10 spirit for a +1 boost to your attack roll. Repeatable.
2) Mystical Element: Trade 50 spirit to add an element you are not weak against to your regular attack.
3) Mystical Power: Trade 100 spirit for your martial arts attacks to become armor piercing for 3 rounds.
Spirit regenerates at a rate of 5 spirit per round up to 1/2 current maximum, and normal after sleep.

Tranquil Spirit
Associated Class: Monk
Description: Through cleansing meditation, a monk can clear his head and approach obstacles with a new focus.
Effect: A monk may trade 10 spirit for a +1 boost to a non combat/non knowledge roll. Repeatable.

Meditation
Associated Class: Monk
Description: Sometimes meditation is needed to cleanse ones spirit and refocus ones energies. A monk is a master of meditation, and can use it to rejuvenate themselves
Effect: Meditation enables a Monk to restore their maximum spirit without sleeping. For every round spent meditating, 5 Spirit is restored to the maximum limit. Current Spirit restoration is doubled to 10 spirit per round. This can restore spirit from minor non-ability related drains as well. Meditation also regenerates 100 hp and 50 mp per round.

True Fist
Associated Class: Monk
Description: Masters of Martial Arts, monks do not require multiple hits to do severe damage to an opponent. One attack is sufficient to carry their damage home.
Effect: Number of hits is rolled as normal. The damage that would have been done is applied as one hit, rather than many hits.

Disciplined Tolerance
Associated Class: Monk
Description: Many monks are asked to endure trials of pain to prove their worth or cleanse themselves of wrong. Over time, this builds endurance to pain.
Effect: If an attack would otherwise one hit knock out a monk, roll endurance, DC 1 for every 100 hp into the negatives you are placed. If you beat the DC, you are at 1 hp. This can be done a maximum of once per fight only.
Ninja
Associated Statistic:
Description: Highly-trained, secretive warriors of classical civilizations, the ninja are cult-like sects of assassin-like warriors that meld with the darkness and strike at opportune moments. Their arsenal of small, concealable weaponry makes them lethal in any situation.
Effect: +5 Weapon Proficiency: Daggers/Knives, +5 Weapon Proficiency: Throwing Weapons, +10 Stealth, +5 to Speechcraft, Perception
Ninja Arts
Associated Class: Ninja
Description: Ninja have access to ninjitsu skills that the average person does not. Through their training, they can develop advanced custom techniques that make use of smoke and mirrors to intimidate and silently dispatch their opponents.
Effect: Ninja Customs gain the option of including the ‘Ninjitsu’ trait. Ninjitsu customs gain an additional 4 attribute points, can only be invoked upon first contact with an enemy if they are not alerted, and can not be dual or triple techs.

Ninja Vanish
Associated Class: Ninja
Description: The average person prefers the light to the shadows. This is against the way of the Ninja, which is to attack without a trace and to leave just as silently.
Effect: Ninja sneak attack bonuses are increased by *1 provided the enemy is not alert of a possible intruder.

Ninja Reflexes
Associated Class: Ninja
Description: Ninja are capable of pushing their bodies through rigorous training, able to perform acts of precision acrobatics with ease. It is unwise to attempt to challenge a ninja with a gun… if at all.
Effect: Ninja gain a +25 to Acrobatics checks, and a +15 to Athletics and reaction checks. Ninja Reflexes also grants the Reaction: Deflection advanced skill required to block bullets with melee weapons.

Ninja Assassinate
Associated Class: Ninja
Description: Without the same rigorous training as a Ninja, many lesser opponents find themselves unprepared for combat with a much more skilled opponent. Thus, they leave themselves more open to the deadly skills they possess.
Effect: When dealing with unalerted mooks, a Ninja’s stealth attack rises an additional *1 (this does stack with Ninja Vanish)

Ninja Master
Associated Class: Ninja
Pre-Requisite: At least 2 of the other Ninja Class Feats
Description: A suitably trained Ninja can reach the level of master upon significant experience. A ninja master is a deadly opponent who is dangerous in open combat, or even more so in stealth combat.
Effect: A Ninja Master gains an additional *1 stealth damage when attacking from the shadows (this stacks with other feats in the ninja class) on unalerted opponents. Ninja Masters may counter attack ranged projectiles (but not magic) with melee by closing the gap at high speed.
Berserker
Associated Statistic:
Description: Berserkers are classical warriors of the wilds, powerful and unstoppable fighters with their massive weapons and bad tempers. Berserkers only get more powerful and more dangerous the more they get hurt or angry.
Effect: +10 Weapon Proficiency: Axes/Hammers, +10 Athletics, +5 Survival, +5 Speechcraft
Berserker Rage
Associated Class: Berserker
Description: Once angered, Berserkers are unstoppable beasts of destruction that will slaughter their opponents until victory. Being an opponent is not recommended
Effect: Berserker feat bonuses can be triggered once per IC day as a limit break when you have taken 50% damage, and continues for 1d5 rounds. This is automatically replaced by Dire Straits should it trigger

Dire Straits
Associated Class: Berserker
Description: When wounded, a Berserker becomes like a wounded or cornered animal, fighting all the more fiercely for its freedom.
Effect: Berserker feat bonuses trigger automatically when they are under 20% of their health. This is also triggered by the ‘Berserk’ status effect. This wears off in 5 rounds, or when health is restored above 20%.

Adrenaline Rush
Associated Class: Berserker
Description: By using their sheer emotions to keep standing, a berserker gains heightened pain tolerance and resistance to some status effects.
Effect: Base damage soak rises 50% when under the effect of Berserker Rage.

Walking Catastrophe
Associated Class: Berserker
Description: When angered, the strength of a berserker grows to dangerous levels, increasing the raw damage capacity and critical capacity of an already dangerous foe.
Effect: Physical damage increases by 25% under the effect of berserker rage, critical hits increase by 1d (1d4+1 becomes 1d5+1)

Intimidating Presence
Associated Class: Berserker
Description: Many opponents, upon seeing an angered giant, tend to be dissuaded from fighting the angered giant. It is not difficult to understand why.
Effect: Speechcraft (Intimidation) bonus versus Mooks doubles when in Berserker Rage.
Dark Knight
Associated Statistic:
Description: "Fell" Knights as they're generally called, are normally considered the antithesis of Paladins, or Holy Knights. Their power comes from dark, corrupting sources, and while this of course doesn't dictate their personalities, most Dark Knights acknowledge that their fates have been decided by the evil blades they wield.
Effect: +10 Knowledge: Monster Lore, +5 Weapon Proficiency: Swords, Weapon Proficiency: Shields, Speechcraft, Knowledge: Mythology
Light from the Nether
Associated Class: Dark Knight
Description: The Dark Knight is capable of drawing energy from their brutal deeds. For each decidedly merciless or evil act committed, such as the death of an enemy that has surrendered gains a point of Darkness, which brings it’s own strengths and weaknesses.
Effect: In combat, a Dark Knight may spend 1 dark point to boost their strength by 20 (temp). Doing so reduces their spirit by 20. This can be done a maximum of 5 times.

Hellish Facade
Associated Class: Dark Knight
Pre-Requisite: Light from the Nether
Description: For every act a Dark Knight commits, their reputation becomes more and more fearsome and intimidating. Less and less people however will wish anything to do with them however.
Description: For every dark point (up to a max of 5), +10 Speechcraft.

Luck of the Devil
Associated Class: Dark Knight
Pre-Requisite: Light from the Nether
Description: Not all luck is divine providence…
Effect: Luck of the Devil allows a Dark Knight to spend its Dark Points as 2 Luck Points, which are expended once used. There is a drawback to such however, as this will –always- carry some form of backlash. It may not be directly against you, or even the party, but the devil will collect his dues from someone.

Dark Blade
Associated Class: Dark Knight
Pre-Requisite: None
Description: A Dark Knight, suitably trained, is capable of corrupting the very weapon they hold into a sinister visage of it’s former self. Such a weapon is considerably powerful against the forces of light…
Effect: Any weapon a Dark Knight holds for 2 events is granted the Voidstrike enchantment (occupies an Augmentation Slot as normal).

Shadow of a Man
Associated Class: Dark Knight
Pre-Requisite: None
Description: By accepting the darkness within themselves, a dark knight finds their true power, and perhaps their salvation. This holds true even if their motives are not necessarily dark.
Effect: 20% physical damage boost when in an "evil" area.
Dragoon
Associated Statistic:
Description: Dragoons in classical civilizations were heavily-armored anti-cavalry soldiers. That generally holds true across all nations -- however, the most powerful Dragoons are those that work with the strongest cavalry beasts: Dragons. Their abilities are honed to a razor's edge in order to take on, command, defeat, subjugate, or simply emulate these grand, destructive creatures.
Effect: +10 Acrobatics, Knowledge: Monster Lore, +5 Weapon Proficiency: Spears, Athletics
Dismount
Associated Class: Dragoon
Description: A dragoon, in conjunction with a lance or appropriate weapon, is capable of attacking directly the pilot of a vehicle that is not colossal (IE: A one or 2 person vehicle like a mech, fighter jet, car, jeep, etc, but not a starship).
Effect: Armor Piercing damage versus vehicle pilots of suitable size. If the vehicle would continue to move while the pilot does not, they are removed from their vehicle (knocked off a motorcycle, for example). This may not work on all vehicles.

Dragoon Jump
Associated Class: Dragoon
Description: A dragoon, with sufficient training, can learn to jump to extreme heights that make attacking with bows and arrows, or melee weapons impossible. When they land, they may use their inertia to make a powerful (if difficult) strike against a single target.
Effect: While jumping, a dragoon can only be targeted by guns, crossbows, or magic. When the jump starts, roll a 1d3. This is how many rounds that you will remain in the air. When landing, make an attack at -20*roll to get a *roll bonus to damage. This does –not- stack with a critical hit.

Dragoon Defense
Associated Class: Dragoon
Description: By holding their lance or pole arm properly, a dragoon is capable of creating a powerful defense simply by pointing their weapon. Enemies in melee range must use caution to avoid being impaled while attacking.
Effect: Whenever a dragoon declares a Defending or Covering action, any melee attacker must beat their defense roll by at least 15. If they beat their defense roll, but not by 25, they are hit by the lance and take one normal attacks worth of damage, though their attack lands. If they fail to beat the defense roll, the attacker is stopped and hit.

Cavalry Charge
Associated Class: Dragoon
Description: A dragoon is at their best when mounted with their weapon upon the back of a beast, either modern or mechanical. Using their weapon in such a way grants them the strength of the vehicle to aid in their attack
Effect: A melee attack made from a moving vehicle/mount of any kind has a 10% chance of being considered a critical hit.

Improved Cavalry Charge
Associated Class: Dragoon
Description: By further refining their art, a dragoon can be a fearsome opponent upon a mount, enough to fell regimens of larger size or strength.
Effect: A melee attack made from a moving vehicle/mount of any kind has a 30% chance of being considered a critical hit.
Samurai
Associated Statistic:
Description: Samurai are equivalent to Knights of other civilizations; they serve a higher power, whether it's religious, political, economic, or otherwise, and pledge to it with their lives. They are honorable fighters who hone their skills for a lifetime. Samurai without a master are considered "Ronin."
Effect: +5 to Weapon Proficiency: Swords, Weapon Proficiency: Bows, Speechcraft, Repair, Reaction, and one Artisan: skill.
Honorable Combat
Associated Class: Samurai
Description: During combat situations, a Samurai gains strength by his strict code of honor, and takes advantage of the dishonorable aggression of his opponents.
Effect: A samurai may opt to roll any number lower than his actual initiative. Should an enemies turns fall completely before the Samurai in combat, he gains a +20 physical attack/+20 defense versus that enemy. Enemies with multiple turns must have –all- turns land before the Samurai’s action.

Iai Strike
Associated Class: Samurai
Prerequisite: Weapon Proficiency: Sword, Level 25
Description: They say some have never seen a samurai's blade before, even after having fallen upon the battlefield...for some are well-trained enough to draw and strike at the same time in a single, swift motion. By the time the ringing of steel hits their ears, the breath of life is torn from their lungs.
Effect: May only use this on your first combat turn. This attack is a single strike with a chance of an instant KO on an enemy, 2% for every 5 levels in Weapon Skill: Swords (L25 -> 10%). If you succeed in this percentage and the enemy is immune to instant KO, deal a critical hit instead.

Code of Honor
Associated Class: Samurai
Description: Samurai gain strength from actions of honor, and lose this strength from actions of dishonor. A samurai with this feat must outline their code of ethics and honor.
Effect: A samurai with this feat sits upon a scale of three. ‘Dishonorable’, ‘Neutral’ and ‘Honorable’. Any action suitably honorable (Saving/sparing a live, chivalric actions, bringing honor to an ally) shifts the scale one to the right. (Dishonorable becomes Neutral, neutral becomes Honorable, etc). Any dishonorable action shifts this scale one to the left. While honorable, a Samurai deals 1.5x regular damage with one of the class weapons, which does not apply to critical hits or special attacks. While dishonorable, a Samurai deals 50% less damage. Honor may be instantly restored by KO’ing oneself in combat.

Loyal Diplomat
Associated Class: Samurai
Pre-Requisite: Code of Honor
Description: Not only warriors, but also ambassadors and diplomats, a Samurai is capable of bringing great honor to a master or ally.
Effect: In situations when a Samurai is representing an ally whom they have faithfully served, they gain a +25 bonus to Speechcraft. This only applies while the Samurai is ‘Honorable’.

Unburden Soul
Associated Class: Samurai
Prerequisites: Code of Honor
Description: The spiritual presence of the user is focused into their body, then released into the area by the most direct way: sacrifice. By turning the weapon on one's self, the positive chakra in the body is released in a wide area.
Effect: When performing a self-KO to restore the character's karmatic balance (dishonorable, neutral, honorable), this ability sacrifices character into long-term KO status; can only be restored by an infirmary or hospital. Restores all allies in the Area to 100% HP and removes negative status effects.
Sentinel
Associated Statistic:
Description: Sentinels are powerful, trained defenders of others. They're excellent escorts, bodyguards, and front-line shock troopers, and generally use their protection as weapons as well. Charging head-first into a Sentinel isn't advised.
Effect: +10 Weapon Proficiency: Shields, +10 Athletics, +5 Perception, Reaction
I Am Cover
Associated Class: Sentinel
Description: A sentinel does not seek cover. They are the cover. Masters of defense, they are always considered to be behind cover while wielding a shield.
Effect: A Sentinel is always considered to be ‘behind’ cover during suppressing fire, and may count as cover for one additional character (granting them a +10 dodge bonus).

Iron Defense
Associated Class: Sentinel
Description: A good sentinel does not require concentration to defend, they are always defending.
Effect: Sentinels with this feat do not require the normal held round to cover an ally. They however may only cover one ally per round.

Built like a Brick House
Associated Class: Sentinel
Description: By using the shield as a weighted brace, Sentinels can maintain their balance much better than others and are therefore much more difficult to knock over.
Effect: Attacks with a ‘percent chance of knockdown’ do not work on Sentinels unless a critical hit is scored. Attacks which would always knockdown (a powerful explosion for example) work normally.

Improved Counter
Associated Class: Sentinel
Description: As a rule, Sentinels do not charge into combat headfirst. Instead, they choose a defensive approach, waiting for the opponent to expose themselves to a strike.
Effect: If a sentinel successfully blocks an opponents attack by double (141 or better if they roll a 70), they may counter attack with a one handed weapon which the enemy must dodge at -20. This only applies to light shields.

Mighty Guard
Associated Class: Sentinel
Pre-Requisites: Mastered all Sentinel Feats
Description: A sentinel who masters their art becomes capable of feats of amazing defense beyond most humans.
Effect: On an attack that is considered ‘too powerful’ to be blockable, roll luck to a GM determined DC (default: 750). Passing this luck roll enables the sentinel to block as normal. Failing this roll still allows dodge.
Pugilist
Associated Statistic:
Description: Fierce hand-to-hand, brawler-type combatants, pugilists aren't the intense-concentration, pure-mind-and-body fighters that monks or spiritualists are, but instead fight dirty, ruthlessly, and generally with a disregard for honorable combat.
Effect: +10 Martial Arts, +5 Stealth, Biology, Roll, Reaction
Cheap Shot
Associated Class: Pugilist
Description: Who said not to hit an opponent while they’re down? Your mother, she liked it standing up.
Effect: Gain one extra hand to hand hit (1d2+1) on any opponent who is disabled or at a disadvantage (knocked down/paralyzed/stopped/status effect impaired)

Sucker Punch
Associated Class: Pugilist
Description: Taking initiative is for suckers.
Effect: This must be declared during the lead up to combat, and can not be used when surprised. If an opponent would otherwise take the first turn in combat, you may take one full hand to hand attack before they act.

Below the Belt
Associated Class: Pugilist
Description: Never be afraid to cheat in the middle of a fight.
Effect: On a full combo of 1d3 hits or greater, add a 50% chance for knockdown. This only works against male opponents with proper equipment.

The Tyson
Associated Class: Pugilist
Description: Boxing tends to make one hungry…
Effect: While not exactly a clean move, on a full combo, add an unsoakable half damage hit from taking a piece out of your opponent. With your teeth.

The Stinger
Associated Class: Pugilist
Description: Why settle for simply punching your opponent when you can opt to shank them as well
Effect: On a full combo of 1d3 hits or greater, you may opt to add an additional hit with a knife (use knife damage), syringe, or other small weapon that could be concealed within your fist.
Nightblade
Associated Statistic:
Description: Nightblades are talented close-combat specialists much like ninja or assassins, utilizing stealth and light steps combined with a powerful surprise attack to end foes before they're even known to exist.
Effect: +10 Weapon Proficiency: Swords OR Weapon Proficiency: Throwing Weapons OR Weapon Proficiency: Knives/Daggers, +10 Stealth, +5 Roll, +5 Perception
Shadow Dance
Associated Class: Nightblade
Description: As much as skill, a Nightblade must be a master of theatrics. By deceiving their opponent into thinking they possess superhuman abilities, they become the subject of legends.
Effect: By making a dramatic dodge (superhuman or otherwise remarkable for its acrobatics or methodology), a Nightblade gains a +15 to their attack. This is post dependant and –must be declared- during the dodge.

The Blade Hungers
Associated Class: Nightblade
Description: Nightblades are practitioners of sometimes odd or obscure rituals. One of the most obscure of these rituals involves an almost voodoo where some belonging of a target is rubbed against a weapon or blade.
Effect: At the very least, this grants a +15 roll to any tracking roll (spot/search/gather info), and can grant insight to specific movements similar to scrying in rare instances.

From the Shadows, I Strike
Associated Class: Nightblade
Description: Part of the theatricality and drama of the Nightblade is that they are rarely seen. An enemy who walks into the shadow in their presence will be hard pressed to emerge from it again.
Effect: If an enemy is in the dark, a Nightblade may use their athletic ability to remain flatfoot continually while attacking them in melee. Enemies that can see in the dark or sense supernaturally are exempt from this

No Second Glances
Associated Class: Nightblade
Description: The reflexes of a Nightblade are honed well beyond that of normal humans. They think quicker, move faster, and react more rapidly than an average human. This can catch the uninitiated off guard.
Effect: Two effects: +10 to reaction checks, and against a poorly trained enemy (low level mook, rent-a-cop security and so on), a Nightblade may make a flatfoot attack even if spotted. This only works if the enemy would not otherwise be expecting you to attack (those familiar with you, well trained enemies, already alerted guards won’t fall for this).

One More For My Score
Associated Class: Nightblade
Description: While traditionally a Nightblade does not brag about ones skills, some do consider their work a matter of pride. The best even keep track of the number they have slain and the methods they have slain them… if for no other reason than to convince others not to trifle in their affairs.
Effect: For every enemy stealthily assassinated, gain an extra 10% base damage (Strength). For every enemy that sees you or you fail to assassinate, lose 10% base damage. This caps at +50% or -50%.
Viking
Associated Statistic:
Description: The term "Viking" is assigned to many classical or pre-classical civilizations' seafarers -- or the barbarians they fought against -- who would pillage and raid coastal areas with impunity. They were talented ship-to-ship combatants and fearsome raiders. Modern Vikings use high-powered watercraft to achieve the same ends.
Effect: +5 Weapon Proficiency: Axes/Hammers, Weapon Proficiency: Shields, +10 Survival, +5 Vehicle Operation: Seacraft, Perception
Tales of Honor
Associated Class: Viking
Description: The Vikings held no fear of the paranormal. Beasts of any shape or sort were the stuff of legends. What would Beowulf be without his Grendel? Instead, this courage is a source of strength for Vikings, and building a repertoire of tales to tell only increases this well.
Effect: For any boss that a Viking has MVP’d (IE: Was the most important in defeating, landed the final blow, etc), the GM will tell the character a strength based on something that boss. Before a mission, regale the party with your exploits regarding that fight (only one, any more and you bore them), and gain that strength as your own.

Hearty Feast
Associated Class: Viking
Description: The Vikings predominantly hailed from the harsh northern area’s of Europe. In Viking society, banquets were often thrown in honor, or tribute, or to fight on a full stomach.
Effect: Eating a full meal before battle grants a deployable +20% health for one fight. This must be a full course meal prepared ahead of time, not simply a granola bar or MRE on the move.

Feat of Endurance
Associated Class: Viking
Description: In their harsh climate, Vikings are forced to endure conditions that would kill modern man. Those that manage to live are made strong, and can make even some superhuman challenges of endurance seem meager in comparison, especially if it will become the subject of legend.
Effect: A Viking with this feat is capable of enduring great pain or physical exhaustion, exertion or duress. This grants a +50 to endurance rolls in such circumstances should the conditions be bad enough to merit legend, or +20 in other circumstances. This only applies to rolls where a character is attempting to endure against the natural elements, not in combat or unnatural situations (you can not out endure an ion cannon discharge)

Who Needs Science?
Associated Class: Viking
Description: While Vikings might be lost in the computer age, they are still capable of figuring out applications of weapons. This is particularly true of modern explosives. One great Viking once said “I hate technology… but I love a good explosion”
Effect: Vikings are strong enough to wield missiles and rocket launcher ammo as short range projectile weapons. Be wary of using these however, as you will certainly be "danger close".

Einherjar
Associated Class: Viking
Prerequisite: Spirit of at least 100, and positive, heroic karma.
Description: One of the few truly spiritual tenants of Viking mythology is the great honor of dying a hero and becoming Einherjar, the army of the gods. The qualifications for this divine transformation are strict, but the legacy of a successful transubstantiation is eternal.
Effect: Taker of this feat stats an Alternate Form as per the standard Feat. The form cannot be manually triggered however, and instead occurs automatically based on the following criteria; The Viking fails an Endurance check to stay alive, the deathblow inflicted by straight combat (not by natural causes, lingering status effects, malnutrition, anything unmanly to die of), and spends a Fate Point. Instead of rerolling Endurance, the viking then rolls Spirit, and failing that, gets his/her Endurance check as per normal. A successful Spirit check, however, triggers the form automatically and restores the Viking to full HP.
The form, however it is statted, is considered Undead for all intents and purposes, a spirit free of form but all too tangible to his or her enemies. This prevents revival if the now-Einherjar dies again... The form can be undone by dropping a Revival effect on the original body of the Viking, and the Einherjar reinhabiting it.
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Re: Class Feats

by admin October 21st, 2012, 9:58 pm
Ranged Combat Class Feats

The ranged combat classes are somewhat sparse compared to the martial classes. However, they are diverse and inclusive, allowing for a great range of distance fighters to represent themselves and their abilities well. From the classical archer to the long-distance sniper, the ranged classes are excellent supporters and standalone fighters able to hold their own against the masses.
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Archer
Associated Statistic:
Description: Well-trained Archers are generally from classical civilizations -- though modern ones use them for civilian hunting/sport and military operations -- and are lithe, strong, talented shots. They're also renowned for being great at arm wrestling.
Effect: +10 Weapon Proficiency: Bows or Weapon Proficiency: Crossbows (or +5 to both), +10 to Perception, +5 to Stealth, Athletics
Long Shot
Associated Class: Archer
Description: This character is able to gain bonus damage when shooting over distances.
Effect: Within 3 Areas, normal damage; at Area 4, add +50% damage, up to a maximum of 500% at 10 Areas away. (4 = 200%, 5 = 250%, 6 = 300%, 7 = 350%, 8 = 400%, 9 = 450%, 10 = 500%.)

Through the Cracks
Associated Class: Archer
Description: An unfortunate side effect of using such a small weapon is the resistance of armor. An archer properly trained knows to look for the holes in an enemies defenses.
Effect: If an enemy has been scanned, the archer may ignore the enemies soak for any arrow-based attack he uses.

On the Move
Associated Class: Archer
Description: When sufficiently trained, an archer becomes capable of drawing and firing his bow from an unstable position.
Effect: Allows an archer to perform a complex movement (one that would require a full turn or a check) and still attack that same round.

Bow and Badass
Associated Class: Archer
Description: Typically archers are unable to defend themselves in melee, requiring the aid of support to keep them safe. An archer who has survived sufficiently long in the field has learned to be ready to defend themselves on a seconds notice.
Effect: An archer may drop their bow and withdraw a short sword or other weapon suitable for blocking during a defensive action. This -must- be declared during the post. The archer must pick up their bow to use it again (which can be done as a free action on their turn)

Deadly Arc
Associated Statistic:
Prerequisite:
Description: By creating a vertically-angled shot, a talented bowyer can use gravity to his advantage to strengthen the strike of his arrow.
Effect: May roll your attack and voluntarily halve your weapon's to-hit bonus to receive a 50% damage increase. May not be used in conjunction with Sweet Shot.


Juggler
Associated Statistic:
Description: Juggling is an art -- really. The ability to handle multiple items between the hands with equal utility is something many attempt but few master, and those that do can be unpredictable in a fight -- or in a performance. They are, either way, fun to watch.
Effect: +10 to Weapon Proficiency: Throwing Weapons, +5 Athletics, Sleight of Hand, Acrobatics, Reaction
Heave, Ho!
Associated Statistic:
Prerequisite:
Description: This character's throwing arm is much stronger than most others, giving them the ability to hurl objects -- weapon, person, or otherwise -- much further than most other people, even some with higher strength than they; after all, it's all in the wrist.
Effect: With this feat, a thrower's arm is nearly unlimited in throwing range. When using Throwing Weapons, the character's range limitation is increased to (Weapon Proficiency: Throwing Weapon / 5) (round down) Areas, up to 10 Areas away with Level 50.

Splash Damage
Associated Statistic:
Prerequisite:
Description: This character has the ability to enhance the explosive range of his/her explosive weapons, raising the DC to avoid.
Effect: When using explosive one-use items or similar items/devices that require throwing/tossing (not launchers, for instance), the DC to avoid the weapon is raised by (Weapon Proficiency: Throwing Weapons * 2) (+100 at Level 50).

Triple Threat
Associated Class: Juggler
Prerequisite:
Description: Skilled jugglers are capable of not only juggling items such as chainsaws and swords, some can even wield and use them while they work.
Effect: Assign three one handed weapons or items 1, 2, and 3. You can use any adjacent combination (1-2, 2-3, 3-1) per round, however you must change at least one number per round, and no item must be used more than twice in a row. For example, you could do 1-2, 1-3 3-2, 3-1, but not 1-2, 1-3, 1-2.

Queued Toss
Associated Class: Juggler
Prerequisite:
Description: When combined with grenades, a juggler becomes especially dangerous. By juggling live grenades, a juggler can barrage an opponent with a constant barrage of explosives.
Effect: This is a charged attack. Every turn, queue up to 2 grenades of any type (to a maximum of 6), then throw them. The DC to avoid is the DC of the highest grenade + 5 for each grenade. Should the characters fail to beat this roll, all grenades take effect.

Trick Juggle
Associated Class: Juggler
Prerequisite: All Juggler Feats
Description: Once a master of their art, a juggler becomes skilled enough that they can have other people grab from their queued items without breaking their stride.
Effect: Increases the maximum number of queued items to 5. Anyone can take an item out of your queue and use it on their turn.
Scout
Associated Statistic:
Description: Scouts, whether classical or modern, are masters of stealth and precision. They are used to survey areas ahead of others, to lay traps, or to simply move in and out of areas where others can't go. They pick their fights strategically and prefer keeping themselves hidden over direct combat.
Effect: +10 to Weapon Proficiency: Bows and Arrows OR Crossbows OR Sniper Rifles, +5 to Stealth, Perception, Search, Survival
Sniper
Associated Statistic:
Prerequisite:
Description: This character's long-standing patience, still movement, and unerring accuracy in the heat of the moment makes him/her an invisible visage of the Grim Reaper, or as some have said, "the last thing you'll never see."
Effect: When performing ranged Sneak Attacks, this character's damage modifier is raised by +*1.

Spotter
Associated Statistic:
Prerequisite:
Description: This character is better able to provide locations for targets that are generally otherwise hidden, "highlighting" them for his/her allies to increase their targetting capabilities. Especially helpful for sniper partners!
Effect: When in the presence of another character who is performing a ranged Sneak Attack, can "spot" for the ally and raise his/her damage modifier by +*1.

Eagle Vision
Associated Class: Scout
Prerequisite:
Description: Training and memorization allows a talented Scout to recognize a number of important things that might influence the decisions of others, ranging from weapons to vehicles to fortifications.
Effect: Passively identify weapons, equipment, and other important information when exploring a target. Can be an area or a particular subject; the narrower, the more specific.

Foresight
Associated Class: Scout
Prerequisite:
Description: As important as knowing the enemy is knowing oneself and ones own limits, and any Scout worth his salt knows not to start a fight he can't win. This can be evoked to prevent fatal misteps, allowing the Scout to await the proper moment to act..
Effect: The Scout gains the ability to prevent an action he or she has failed to roll correctly. This does not allow a reroll or an alternate action to be chosen; The Scout literally stays put and does nothing for a moment to wait for a better time. This cannot be evoked for Critical Failures, and only for rolls that the Scout is aware of and knows there are negative consequences for failing.

Turkey Shoot
Associated Class: Scout
Prerequisite:
Description: A technique used to obsfucate triangulation of the snipers whereabouts by firing at the opposite end of the enemy formation. While simple in theory, it requires impeccable aim and unflappable calm to pull off, especially if combat has already broken out.
Effect: Halves the user's skill bonus, and applies the 'lost' points as a negative to any attempts to locate the sniper based on his firing. The effects of a botch on such a seek check are likewise enhanced if this skill is used.
Commando
Associated Statistic:
Description: The modern civilizations' Commando units are among some of the most highly trained and versatile soldiers of the new war. They're well-educated and precise, and while trained in each other's work, each generally specialize in one role to support a group rather than stand alone.
Effect: +10 to [Weapon Proficiency: Pistols OR Weapon Proficiency: Sub-Machine Gun OR Weapon Proficiency: Shotgun OR Weapon Proficiency: Assault Rifles OR Weapon Proficiency: Sniper Rifles OR Weapon Proficiency: Heavy Weapons], +5 Roll, Reaction, Artisan: Engineering, Survival
Gun Nut
Associated Statistic:
Prerequisite:
Description: This character has a way with modern firearms that impresses and concerns others, to the point where nearly any modern firearm is simply natural in his/her hands.
Effect: This character no longer suffers an "Unskilled" penalty when using weapons that operate under Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, or Heavy Weapons skills.

Rapid Reload
Associated Statistic:
Prerequisite:
Description: This character has developed a knack for the repetitive process of reloading weapons, whether chain-, box-, or hand-fed weapons. This mostly deals with vehicular and stationary weapons.
Effect: For weapons that require reloading time, this character is able to defer the negative at a sacrifice of damage/effect. If a character chooses to rapidly reload, the weapon is reloaded and fired on the same turn, but is only at half its effectiveness (half damage, half accuracy). It still maintains Suppressing Fire effects.

Shotgun Surgeon
Associated Statistic:
Prerequisite:
Description: This character's proficiency with shotguns and scatter-type weaponry is remarkable, able to make these usually widely inaccurate weapons as precise as a rifle.
Effect: When using shotguns and pellet-type ammunition, allows for full damage to multiple targets rather than half.

Demolition Expert
Associated Statistic:
Prerequisite:
Description: This character has an affinity for things that go "boom!" whether it's planted explosives, thrown weapons, or the good old-fashioned rocket launcher.
Effect: When dealing with explosive weaponry, the DC to avoid the effect is raised by 20% (DC 150 becomes DC180, DC300 becomes DC360.)

Cooler Heads
Associated Class: Commando
Prerequisite:
Description: While any soldier will eventually make an uneasy peace with their surroundings, it takes the deep training and iron gut of a commando to function on more delicate matters with a time bomb ticking merrily away nearby. And while any jaded modern knight will spray fire at a percieved threat, a commando will calmly headshot the enemy captain leading the ambush he just walked into.
Effect: "Protects" Class skills from circumstancial penalties or negation. Roll penalties are either halved or negated, and actions normally impossible due to panic, general chaos, or duress can be preformed at the loss of stat bonus. This is mental protection, and may not apply if the circumstance is jostling the character about beyond reason.
Ravager
Associated Statistic:
Description: "Ravager" originated as a pejorative term for a reckless soldier in the Terminus Systems, but it eventually became a term of endearment for them instead, as their akimbo wielding of small weapons (or single wielding a single larger weapon with abandon) made them rather reliably dangerous -- especially in small, enclosed spaces.
Effect: +10 to [Weapon Proficiency: Pistols OR Weapon Proficiency: Sub-Machine Gun OR Weapon Proficiency: Assault Rifles], +5 to Roll, Reaction, Athletics, Acrobatics
Concentrated Fire
Associated Statistic:
Prerequisite:
Description: This character has the ability to increase his/her accuracy when focusing fire on a single target repeatedly.
Effect: Every round spent attacking the same target, a small, cumulative damage boost is effected. Requires 3 rounds attacking the same target to activate; 4th round damage rises to 125%, 5th round damage rises to 150%, 6th round and beyond rise to 200%.

Run 'n' Gun
Associated Statistic:
Prerequisite:
Description: This character's extensive training allows him/her to fire while on the run, a feat that usually results in a tiny hit margin. This character, however, can fire at much higher accuracy, though not as if he/she were stationary.
Effect: This character can perform a Move action and an Attack action at the same time.

The Professional
Associated Statistic:
Prerequisite:
Description: This character's proficiency with small firearms, such as handguns and submachine guns, makes them exceedingly deadly at close range... and even moreso when attacking suddenly, without warning.
Effect: When the character or allied party initializes combat (is the aggressor), this character rolls 1d100, 75+ for "First Strike" ahead of all initiatives, with a critical hit rate of 10%.

Here Comes The Rooster
Associated Statistic:
Prerequisite:
Description: There tends to be that one man in a unit who's ready to stick his neck out there, grab his weapon, and scream bloody murder, like the cocky son of a bitch he is, unloading hell at the very front of the front lines. This is usually the first one through the lines, ready to take anything and everything that's thrown his way.
Effect: Must be declared when used. The user becomes a favored target of the enemy, and becomes 4 times as likely to be targetted. Character may only brace in rsponse to attacks and deals 25% more damage with his attacks. Effect no longer holds after either a dodge attempt is made or character is KO'd.

Desperado
Associated Class: Ravager
Prerequisite:
Description: Sometimes, two guns just aren't enough. Two guns and a grenade are always way better, anyway. Maybe a swinging rope just for flair.
Effect: This character can use a One-Use Item and perform a normal attack in the same action.
Gunslinger
Associated Statistic:
Description: Gunslingers, whose inception dates back to the grey area between classical and modern civilization, are talented showmen and pistoliers, whose wide array of flashy tricks make them a unique and challenging adversary to face -- it's hard to tell where the next bullet will come from; something some people just can't take the pressure of.
Effect: +10 to Weapon Proficiency: Pistols, +5 to Roll, Sleight of Hand, Reaction, Speechcraft
"Pretty Good"
Associated Statistic:
Prerequisite:
Description: This character's showy disposition towards their gun (or similar weapon) combat has made them a hit with other performers who mimic their spinning and juggling tricks. No one does them like the original, though, and it can often unnerve and frighten some... after all, you never know which hand is going to pull the trigger.
Effect: This character can add his/her Weapon Proficiency: Pistols bonus to Speechcraft (Intimidation) checks.

Hand Loader
Associated Statistic:
Prerequisite:
Description: This character has a penchant for specialized ammunition for firearms of all kinds, and is able to handle them with care and efficiency, boosting their effectiveness.
Effect: When using specialized ammunition, status effects are raised by +1 Severity, and damage is raised by 50%.

Quick Draw
Associated Statistic:
Prerequisite:
Description: This character's fastest drawing arm makes him/her deadly in sudden conflict, giving him/her a brief bonus to attacking with the drawn weapon right off the bat.
Effect: When the character or allied party initializes combat (is the aggressor), this character rolls 1d100, 75+ for "First Strike" ahead of all initiatives, with a critical hit rate of 10%.

Trigger Happy
Associated Class: Gunslinger
Prerequisite:
Description: By taking magazines or free rounds and tactfully reloading when appropriate in snap motions, the character is able to spill round after round into an entire area, to keep targets' heads down. The focus it takes to reload while performing this action, however, leaves the target wide open for attack.
Effect: This character may declare "Trigger Happy", a state of focused shooting that blitzes an enemy with gunfire. This ability allows a character to inflict Moderate "Suppressing Fire" on an Area, but the character is unable to perform any defensive action for the suppressing round. This lasts for a single round before the character must reload.

Baile de Muerto
Associated Class: Gunslinger
Prerequisite:
Description: While most gunslingers are tried and true showmen almost as much as warriors, it takes a particularly brash state of mind to keep that up in the heat of battle. Those who take this feat gain the dubious quality of remaining flippantly dynamic even when lives are on the line, their dance of death a unique combination of wild and graceful.
Effect: This feat must be activated by name and maintained by a steady supply of flashy, extravegant posts. It can only be called once per battle, but lasts as long as the pizazz it feeds off of; Half of Spirit Bonus is added to pistol attack rolls, as long as the attack before it was successful. This feat is disabled for the rest of battle if the descriptions of the gunslinging fall short, or if the character crit fails an attack.
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Re: Class Feats

by admin October 22nd, 2012, 11:29 am
Utility Class Feats

The "Utility" classes are those that don't necessarily fit into other categories. They are extremely diverse and varied, and generally provide social benefits or those not directly related to combat. These help define a character beyond his/her combat presence or style, and allow for great diveristy and ingenuity in character interactions, whether it's with other characters, NPCs, or the environment.
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Athlete
Associated Statistic:
Description: At the peak of physical development, athletes are among the strongest, fastest, or hardiest of their peers. Often involved in competitions, athletes can be either quiet professionals or boisterous superstars.
Effect: +10 Athletics, Acrobatics, +5 Roll, Reaction
Parkour
Associated Class: Athlete
Description: Parkour, also known as "free running," is an athletic technique developed to create fluid movement across any type of landscape. While difficult to perfect, once a parkour specialist has momentum, the rest all falls into place.
Effect: When performing a series of "Athletics" checks, the character may choose to have a roll "carry over" to complete more checks, up to (Athletics Skill / 5) times. For example, if the first roll is 100 with a skill of 20, the character can parkour over up to 4 more checks if the roll beats the checks' DC. If a check is over 100, the character must roll again or automatically fail.

Power Parkour
Associated Class: Athlete
Description: A parkour artist can also be a deadly opponent in combat, thanks to the fluid nature of their movements and their ability to gain momentum. A parkour artist's foot can easily transmit momentum to a face as it can to a wall.
Effect: Grants the ability to "charge" an opponent using parkour. If performing a running start (requires at least 1 Area of distance to close to target, check not required), character gains bonus damage on first melee or martial arts-based attack equal to +50% per Area of charge.

Can't Touch This
Associated Class: Athlete
Description: Even in the heat of the moment or unusually tight, enclosed spaces, the athlete is able to use his/her physical training to its utmost, becoming more agile and fleet enough of foot to avoid damage in unusual and creative ways.
Effect: Allows an Athlete to substitute Athletics or Acrobatics to perform a dodge check, even when otherwise inapplicable (a tight hallway, from a standing start). Some areas may still not be applicable.

Distance Counter
Associated Class: Athlete
Description: By using his/her physical prowess in creative and acrobatic ways, the athlete is able to return damage more confidently than others against targets usually immune to counterattacking.
Effect: This feat allows an Athlete to use Reaction-skill Counterattack Advanced Skills on targets at a range, even without critical rolls.

Title Match
Associated Class: Athlete
Description: Athletes, especially professional ones, are gifted in competition; so much so that people will go out of their way to spectate their performances. Scheduled matches can bring in countless credits, and even surprise confrontations can sometimes spawn rewards.
Effect: If an Athlete participates in a competition or tournament of any kind, in addition to standard compensation he/she receives (Luck Roll result x 50) credits from royalties and merch sales. In addition, Athlete accepts "Hunted" trait, as a rival or group of rivals emerges to prove themselves better ... over and over again, if necessary.
Diplomat
Associated Statistic:
Description: A mediator or negotiator whose purpose involves peaceful bargaining with second or third parties, the diplomat is generally an educated person with a great penchant for dealbreaking.
Effect: +10 Speechcraft, Artisan: Writing, +5 Gather Information, Decrypt Code/Language
Ambassador
Associated Class: Diplomat
Description: An ambassador is a step above a standard diplomat, with great legal precedence and respect in their home representation. In most civilizations with any sort of trade or negotiating procedure, ambassadors are granted great leeway in their practices.
Effect: Character is far less likely to be attacked by NPC's while attempting formal diplomatic missions, provided they do not attempt a provocative action (espionage, attack, etc). Attacking a diplomat unprovoked has severe repercussions.

Brilliant Negotiator
Associated Class: Diplomat
Description: One out of every several dozen diplomats has the uncanny ability to bargain from even a generally unintelligible side, the one generally regarded as mad or unreasonable. This insight into irregular psychology can help talk down serial murderers, cut deals between thousand-year religious rivals, or create the ultimate corporate merger.
Effect: A diplomat with this feat can negotiate otherwise impossible outcomes (GM driven, warranty void if attempted on Hands of Giygas), giving them a great edge in diplomacy and cutting down to the bottom line with entities who would otherwise be very unwilling to cut any kind of bargain.

Name Your Price
Associated Class: Diplomat
Description: A shrewd negotiator -- even an "official" one -- knows that oftentimes there are fiscal or material goods and items that can be more powerful bargaining tools than simply a truce or a deal.
Effect: Diplomats can roll Speechcraft to determine if the enemy (mooks generally, though sometimes more potent ranks) has a specific term or price with which they would cooperate or defect.

Diplomatic Immunity
Associated Class: Diplomat
Description: As an envoy of another entity, officially-recognized diplomats are generally considered "immune" to most local laws due to their lofty position within both their home and envoy countries. It's considered a necessity in some, to ensure that a diplomat's duties are properly completed even in trying times. Of course, heinous crimes will result in this status being waived by the home country...
Effect: Requires 1 other Diplomat feat. Due to diplomatic ties, this character is immune to most laws in a country (provided they recognize the diplomatic status). Serious crimes, however, may cause the issuing party to waive immunity or risk their reputation.

Karmic Strike
Associated Class: Diplomat
Description: A diplomat with a good, honest reputation will often be recognized in the communities in which they represent their home entity, and any attack on their person from any others within the community will often result in a rapid, shrewd response from the other members.
Effect: Attacking this Diplomat is considered a breach of law and practice, and will result in a shock through the community. Others may not be so quick to support the attacking party, and those who would otherwise trust this person instinctively know they are dangerous. Any diplomatic action they take is done at half roll until some grand action is performed in the future to make amends.
Beastmaster
Associated Statistic:
Description: Tamers of all things wild, whether it's a simple animal or a magical monster, Beastmasters are experts in animal psychology and well-studied in related fields, such as ancient history and creature mythos. They're always on the hunt for the next great pet.
Effect: +10 Weapon Proficiency: Whip, +5 Monster Training, Monster Lore, Zoology, Mythology
Animal Friend
Associated Statistic:
Prerequisite:
Description: This character's friendly and calming demeanor carries over into the animal and monster kingdoms, allowing them to generally make a much, much better impression on wild animals and less-aggressive monsters than most other sentient creatures can boast.
Effect: When attempting "Calm Monster" or similar-type effects, spells, abilities, etc., this character is able to lower the target creature's resistance outcome by 25% (a roll of 70 + 30 = 100 is lowered to 75 for DC purposes).

Lord of _____
Associated Class: Beastmaster
Prerequisite: At least two 'pets' of the species chosen on taking this Feat.
Description: Beastmasters with a particular favorite friend and a proclivity for taming them can take on a mystique, falling just short of demihuman and treated as such. Whether this is justified or not is just a matter of how much the beastmaster enjoys it.
Effect: Upon taking this feat, a species of favorite beast is chosen. These can be; Mammal, Aquatic, Insectoid, Reptile, Avian, Dragon, or anything specific enough at the GM's discretion. Monsters falling in the realm of this title will treat the Beastmaster with cautious comradery as long as there is no particular reason for otherwise, and the Beastmaster will be considered 'one of them' for most intents and purposes.

Beast Talk
Associated Class: Beastmaster
Prerequisite:
Description: Understanding the underlying feral nature of even the most sophisticated of magical beasts, the Beastmaster learns to deal intuitively with such creatures even if they are normally too brash for diplomacy.
Effect: Allows the Beastmaster to utilize Monster Training skill in place of Speechcraft when dealing with sentient monsters. The less sentient or more closely the beast favors its wild side, the more likely this is to work.

Body Language
Associated Class: Beastmaster
Prerequisite:
Description: With an innate understanding of how beastkind interprets the fumbling of mankind, the Beastmaster learns to smoothly alter his own body language, to appear less like a threat or more like a threat.
Effect: By invoking this Feat, the Beastmaster can remove himself from the random targetting of a beast, or double his or her presence, either negating or greatly increasing his chance of being attacked by that particular beast.
In addition to the obvious tactical advantages this brings, some enemies will respect the gutsiness of the latter, while more passive will appreciate the feeling of safety from the former.

Wolf Tactics
Associated Class: Beastmaster
Prerequisite:
Description: By alternatingly attacking in concert with their beastly ally, the beastmaster keeps his opponent off guard, and while they're worrying about the great fangs snapping inches from their throat, they aren't considering the danger of the whip winding about that same throat from behind..
Effect: As long as Beastmaster and beast are attacking the same target, the second of them to do so is considered to be making a Sneak Attack. This can be defeated with a sense motive check against the Beastmaster's Monster Training skill, or by the enemy simply figuring it out after a few painful hits.
Onion Knight
Associated Statistic:
Description: The fabled Onion Knight is a talented, multi-speciality warrior said in legends to be master at whatever it attempts to do. It requires time, dedication, and patience, but in the end the Onion Knight always surpasses expectations.
Effect: +10 to all skills that are level 40 or higher and supported by another Job Feat.
Cultivate Onion Sword
Associated Class: Onion Knight
Prerequisite:
Description: Undergoes a strange ritual, planting a weapon in the ground and alternatively praying over and watering the armament. This allows it to become a super powerful Onion Weapon!
Effect: The transformed item has its Augmentation Slots filled, or replaced, all at once with randomized but very powerful factors, and can only be used by the Onion Knight that created it. The process requires the item to be buried for the full duration of a mission.

Cultivate Onion Armor
Associated Class: Onion Knight
Prerequisite:
Description: Undergoes a strange ritual, planting a body armor in the ground and alternatively praying over and watering it. This allows it to become superlative Onion
Effect: The transformed item has its Augmentation Slots filled, or replaced, all at once with randomized but very powerful factors, and can only be used by the Onion Knight that created it. The process requires the item to be buried for the full duration of a mission.

Cultivate Onion Gear
Associated Class: Onion Knight
Prerequisite:
Description: Undergoes a strange ritual, planting a peice of equipment in the ground and alternatively praying over and watering the accessory. This allows helmets, gauntlets, leggings, rings, and other accessories to be transformed into mighty Onion Gear.
Effect: The transformed item has its Augmentation Slots filled, or replaced, all at once with randomized but very powerful factors, and can only be used by the Onion Knight that created it. The process requires the item to be buried for the full duration of a mission.

Onion Sprout
Associated Class: Onion Knight
Prerequisite: Must be wearing three peices of Onion Gear to benefit from this skill
Description: Seasoned Onion Knights in full regalia tend to, for lack of a better word, sprout. This odd protuberence is a manifestation of their inner self focused through the unique medium of the Onion Gear, carrying a spark of the Knight's soul that feeds on sunlight and grows much like their power.
Effect: Grants two Job Feats of any class except Onion Knight. These temporary feats are locked within the Sprout and lost if the Knight removes it or his/her Onion Gear. Other feats with 'hard' components like items or equipment cannot be taken with this one.

Onion Peal
Associated Class: Onion Knight
Prerequisite: No prerequisite to take, but can only be used if wearing three peices of Onion Equipment
Description: Of the many legendary bells with their many mythical sounds that have all sorts of fabled effects, the most legendary, mythical, and fabled of them all may be the mysterious Onion Bell. Which, as far as leading experts on the subject can tell, does not do a single confounded thing. Ringing its soundless chime however puts Onion Knights in a giddy state of spiritual high that radiates out to their allies from the blossomed crests of their Onion Gear.
Effect: For three rounds after activation, the Onion Knight is placed in a unique form of Berserk that disallows any action not gaining a +10 from the Onion Knight class skill. Further, during this time all allies will benefit from the Skill Bonuses the Onion Knight class grants.
Sage
Associated Statistic:
Description: Sages are classical soothsayers who spend their lives in the pursuit of knowledge, artifacts, and ultimately the truth behind whatever issue they chase. Sages are mystically inclined, and can always be relied upon to share thought on magical occurrences.
Effect: +10 to Artisan: Arcane Science, Knowledge: Monster Lore, and Knowledge: Dungeoneering
Storytime
Associated Class: Sage
Prerequisite:
Description: A sage's knowledge is often wrapped in ancient fables and parahistories most would pass off as fairy tales; While this may be true, the spark of truth within can bring to light many others, and the most innocuous wordings can carry hidden meaning.
Effect: When making a lore check using the classes skills, the Sage gains a bonus if the information is related in the form of a parable. Additional information is granted to those who hear the story, as if by magic, as if the Sage had rolled up to 100% better than he or she did, at the GM's discretion of the quality of their tale.

Personal Grimoire
Associated Class: Sage
Prerequisite: Any prerequisites necessary to take the 'targetted' magic school skill.
Description: Sages often create tomes to store their vast knowledge, whether to make sure they forget nothing, or to preserve it for future generations. These start out as simple ledgers, with perhaps the oddest incantation placed to make them unusually sturdy, but as time passes, and they grow tattered with age and heavy with wisdom, they can become potent artifacts in their own right. One who takes this feat becomes, shall we say, uncommonly invested in cataloguing their vast knowledge.
Effect: Taking this feat 'generates' an equipment that resides in the Sage's offhand slot. When equipped, it grants skill level in a single magic school chosen on its creation, equal to the level of the sage's Artisan: Arcane Science skill. Knowledge: Monster Lore can be used instead, but is limited to Card Magic. Knowledge: Dungeoneering can also be used instead, but is limited to Geomancy.
A Grimoire contains half as many spells as the Sage could normally learn, but these spells are cast at 3/4 the normal MP requirement, and cannot be lost due to Amnesia. Others can decipher and use the Grimoire only if they pass a Knowledge: Magic Lore check against the Sage's base roll in whatever skill spawned it.

Scattered Pages
Associated Class: Sage
Prerequisite: At least one spellcasting school, or the 'Personal Grimoire' feat
Description: Even those that invest their time and effort into a single school of arcane knowledge tend to pick up tidbits here and there in their grand search; After all, they range far and wide and ask far too many questions, only a fool would manage to avoid all other information that passes by. These random bits that seemed so interesting at the moment tend to be scribbled in the margins of a genius' notebook or logged away in unused crannies of their minds, springing to use when the time is right.
Effect: Allows one to learn spells of a school they don't actually have ranks in, instead using the Skill Level of whatever school they do have to buy and use it. All other prerequisites must be met when buying the spell, and if this Feat functions off the Grimoire, they are considered Grimoire spells as well, taking up precious space and lost if the book is unequipped.
Only one spell per Spell Level can be one of these foreign entries (So one Level 1 spell, one Level 2 spell, one Level 3 spell, so on so forth)

Live the Lore
Associated Class: Sage
Prerequisite:
Description: Most of history is written by the victors, and what's left out of their accounts is lost in translation and to legends and lore. That leaves a lot of room for tales of both ribaldry and heroism, of surpassing obstacles with wit, knowledge, and skill; sometimes the simple suggestion of it being done once inspires and reminds others that it can always be done again.
Effect: Once per mission, on a successful Dungeoneering or Monster Lore check, the Sage can elaborate on a tale of the conquering of the dungeon or monster long ago, specifying 1d3 Skills that factored into it. These three skills gain a +10 Inspiration bonus whenever they are used in similiar ways to defeat the manner at hand. If the method elaborated is 'canon' (IE: Something the GM said was a true story), this can be doubled to +20.

A New Legend is Born
Associated Class: Sage
Prerequisite: Trained in Bluff skill
Description: Sages of renown gain a certain mystique that makes even the outlandish seem plausible, and those who seek to obsfucate learn to do so with irritating skill. This can be useful in certain situations, as a well crafted lie can often do a better job than a simple truth. This is a unique skill with no obvious functions, but a clever Sage can make great use of it..
Effect: Allows the Sage to add half the relevant Knowledge skill, or Artisan: Arcane Science, to a Bluff check to either hide the true meaning of what he says, or make an incorrect version of it seem perfectly plausible. This bluff may hold up even against fact checking, as the Sage is clever enough to keep certain facts vague and inject small amounts of truth. With enough time, a wily enough sage can even plant this tainted knowledge among a populace or area, and they will swear to it regardless of its falsehood.
Scholar
Associated Statistic:
Description: Lifelong students of knowledge and learning, Scholars are thorough readers and generally specialize in a small number of topics. Even more important than their on-hand knowledge at any time, the Scholar has learned the golden skill: how to keep learning.
Effect: +10 to any two Knowledges and Gather Information
Swift Learner
Associated Class: Scholar
Prerequisite:
Description: This character has an innate ability to learn, simply because of the way their minds work like steel traps. They're generally able to learn by repetition much easier than others.
Effect: When learning Knowledge skills only, this character's "skill learning" requirements are removed until Level 40.

Comprehension
Associated Class: Scholar
Prerequisite:
Description: This character's mental faculties are head and shoulders above that of others, generally able to catch things on the first pass; however, the double edge to that is that if it's missed the first time, the "rut" of thinking will make it more difficult to grasp new concepts.
Effect: When performing a Knowledge, Artisan, or Gather Information check on a topic or subject for the first time, the Scholar's result is doubled (a result of 100 becomes 200). However, if that check is unable to "pass" the DC, any further rolls on that particular topic or subject are reduced by 50% (a result of 100 becomes 50) for a GM-determined amount of time.

Educated
Associated Class: Scholar
Prerequisite:
Description: This character comes from an academic and scholarly background, and has spent a great deal of his/her life studying various things, ranging from arts to sciences to history and other -- sometimes strange -- studies, just for a hobby.
Effect: When performing "Gather Information" checks at an institute of learning, such as an academy, university, or library (NOT the UMN), a Scholar's result roll is raised by 50% (a roll of 100 is raised to 150).

Nerd Rage
Associated Class: Scholar
Prerequisite:
Description: This character has had enough!!! After being picked on his/her whole life for being the nerd, it's time to strike back and get revenge. This character, while generally considered puny by most combative standards, is able to get a huge boost to physical prowess for a short time when at low health.
Effect: When a Scholar with this feat is reduced to less than 25% HP, his/her physical damage is boosted to 150% and his/her total damage soak is raised to 200%.

Broad Knowledge
Associated Class: Scholar
Prerequisite: At least three Knowledge skills at level 20.
Description: Scholars wandering the world in search of new knowledge tend to learn more than they bargain for, picking up bits and pieces of tangential knowledge, just enough to never look truly stupid and prevent failing to understand things about their own craft that demand a broader base.
Effect: A Scholar with this skill is considered Trained in any Knowledge check, effectively having Level 5 in whatever skill they are trying to check, negating the Untrained skill penalty.
Agent
Associated Statistic:
Description: Intelligence operatives, also known as secret Agents or spies, are talented operators and purveyors of the unknown. They're keyed into intelligence networks, moles, fences, and are generally all about getting the drop on whoever their target is -- for better or worse.
Effect: +10 to Stealth, +5 to Perception, Sleight of Hand, Speechcraft, Search
Note: The reducing effects of these feats are cumulative.

Confirmed Bachelor / Cherchez la Femme
Associated Class: Agent
Prerequisite: Male character - Confirmed Bachelor; Female character - Cherchez la Femme
Description: This character has a way of communicating and speaking with the same sex, whether it's "guy talk" or "girl talk". These social graces can convince people to do things they normally wouldn't or believe people they normally never could.
Effect: When attempting Speechcraft, Disguise, or Gather Information on a target of the same sex, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75).

Lady Killer / Black Widow
Associated Class: Agent
Prerequisite: Male character - Lady Killer; Female Character - Black Widow
Description:
Effect: When attempting Speechcraft, Disguise, or Gather Information on a target of the opposite sex, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75).

Scoundrel
Associated Class: Agent
Prerequisite: "Infamous" or "Dirty Reputation" trait
Description: This character's deceptive and often manipulative personality has made him/her into a rogue, a cad, a sly devil. This is both a boon to those unaware, but a bust to those who know of the reputation.
Effect: When attempting Speechcraft, Disguise, or Gather Information on any target, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75) IF the target is not aware of the character's reputation; it is raised by 25% if it IS aware.

Her Majesty's Secret Service
Associated Class: Agent
Prerequisite:
Description: Regardless of involvement with a state government or other similar entity, this Agent knows his/her way around others across the galaxy, whether centralized, feudal, or classical. They always seem to know just who to talk to, and how to get through the government's red tape.
Effect: When attempting Speechcraft, Disguise, or Gather Information on a target involved with a government or government-like entity, the DC or roll to beat is reduced by 25% (a DC 200 becomes 150; a roll of 100 becomes 75).

Wetworks
Associated Class: Agent
Prerequisite:
Description: Sometimes clandestine operations have to get dirty.
Effect: The Agent may, upon taking this feat, slot another feat from the following Classes into the same feat slot, so long as the character does not have that class as a selected one: Scout, Assassin, Commando, Nightblade, Ninja.
Medic
Associated Statistic:
Description: The Medic, whether it's a classically trained healer or a graduate of a modern medical institution, is the go-to for injuries or wounds. They're generally warmer hearted than most (though some get jaded and put on pills) and typically a stronger stomach. They also like birds.
Effect: +10 First Aid, Artisan: Medicine, Biology
Life Giver
Associated Class: Medic
Prerequisite:
Description: This character's affinity for the living makes them a natural healer and rejuvenator, allowing him/her to ward death away from those around him/her.
Effect: If one Medic in a party has "Life Giver," the party benefits from +1000 HP to each character's Death Threshold (if a character has a DT of -2000, then it is lowered to -3000 HP). However, for each additional Medic (without life giver), an additional +500 HP is granted. For each Medic with Life Giver, +1000 HP.

Pacifist
Associated Class: Medic
Prerequisite: Cannot have a notoriety for being dangerous or violent
Description: Those who personally disdain violence, in general or just to themselves, can take refuge in pacifism, wearing their non-combative nature on their sleeves to escape being targetted by honorable enemies.
Effect: Removes the Medic from the init for purposes of random targetting, or forces the attacker to make a non-lethal action against them. This functions only against sentient enemies of relative morality; Ignoring it is a simple matter of being clearly marked as a wretched murderer.
This Feat ceases to function if the Medic is an overly obvious threat (say, they're wielding a zanbato or chaingun), or for the rest of combat in which he or she makes an attack.

Living Anatomy
Associated Class: Medic
Prerequisite:
Description: This character is able to easily distinguish the important portions of enemy targets and to discern its condition. Just as much as the medic is able to heal, he is able to take.
Effect: When the feat is taken, select 4 of the following Status Effects: Blind, Disease, Poison, Silence, Sleep, Slow, Feeble, Sadness, Sprain, Bleeding, Fatigue, Weak, Heat, Pain. When the medic lands a Critical Hit, one of those 4 effects can be inflicted up to Acute severity.

Better Healing
Associated Class: Medic
Prerequisite:
Description: This character is able to ween more effect out of multiple healing sources on him/herself or companions.
Effect: When a restorative spell is used, boosts their effect by 10% and adds an additional target. When a healing One-Use Item is used, extends the effect to a second target.

Tinctures and Nostra
Associated Class: Medic
Prerequisite:
Description: By mixing and matching curatives to negatives, an experienced medic can bolster the restoration of standard items to the point that they'll help even when someone isn't feeling down.
Effect: When using curative one-use items (items that negate status effects), this character can also use these items to bestow the opposite positive status effect (if curing "Blind," grant "Offense", etc.)
Trickster
Associated Statistic:
Description: Sly and subversive, the trickers are happy little pranksters that use their skills at subterfuge and deception to their advantage -- for better or worse.
Effect: +10 Athletics OR Stealth, +5 to the other, +5 Speechcraft, Sleight of Hand, Acrobatics
Finesse
Associated Class: Trickster
Prerequisite:
Description: This character's smooth style of operation puts him/her ahead of the curve of others, whether it's a small task like busting a tiny lock or using a simple flip of a wrist to flip the bearer of it.
Effect: If a Trickster passes a check using one of its Class Skills by more than 150% (rolling a 100+ on a DC75), that check pass does not consume a round's action or a standard action like it would another character. This allows them to assist others more easily or take another action.

Light Step
Associated Class: Trickster
Prerequisite:
Description: This character's affinity at sneaking around helps prevent him/her setting off traps, whether pressurized or trip-style of whatever kind.
Effect: When making an Athletics or Stealth check, if the result beats the DC to find traps hidden on the ground, the Trickster will not set them off even if he or she fails the Spot check to know they're there in the first place.

Cunning by Rote
Associated Class: Trickster
Prerequisite:
Description: A trickster relies so heavily on staying a step ahead of everyone around them that at times it seems their hands are a step ahead of them. The Trickster is so used to jimmying locks that the second a lock comes to hand he is halfway through it, or so adept at lying that she puts her deceit together before there's any need for it.
Effect: When checking a skill that the Trickster has at least 10 ranks in, he or she is granted one free attempt at it immediately. This generally only affects checks with static DCs, but class skills against enemy stat checks are freebies.
On a success, it is assumed that the Trickster either did the deed startlingly fast with zero thought, or that they'd already done it before they even knew it was a good idea. On a failure, no time ticks by and it is as if the check wasn't made.

Chronic Deceiver
Associated Class: Trickster
Prerequisite:
Description: True guile allows one to spit in the face of chagrin, attempting further subversiveness to dig out of the hole a failed attempt left the Trickster in. Many a fool have caught a Trickster lying only to have their pockets lightened while they turned to expose the deception.
Effect: Triggers when a Trickster fails the use of a class skill. The Trickster may instantly make a check in any other class skill, which is treated as a Surprise Attack if contested; This cannot stack with Cunning by Rote in any way.

Air Trick
Associated Class: Trickster
Prerequisite:
Description: By utilizing any sort of visual distraction, whether it's a flash, smoke, a shimmer of light, a teleportation-like effect, or simply a 'what's that!?', this character can deceive others at a crucial moment to execute their own attack flawlessly.
Effect: Allows a character to counterattack ranged attacks by disappearing and reappearing above the target, granting "Sneak Attack" bonuses when performed.
Mime
Associated Statistic:
Description: A terrible thing to waste.
Effect: +20 if preforming same action as last person to act
Retention
Associated Statistic:
Prerequisite:
Description: This character has a much higher retention rate for knowledge than others, and when it comes to watching others and mimicking their abilities, they are able to do so for a little bit longer than other people because the image just lingers in his/her mind.
Effect: When using "Mimic" feat, this character is able to roll as if at Level 20 rather than Level 5.

Counter Mimic
Associated Class: Mimic
Prerequisite:
Description: The capricious nature of the humble mime can burst out at the strangest times, bidden or not. They will often feel a compulsion to 'play along' with an act, even if they aren't aware it's an act in the first place..
Effect: When a Mimic with this Feat fails a Sense Motive check to tell they're being decieved, the GM can make a secret check using their own Bluff skill. If it beats the roll of the original deception, the Mimic will be nudged to launch into a rather impressive act of his own, pressing the original liar for details and possibly pressuring them into breaking character. The success of this skill rides somewhat on the persona the Mimic creates to go lie-seeking.

Monkey See...
Associated Statistic:
Prerequisite:
Description: This character is able to pinpoint mimic the actions of another when in short succession.
Effect: When performing the same non-combat action as another character within a short time frame (a single Athletics check, a single hacking attempt), matches that character's roll automatically (except in some circumstances) with an MP cost of (total roll used * 5) (a roll of 200 costs 1000 MP).

Role Play
Associated Class: Mime
Prerequisite:
Description: By delving so deeply into their mimed character that they nearly become them, a particularly talented mimic can hazard frighteningly accurate guesses as to that character's reactions to various situations. A mime must have seen the person they're mimicing relatively well, and having background information on the target helps.
Effect: With a successful check against DC equal to the target's Intelligence score, the mime briefly, effectively becomes that person, and can relate how he or she would respond to any hypothetical scenario posited. These guesses, while accurate, tend to be vague and there is much room for error if there are a lot of X factors that the scenario doesn't mention.

Method Acting
Associated Class: Mime
Prerequisite:
Description: By deepening the facade to the spiritual level, talented Mimes who take their craft truly seriously can copy their target down to the vibes they put off. This can thwart even psionic or magical detection of their true nature, but it takes a little time to get into the zone, so it cannot be used at the spur of the moment.
Effect: After a day's preperation, the Mime's apparant alignment, elemental affinity, and motives outwardly change to those of the target, allowing them to fool nearly all methods of detecting such things. A sentient sword that can only be wielded by a flame element lunatic would have no qualms being foisted about, and a mind-reading cult of doomsayers would find nothing in the Mime's mind but the echoed sentiments of their own fold.
Thief
Associated Statistic:
Description: Thieves have been commonplace throughout civilization, since there was ever "have" and "have not". However, there is a difference between the quick-fingered pickpocket and the scheming cat burglar: style.
Effect: +10 Weapon Proficiency: Daggers/Knives OR Weapon Proficiency: Crossbows, +5 Stealth, Search, Perception, Athletics
Fortune Finder
Associated Statistic:
Prerequisite:
Description: This character's Midas touch allows him/her to find more valuable items or simply more stacks of credits in places where most wouldn't locate them.
Effect: When using "Search" to look for items, or when Steal/Mugging a character (or similar actions), the Luck roll associated with the result is raised by (that skill (Search/Stealth/etc) level * 5) (+250 at Level 50) (a Luck result of 500 is raised to 750).

Scrounger
Associated Statistic:
Prerequisite:
Description: This character's ability to make the unusable, usable, and to find even the smallest bit of working material out of what would usually be considered scrap makes him/her much better at finding the important bits, such as ammunition or machine parts.
Effect: When rummaging through damaged/destroyed objects or environments, this character's Luck roll associated with finding things of importance or use is raised by (that skill (Search/Stealth/etc) level * 5) (+250 at Level 50) (a Luck result of 500 is raised to 750).

Infiltrator
Associated Statistic:
Prerequisite:
Description: This character's stealth and movement abilities allow him/her access into places they normally shouldn't go or be, as well as help him/her avoid detection while inside them.
Effect: When performing stealth actions, the character's anti-detection check results are raised to 150% (a result of 60 becomes 90). When using Sleight of Hand, the roll result is raised by 150% (a result of 60 becomes 90).

Bump
Associated Class: Thief
Prerequisite:
Description: While distraction and sleight go hand in hand, a thief who masters the art of opportunism can use the smallest openings to get what they want. A brief collision with an associate can become an open window a mile wide, just waiting for the right hand to reach through.
Effect: A target can be considered 'flat footed' for the most mundane of reasons, even if entirely aware that the thief is there. Any successful social check will give the necessary opening, or a simple crash will suffice.. Though the latter brute force method will likely only work once, and may arouse suspicion in the paranoid.

Thick as Thieves
Associated Class: Thief
Prerequisite:
Description: Despite the adage, there is honor among thieves.. Sometimes. There is a certain solidarity in being part of the woeful dredges of society, and this can be evoked when dealing with other members of the criminal element.
Effect: When attempting Speechcraft with criminals, half the value of any associated Skill can be added to the check.
Game Hunter
Associated Statistic:
Description: Hunters and gatherers have been a staple of civilization since its earliest iterations. However, as societies progressed, hunting became less for necessity and more for sport; the bigger the game, the bigger the reputation. To that end, some talented outdoors aficionados become famous for bagging rare game.
Effect: +10 to [Weapon Proficiency: Spear OR Weapon Proficiency: Bow OR Weapon Proficiency: Crossbow, OR Weapon Proficiency: Shotguns]. +5 Zoology, Survival, Monster Lore, Perception
Hunter
Associated Statistic:
Prerequisite:
Description: This character is not only a natural predator, but is very, very skilled at taking down natural fauna -- and monsters -- without damaging the body as much as others. This allows him/her to pillage the body for useful items, such as furs, meat, or bones with much more proficiency than others.
Effect: When "looting" the bodies of dead monsters, animals, or similar creatures, the Luck roll associated with the result is raised by (Search level * 5) (+250 at Level 50) (a Luck result of 500 is raised to 750).

Ghastly Scavenger
Associated Statistic:
Prerequisite:
Description: This character has the ruthless gut and natural instincts to find necessary sustenance where others would generally turn their noses up. This allows a character to gain extra sustenance/nutrition from what would usually be considered unedible creatures and monsters, such as the undead.
Effect:

Trophy Hunt
Associated Class: Game Hunter
Prerequisite:
Description: In order to get some of the best items from monsters or enemies, they have to be taken right before the enemy is slain, such as the horns of a great monster that would otherwise be lost when the monster disappeared.
Effect: If this character deals the blow that brings an enemy monster below 0 HP, chance to receive Rare Loot is doubled.

White Whale
Associated Class: Game Hunter
Prerequisite:
Description: Certain Game Hunters, whether through the kiss of ambition or the cruel claw of fate, develop a particular wild hare. Perhaps to hunt wild hares, but generally fixed on grander prey.. Such a whim is not easily denied, and expresses itself as an almost spiritual fervor as the hunter chases his quarry, stabbing at them from hell's heart if need be.
Effect: The Game Hunter chooses a particular kind of monster, specified at least to the point of 'species'. Any checks made against the chosen enemy are rolled at +5. If the chosen monster is specified to the point of a single entity. The following circumstances raise this bonus by +5 each, stacking;
1) The chosen target is a unique individual.
2) The monster type or individual is strongly relevant to the Hunter's backstory.
3) Every time the chosen monster escapes the Hunter.
The 'White Whale' of the hunter can be changed at will by using a Fate Point, or upon the completion of a successful hunt. If the Hunter opts not to reassign this Feat's effects after slaying a sufficiently legendary creature, they can instead claim a tidy sum of bonus EXP and a unique piece of equipment.

Luxury Trading
Associated Class: Game Hunter
Prerequisite:
Description: While most Game Hunters are doing it for doing it for the thrill or doing it for the kill, a precious few are doing it for the gil. Those who are seeking to become rich, rather than enjoying the leisure of already being rich, learn to harvest not the most showy trophies, nor even the most practical; They seek the hidden luxuries that only those with too much money on their hands have the inclination for. The ivory of a mammoth's tusk, the scrapings of a spirit tiger's paw, or the downy silk of a giant worm.
Effect: Grants the Game Hunter additional credits upon the defeat of monsters, the rarer the better. For maximum effect this should be played out and the harvested product rationalized.
Expert Pilot
Associated Statistic:
Description: A varied pilot is one of the most necessary people to have around in tight situations. Whether it's by land, sea, air, or space, these people can get you where you need to go, fast.
Effect: +10 to 2 Vehicle Operations of choice, +5 Repair, Survival
One in a Million
Associated Class: Expert Pilot
Prerequisite:
Description: When it comes down to the breaking point in vehicle combat, whether it's in a massive battleship or twisting a Parisian corner in a Mini, sometimes ... you just get lucky.
Effect: Per engagement, the Expert Pilot can substitute his/her actual Vehicle Operation roll with a Luck roll, plus a (Vehicle Operation * 10) bonus to it. This has GM-determined results, and can turn the tide of a massive battle or a life-or-death situation... for better or worse.

Jump In and Go
Associated Class: Expert Pilot
Prerequisite:
Description: Regardless of his or her technical expertise, some pilots just ... get it, and they recognize that most craft of a similar type all have similar operations, even if their interfaces or controls are laid out differently or they're centuries apart. Left is still left, and faster is always better.
Effect: Removes the "learning period" for new vehicles for pilots. When a new or unfamiliar vehicle is found and has locked systems or has restrictions put on it, the pilot is immediately informed of these to as great an extent as possible, and removes any negatives that would usually be incurred on learning to use a vehicle, regardless of size, nature, or type.

Well Traveled
Associated Class: Expert Pilot
Prerequisite:
Description: Practicing the piloting of any vehicle is bound to get you somewhere, and professionals in the field have been everywhere, man, they've been everywhere. Their broad travels are logged in the backs of their minds, bringing helpful tidbits of information to the surface when properly jogged.
Effect: When traveling to a destination, the pilot can make a Luck check with their highest Class Skill bonus added. If this check is passed, it is assumed retroactively that the pilot has been there before for whatever odd reason they might have, and the check will be treated as a successful Knowledge check about the general area and its people.

Overnight Express
Associated Class: Expert Pilot
Prerequisite:
Description: A maverick with wheels to burn, currents to chase, or wings to tuck will always take the fast way over the easy way, turning even the laziest pleasure cruise into a potentially fatal race to the finish.
Effect: When activated, the DC to navigate to an area is increased by up to 100%. In return, the time it takes to make the trip is reduced by half that (Meaning, at a maximum of doubling the DC, the trip can be undertaken in half the time). If there was no DC, the pilot picks one from 50 to 100, and the same rules apply.

Air Legs
Associated Class: Expert Pilot
Prerequisite: Acrobatics skill at level 10
Description: A Sky Pirate is accustomed to, if not completely at home with, the turbulant jostling and gale force winds of an aircraft at even the most dizzying of altitudes, even if they're not necessarily 'inside it'.
Effect: A Sky Pirate is unphased by high winds and shakey terrain, even to the extreme of literally standing atop an airship in motion. Wind or ground based Knockdown effects are halved in effectiveness, and the Sky Pirate can function normally in what most would consider the worst case scenario of being trapped outside a flying aircraft.
Warlord
Associated Statistic:
Description: The Lord of War is a powerful, charismatic individual who can rally allies and rout enemies with strong words of affirmation and a menacing presence. They are often very respected in martial areas and more traditional civilizations, as this proves them an effective leader.
Effect: +10 to any single 5+-Slot Weapon Proficiency, Speechcraft, +5 Perception, Knowledge: Military Science
Combat Leader
Associated Class: Warlord
Description: An effective martial leader knows how to inspire and bolster morale in the heat of battle. This rousing presence makes allies and brothers-in-arms fight harder, for longer, and smarter.
Effect: A Warlord selects 1 target to grant First Strike in an initiative to (forfeiting their rolled initiative that round), and selects up to 3 other targets to give an Initiative bonus of 50% to (if 200 Dex, roll 1d300 for Initiative). Not applicable to all combat situations.

Commanding Presence
Associated Class: Warlord
Description: A Warlord will know the boons and busts of inspiration and intimidation, sometimes hand-in-hand with one another, and will use both effectively to rally soldiers to their side or rout lesser-dedicated enemies.
Effect: (1) A Warlord may use Speechcraft or Military Science to rally NPC allies, soldiers, or even civilians to his/her cause. With this feat, up to 10 NPC units may be roused depending on the Warlord's roll. When used with "Leader of the Lesser Minded," up to 20 NPC units. (2) A warlord may use Speechcraft or Military Science to intimidate enemies, even masses of them, with greater effect. A spectacular warlord may even rally entire armies to his/her side, or cause armies to flee before their might and reputation.

Hold the Line
Associated Class: Warlord
Description: When in the "Red Zone" of defense, an inspiring warlord has the ability to make his/her comrades fight harder, unto the last man if necessary, to prevent an enemy from gaining any ground or advantage whatsoever.
Effect: Once per battle, a Warlord grants a party or group of NPCs inspirational Mild "Defense" and Mild "Endure" statuses for 5 rounds.

Rallying Presence
Associated Class: Warlord
Description: When it's time to attack, none can spur on other fighters like the warlord. Whether through rallying inspiration or an enboldened charge from the front, the warlord will alwas take the fight right to the enemy.
Effect: Once per battle, the Warlord may select 3 targets to grant a +10 bonus to all offensive actions, a +50% final physical/magical damage bonus, and Mild "Sharpen" status for 5 rounds.

Onward, to Victory!
Associated Class: Warlord
Description: When in the heat of battle, a warlord's mere presence is enough to bolster others. When making a final, desperate push, a warlord is the only one who can be consistently relied on to pull every last ounce of effort out of his/her comrades.
Effect: Once per mission, the Warlord may grant up to 5 targets a single extra action for 3 rounds.
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Re: Class Feats

by admin October 22nd, 2012, 11:39 am
Hybrid Class Feats

The "hybrid" classes are those that mix from any of the other classes. These could be melee-and-magic classes, magic-and-utility classes, melee-and-utility classes, et cetera, and offer a wide gamut and variety of advantages and bonuses to those that take them.
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Inquisitor
Associated Statistic:
Description: A powerful and convinced believer, the Inquisitor takes up a cause or patron and the responsibility of purging violators, heretics, or nonbelievers, whether it's political, religious, natural, or hereditary.
Effect: +10 to 1 Weapon Proficiency, Arcana, +5 Survival, Search
Know Thy Enemy
Associated Class: Inquisitor
Description: An Inquisitor is mandated to exterminate or suppress the presence of an unwanted, whether it's faith, politics, or species, or some other denomination, and thus is given power to chase and eradicate it.
Effect: Select an entity for the Inquisitor to root out; this must be narrowly tailored within reason. The character is thus granted the "Preferred Enemy" trait (+15 to all actions involving that enemy) and gains Mild "Sharpen" status when engaging in combat with them. In addition to that, while traveling, an Inquisitor is considered to have the "Intelligence Network" trait when hunting this particular entity. Using this feat does not remove incognito status.

No One Expects...
Associated Class: Inquisitor
Description: When traveling, Inquisitors are considered to be "incognito" unless they purposefully make their presence known, especially to their prey. Known Inquisitors, however, are feared and reviled for their particular ruthlessness.
Effect: An Inquisitor is always considered to be in disguise while traveling, even with a group. While group affiliations may be made, the character's position as an Inquisitor or a hunter is of the utmost secrecy to the public, until such time as the Inquisitor says otherwise. When the secret is out, the Inquisitor, almost completely regardless of locale, immediately gains the "Judicial Ties: Level 3," "Infamous," and "Dirty Reputation," traits until the Inquisitor leaves the area for a respectable period of time, upon which the incognito status returns.

Proselytize
Associated Class: Inquisitor
Description: An Inquisitor, whether religious, political, or otherwise, has a unique force of character and charisma that makes others want to follow along in their example and join the fervor. The ability to fan an already existing flame can change everything.
Effect: An Inquisitor -- through fear, benevolence, or sheer charisma -- may choose to interact with the populace of an area in order to temporarily sway them into following his/her example and taking up the Good Fight against the Inquisitor's chosen target. This effect lasts for as long as the Inquisitor remains in the area, and its effects include the "Judicial Ties: Level 3" and "Intelligence Network" traits. Using this feat breaks an Inquisitor's incognito status. This may have unforeseen consequences.

The Light of Truth
Associated Class: Inquisitor
Description: An Inquisitor's devout dedication to a belief or cause has the ability to break through other forms of mental enchantment and confusion, to bring a target "back to their senses" and disparage shrouds of illusion and lies.
Effect: In combat, Inquisitor may use a Standard Action to remove all levels of the "Confuse" status effect from a single character. Out of combat, when dealing with "thralls" or other sorts of mind-controlled, indoctrinated, drug-influenced, or similar effects (at GM discretion, not all-inclusive or -exclusive), the Inquisitor has the ability to break the effects at least temporarily, sometimes permanently.

Stalwart
Associated Class: Inquisitor
Description: An Inquisitor's devotion -- and near-indoctrination or brainwashing in some... most, cases -- gives him/her a great edge against mental influence and other sorts of indoctrination... and in some cases, simply against a differing opinion.
Effect: The Inquisitor reduces the effect of any of the following Status Effects inflicted upon him/her by 2 Severity levels (nullifying Mild and Moderate): Confuse, Stop (exceptions), Sadness, Fury. "Berserk" level is unchanged, but only has a maximum 1-round duration. Other types of in-character mental or emotional influence are heavily resisted, and gain a roll bonus (when necessary) of +20.
Mageknight
Associated Statistic:
Description: Mageknights are truly varied soldiers who are able to merge the physical and the magical into their style of combat. Their weapons and techniques can vary, but generally they focus sheer magical power or utility into their weapons.
Effect: +5 to [Weapon Proficiency: Swords OR Maces OR Staves OR Pistols OR Sub-Machine Guns], +5 to Weapon Arcana magic rolls, +5 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science,
Royal Guard
Associated Class: Mageknight
Prerequisites:
Description: The Mageknight is able to use a gem-lined, radiant metal, radiant gem-lined, or prime material-based weapon to absorb magical energies directly into the weapon rather than be forced to evade it.
Effect: Allows a character to replace Dexterity in Block rolls with Willpower, which lets the character absorb the MP required to cast the spell and replace it into his/her own MP. If the block is successful, the damage/effect is negated. If not, MP is not restored and damage is not affected.

Royal Release
Associated Class: Mageknight
Prerequisites: "Royal Guard"
Description: Rather than simply stow away the energy that is absorbed by the weapon, some powerful mage knights are able to discharge that malice into a powerful blow to rend their enemies. The more powerful the weapon, the more spells can be absorbed and discharged.
Effect: Allows a character to NOT absorb the MP of a spell and instead absorb the damage of a blocked spell into the weapon, which may then be discharged at an enemy in a powerful blast. When a spell is blocked, that spell's spell level/damage modifier is locked into the weapon; when the Mageknight is ready, he/she may use "Royal Release," which discharges the Mageknight's spiritual energy into a beam using the spell level/damage modifier saved into the weapon (ex: a Level 5 spell is absorbed; the Mageknight may make a (base magic damage * 5) attack.). "Royal Release" is rolled using the character's weapon attack roll BUT with Magic Affinity instead of Dexterity. Gem-lined weapons may absorb 1 spell's damage modifier, a radiant metal weapon 2, a radiant gem weapon 3, and a prime material weapon 4, and the spell modifiers are cumulative for Royal Release.

Resonance Armor
Associated Class: Mageknight
Prerequisite: Royal Guard
Description: To a veteran knight, the sword is an extension of the body, as much a part of them as any limb. The same is true of Mageknights, bringing the flow of magic through the sword through their entire bodies. This causes a resonation aura in the form of shining armor that protect the knight from harm.
Effect: Passively enhances enchanting. For the round after a Mageknight Feat is successfully employed, and through the duration of any temporary Weapon Enchantment, one fourth of Magic Soak is added to Physical Soak. This does not stack.

Gunmage
Associated Class: Mageknight
Prerequisites:
Description: Some modern Mageknights are able to conduct their magics at a range using their new weapon -- the gun. By enchanting a given weapon with his/her spiritual energy, the Mageknight is able to use their guns like wizards use wands.
Effect: The character is able to cast spells at half of his/her Mage Level (round up) (Level 5 spells at Level 50 Magic skill) using his/her gun attack roll. This is considered a magic attack and deals full magic damage + 50% of one hit of the weapon's damage.

Charge Clip
Associated Class: Mageknight
Prerequisite: Gunmage
Description: An experimental technique originally invented with the advent of clip loading technology. By concentrating the charge of magic from the gun into the bullets of the clip alone, a more stable but less versatile duration can be achieved.
Effect: Alters the duration of gun-based weapon enchantments. Rather than lasting a certain number of rounds, the number is applied to how many attacks can be made with the weapon before the charge runs out.
Suppressing Fire instantly ends this effect, but the Severity is enhanced by 1 stage.
Psychic Warrior
Associated Statistic:
Description: A soldier who combines psionic power with physical prowess, the Psychic Warrior is able to use the environment, their weapons, and sheer psionic force in a multitude of offensive and defensive ways.
Effect: +5 to a Weapon Proficiency, +5 to Telekinesis, +5 to Roll, Reaction, Gather Information, Speechcraft
Psionic Attack
Associated Class: Psychic Warrior
Prerequisites:
Description: This character can imbue weapons with psionic energy. This can be placed on martial arts weapons, melee weapons, or even ranged weapons by a talented Psychic Warrior.
Effect: This character may add his/her base psionic damage (without multipliers) to his/her attacks at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP) per attack (not hit).

Combat Manifestation
Associated Class: Psychic Warrior
Prerequisites:
Description: This character's defensive prowess is enhanced by his/her psionic abilities.
Effect: This character may add his/her Telekinesis skill level to Block checks at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP).

Aegis Manifestation
Associated Class: Psychic Warrior
Prerequisites: "Combat Manifestation"
Description: A powerful Psychic Warrior's defensive barriers may be manifested into an actual, persistent shield rather than simply a reflexive defense.
Effect: The user is able to create a Heavy-class shield of psionic energy that can be "carried" in one hand. This two-dimensional barrier is projected in front of the hand and can be used as mobile Full Cover and may defend others. This barrier has (full-power telekinetic damage * 5) HP, will "break" when that amount of damage is taken, and costs (Telekinesis level * 50) MP (2500 at Level 50) to create.

Body Fuel
Associated Class: Psychic Warrior
Prerequisites:
Description: This character is able to restore his/her MP by sacrificing HP.
Effect: The character can restore his/her MP as a round's action, at a rate of 3 HP:1 MP (3000 HP:1000 MP); this damage is considered unsoakable and can not be healed in combat.

Chain Power
Associated Class: Psychic Warrior
Prerequisites:
Description: This character can cause his/her psionic abilities to "chain" to other targets upon a successful hit.
Effect: Upon a successful hit with a single target psionic ability, this character may choose another subject to force to dodge the same effect, then another if that target is hit, and so on, up to a maximum of (Psionic Skill Level / 10) (5 at Level 50), at an additional MP cost of (Ability Level * 100) (Level 4 = 400 MP)
Paladin
Associated Statistic:
Description: Paladins are the right hand of Clerics; they are knights, soldiers, or fighters who take pride and honor in a faith of some sort and serve and protect those who share it with fervor and dedication.
Effect: +5 to [Weapon Proficiency: Short Swords OR Weapon Proficiency: Long Swords OR Weapon Proficiency: Axes OR Weapon Proficiency: Spears OR Weapon Proficiency: Hammers OR Weapon Proficiency: Clubs], +5 to Divine magic rolls, +5 to Speechcraft, Vehicle Operation (creature), Concentration, First Aid
Purifier
Associated Statistic:
Prerequisite:
Description: This character takes pride and joy in removing the aberrations of the universe from the mortal coil. Whether it's Flood hosts, the undead, or mutated creatures from a virus or a chemical, this character has an advantage in combat against them.
Effect: When engaging with declared "aberrations" or unnaturally occurring subjects (GM declared), the critical hit rate is raised to 10%.

Disciple
Associated Statistic:
Prerequisite:
Description: A paladin is driven by whom they serve, and their devotion is unwavering. When another dares to insult or blaspheme their gods, it is a firm belief that their god-driven acts of valor bring them to proper justice.
Effect: When engaged with an enemy of their chosen god, critical hit rate is increased to 10%.

Wrapped in Glory
Associated Class: Paladin
Prerequisite:
Description: When a Paladin dutifully serves his/her chosen diety, their piety and devotion are rewarded in various ways.
Effect: Whenever a Paladin embarks on a mission, quest, or task normally, he/she may be contacted by his/her diety or a representative thereof to be given direction and possibly an additional objective or a request to complete on that mission. This counts as a separate "mission" for that Paladin, and may carry rewards or consequences for their completion or their failure.

Good Samaritan
Associated Class: Paladin
Prerequisite:
Description: The tenants of divine faith are generally benevolent in nature, and as a Paladin honors him/herself and his/her diety by serving and protecting others, the righteousness of the faith shows through splendidly.
Effect: When the Paladin takes this feat and gives items, currency, or does good deeds for others less fortunate (including charitable donations), they are subject to not only favor from the receiving/approving earthly side, but also from his/her diety/faith-based organization, whether it's immediate or long-term. This can be in the form of a temporary blessing from the diety, extra resources or assistance from the diety/faith organization in the future, or myriad other things.

Instrument of God
Associated Class: Paladin
Prerequisite:
Description: By sanctifying and purifying a weapon, a Paladin is able to wreathe his or her weapon naturally in spiritual energy, blessing it against unholy blemishes on this plane.
Effect: By performing a divine ritual and submerging a weapon in Holy Water for 1 event, grants a weapon the Luminastrike enchantment (does occupy an Augmentation Slot as normal).
Assassin
Associated Statistic:
Description: Skilled, pointed killers, Assassins have been sought for their expertise since the first man wanted to kill another without letting others know about it. Classical assassins were trained in cult-like sects, while modern assassins are often trained by corporations or governments to do dirty work.
Effect: +5 Weapon Proficiency: Daggers/Knives, Weapon Proficiency: Sniper Rifles, Stealth, Perception, Acrobatics, Artisan: Botany
Mister Sandman
Associated Class: Assassin
Prerequisite:
Description: This character's deadly affinity for nighttime operations and a penchant for vulnerability makes him/her much more deadly when others are sleeping.
Effect: When engaging a character that is asleep or suffering from a "Sleep" family status effect, the Sneak Attack damage modifier is raised by +*1.

Friend of the Night
Associated Class: Assassin
Prerequisite:
Description: This character is much more tolerant to changes in light and darkness than other people, and have the natural ability to see vividly in the dark and adjust their vision to light/dark and night/day much more easily than others.
Effect: When in an area where low-light penalties would be incurred, regardless of whether or not the targets have penalty-negating equipment or abilities (NVGs, flashlights, light spells, etc.), the Assassin is considered to be under a passive Mild "Invisibility" effect, and allows for easier Sneak Attacks at the GM's discretion.

Stealth Boy / Girl
Associated Class: Assassin
Prerequisite:
Description: This character is especially keen at moving quietly and without notice, bolstering his/her defenses against being spotted and improving "Invisibility" effects.
Effect: When performing stealth actions, the character's anti-detection check results are raised to 150% (a result of 60 becomes 90). When under an "Invisibility"-type effect, the effect is passively raised by 1 Severity level.

Lethal Injection
Associated Class: Assassin
Prerequisite:
Description: A true assassin makes the most out of every advantage they have, knowing just when to twist the knife. One who enjoys the use of poisons or specialty bullets likewise knows the best method of delivery for swift and terrible profit.
Effect: When making a successful sneak attack or critical hit, with either a poisoned weapon or a special bullet, the trait of the poison or bullet is calculated twice.

Fearful Reputation
Associated Class: Assassin
Prerequisite:
Description: While secrecy is the food and drink of run of the mill hitmen, the boldest and most skilled assassins have no fear of being known, if not by name than by a calling card and an edgy sounding alias. These grim celebrities know well the terrifying mystique of their craft, and seek to weaponize even that.
Effect: Every killing blow landed after taking this feat grants one point of Reputation. One extra point is granted on a critical hit or Sneak Attack, and the total points granted are doubled if the unfortunate target was at full health when death came knocking. At any time, the Assassin can announce his street cred to the enemy, resulting in a Fear chance to every lesser soul equal to the Reputation they have earned.
Ranger
Associated Statistic:
Description: Rangers are typically outdoors people at heart, and are extremely talented hunters, trackers, and survivalists. They are often sought out as guides or escorts through dangerous terrain, and typically sport above-average senses.
Effect: +5 to Weapon Proficiency: Bows OR Crossbows OR Daggers/Knives OR Swords, +5 to Druidic magic rolls, +5 to Survival, Stealth, Perception, Athletics
Explorer
Associated Class: Ranger
Prerequisite:
Description: This pathfinding character has an innate talent at moving through uncharted territories, whether it's to raid tombs or seek fortune. These hardy individuals can also tell the locations of most things just by noticing landmarks in the far distance and from rumors and hints at things being in certain places.
Effect: The Ranger with this feat is never considered truly "lost". Navigation skill check results are doubled, and despite the changing of solar orientation between systems and worlds, the Ranger can always tell which direction is which. When given even the most mundane of direction, the Ranger's Knowledge or similar check results to effectively reach the destination are doubled.

The Path Less Traveled
Associated Class: Ranger
Prerequisite:
Description: Part of Ranger training is finding the easiest paths when guiding others. The gritty thrillseekers among them, however, would just as soon trudge through a waist deep swamp and dodge spitting natural gas fires. Walking these paths, they bask in the treasures few are brave enough to find, and embrace the protection of mother nature.
Effect: Whenever the Ranger with this Feat passes a Survival DC to avoid natural hazards, they gain 100 Credits per point of challenge rating worth of natural resources. This can be sold for cash upon return to civilization, or helpful items can be "bought" from the standard shop immediately, justified by the ranger finding naturally occuring substitutes.
A secondary function of this feat is that the Ranger and his party go straight through the hazards rather than cutting around them, forcing pursuers to do the same.

Solar Powered
Associated Class: Ranger
Prerequisite:
Description: This character lives for the outdoors, so much so that sunlight can make or break them. When outside, the sun nurtures and replenishes him/her... but when away from its warmth and heat for too long, he/she suffers for it.
Effect: When in direct, natural sunlight, this character benefits from natural Regeneration of 5% max HP to a maximum of 25% of max HP. When in profound absence of natural sunlight (underground, deep space, not just "indoors"), the character suffers from Moderate "Disease" status, making him/her only able to restore HP/MP via one-use items, not magic.

Survival Expert
Associated Class: Ranger
Prerequisite:
Description: This character, after reading through several Survival Guides and practicing through them, has developed a knack for survival that's come from different anecdotes and approaches to living out in the wild, away from civilization. These 5 ways make each student of the craft different.
Effect: This feat can be taken multiple times. When this feat is accepted, select one of the following:

Standard: +20% Poison resistance, +20% HP.
Smart: +20% Poison resistance, "First Aid" is considered a Class Skill with a +5 bonus.
Tough: +20% Poison resistance, +20% Natural Damage Soak
Sly: +20% Poison resistance, "Gather Information" is considered a Class Skill with a +5 bonus.
Lucky: +20% Poison Resistance, when "looting" or searching for items, 100 is added to the Luck roll for results.

Lead Belly
Associated Class: Ranger
Prerequisite:
Description: This character can eat just about anything and not suffer from ... issues, that others would have. Whether it's exceedingly spicy food, a week-expired trail ration, or local vegetation that doesn't look too tasty, this character can stave off the runs... or worse.
Effect: When consuming food or sustenance that would normally inflict a status or poison a character (including normal poisons), this character reduces the effect by -1 Severity, and can completely negate Mild effects.
Rogue
Associated Statistic:
Description: "Rogue" is another polite term for "thief," or a euphemism for other generally frowned-upon trades. Rogues are crafty, clever, and talented infiltration experts, and are generally motivated by personal gain.
Effect: +5 to Weapon Proficiency: Daggers/Knives OR Swords OR Pistols OR Sub-Machine Guns OR Bows, +5 Sneak Attack, +5 to Stealth, Sleight of Hand, Acrobatics, Search
Fight the Power!
Associated Statistic:
Description: This character is sick and tired of those who try to impose rule and law on others.
Effect: When fighting against an agent, soldier, or representative of an ordained government, this character's critical hit rate is raised to 10%.

Thug Life
Associated Class: Rogue
Prerequisite:
Description: The thug. The stigma is one of common criminals preying on the weak, but just as many are agents of revenge on the beaurocrats and liars of the world, sneering down the business end of a weapon at those who are no less thieving scumbags than themselves, or fearless desperados with nothing left to lose. In either case, the state crafts a blend of subtlety and violence that can be as effective as a knife in the back.
Effect: Makes Speechcraft a +5 Class Skill. In addition, the Thief can choose to make an Intimidate check against an enemy during combat. If the check is successful, and the target has less HP than twice the basic attack damage of the Rogue's equipped weapon, they will drop anything valuable they are carrying and run for their lives.

Dashing Rogue
Associated Class: Rogue
Prerequisite:
Description: Like vampires, only less stupidly, Rogues have developed a certain romanticizing over the years. The graceful antics of a handsome young rapscallion or a wily, rough and tumble lady who knows what she wants sets less wary hearts aflutter.
Effect: Makes Perception a +5 Class Skill. In addition, the Rogue can make any Class Skill check at halved bonus (base roll is not affected), bringing to the action an additional 5% per Rogue Feat learned of inflicting Charm on a random member of the opposite sex.

Fencing Master
Associated Class: Rogue
Prerequisite:
Description: The consummate anarchist doesn't just flout the law in his immediate area, he knows that the greatest rewards lie in flouting laws elsewhere as well. The best things in life are free, and likely illegal in at least one country; by tapping into the veins of black markets the more white collar Rogue gets the most bang for his buck, and fearlessly sells 'hot' merchandise.
Effect: Makes Gather Information a +5 Class Skill. Allows the Rogue to sell things that would normally be dangerous. If selling something that is not dangerous, the Credits gained by doing so are increased by 20%.

Semper Paratus
Associated Class: Rogue
Prerequisite:
Description: One thing the Rogue is great for is variety. Their specialization lies in nothing at all, and their talents can stretch across any wide variety of gamut.
Effect: The Rogue may take a single sub-class feat from any other class that possesses at least one similar Class Skill to one they already possess, so long as the character does not have that class as a selected one.
That is, if they have Move Slowly as a class skill in one of their up-to-3 classes, they may take a sub-class feat ALONG WITH THIS FEAT (in the same slot) from a Class that also has Move Slowly as one of its Class Skills, so long as it's not one of their up-to-3. This does include Class Skills granted by the other Rogue feats.
Red Mage
Associated Statistic:
Description: The Red Mage is a talented jack-of-all-trades, even wielding magic in one hand and a weapon in the other. Their diversity is most stapled down by their use of both black and white magics with equal proficiency, making them often easily recognizable.
Effect: +5 to any 1 Weapon Proficiency, +5 to any 1 magic, +5 to any three skills
Broken Chain
Associated Class: Red Mage
Prerequisites:
Description: The Red Mage's variable disposition in combat techniques makes them all the more powerful the more versatile they make themselves.
Effect: A Red Mage's combat actions are divided into 3 categories: physical, black magic (offensive), and white magic (defensive/supportive). Item usage is negligible in this context. By performing no same type of action consecutively, the character begins to benefit from a 50% increase in effect after 3 different types of action, up to a max of 300% after 7 different types of action (1st, 2nd, 3rd action: 100%; 4th action: 150%; 5th action: 200%; 6th action: 250%; 7th action: 300%). If this character performs two actions of the same type consecutively, this chain is broken. Example: physical, black, physical, black (+50%), white (+50%), physical (+50%). But, physical, black, white, white (+0%), physical, black, white, physical (+50%). Note the chain resets after the 2 consecutive white actions.

Lucky Feather
Associated Class: Red Mage
Prerequisite: At least one Luck Point (which is converted permanently on taking this Feat)
Description: Intense dedication to the philosophy of the Red Mage, that of balance and excellence in all fields, creates an uncanny good fortune that follows them through their various endeavors. With their core being divided so strictly, it only stands to reason that their karma would follow suit.
Effect: A Red Mage's combat actions are divided into 3 categories: physical, black magic (offensive), and white magic (defensive/supportive). Item usage is negligible in this context. Grants one bonus Luck Reroll for the Red Mage to use on each of these categories.

Black and White
Associated Class: Red Mage
Prerequisite: At least two Spellcasting Skills
Description: To the average Red Mage, black and white magic fade alarmingly to grey, magic simply becoming 'magic'. But to a true master, the two synnergize, creating a spinning dynamo of yin and yang...
Effect: On taking of this Feat, the Red Mage picks two of his or her Spellcasting Skills. The Red Mage's 'Magic/Psionic Level' for both of these is considered equal to whichever is higher for purposes of spell formulas. If both are equal, the Magic/Psionic level of each is increased by 2.

Sword and Sorcery
Associated Class: Red Mage
Prerequisite: A Spellcasting skill and Weapon skill of equal level, Off-hand must either be empty or equipped with a casting aid (if the casting aid is a staff, standard Dual Wielding penalties apply); This feat stops functioning if prerequisites come undone.
Description: The apex of Red Mage multitasking lays in this formidable skill, which turns an otherwise humble jack of all trades into a whirlwind of flashing steel and flying spells.
Effect: Allows the Red Mage to make a physical and magical action in the same turn. This cannot be utilized during an Extra Attack round.
For purposes of Broken Chain, this counts as 'both' a physical attack and whichever type of spell is cast; Making a physical attack OR a same-color spell on the next turn will break the chain.

Scarlet Creed
Associated Class: Red Mage
Prerequisite: Sword and Sorcery, Black and White (Two skills involved must be equal); This feat stops functioning if prerequisites come undone.
Description: The ultimate realization of the Red Mage's obsessive need for variety, this feat breaks down the walls of the one's mind, letting new knowledge and technique flow in with minimal effort. The Scarlet Creed is a promise to the universe to learn all there is to know. Born of nigh-insanity, this knowledge is... Shaky at times. But there sure is a lot of it!
Effect: For every Skill known, 10 SP of the learning cost is refunded. Advanced Skill costs are cut by 10%. Anything bought with these refunded points is marked, and lost if the Feat ceases to function.
Cerebremancer
Associated Statistic:
Description: A practitioner of both arcane magic and psionic power, wielding both efficiently.
Effect: +10 to one Magic School, +10 to one Psionic Mastery, +5 to Artisan: Arcane Science, +5 to Roll
Expanded Power
Associated Class: Cerebremancer
Prerequisite:
Description: A master of both psionic and arcane energies is able to use one to maximize the other, and vice versa.
Effect: When the Cerebromancer casts a spell or uses a technique that inflicts a negative status effect, no duration roll is necessary; it is simply at maximum automatically.

Psychoanimatic Split
Associated Class: Cerebremancer
Prerequisite:
Description: While they spring from the same well, and have many similiarities, the energies that power psionics and magic respectively are subtly different, and those wise enough to utilize this can maximize their reserves by partitioning twin pools of it.
Effect: MP is split into MP and PP, each of which holds 2/3 as many points as the character's MP. MP can only be spent on arcane spells, while PP can only be spent on psionic effects.

Mentalism
Associated Class: Cerebremancer
Prerequisite:
Description: Magic is much like math; The truly proficient can do it in their heads! By projecting the verbal and somatic components of a spell directly through the mind, spells can be cast through sheer force of will.
Effect: Allows the Cerebremancer to cast without speaking or moving, so long as their Magic and Psionics aren't sealed by less mundane means. This costs twice as much MP as normal, and Psionic skill and Willpower must be high enough to support the Spell Level.
If the Cerebremancer has the Psychoanimatic Split skill, half of the doubled cost is spent from MP and PP.

Arcanokinesis
Associated Class: Cerebremancer
Prerequisite:
Description: Mana, while mystical, is still a form of energy like any other, though it follows its own unique laws of physics. Similiar to telekinetic control over various forms and matter and energy, Arcanokinesis controls the flow of raw mana through force of will, with a great deal more fine control than simple casting.
Effect: When a Cerebremancer Crit Defends an arcane spell through Willpower and/or Counterspelling, they can spend half the MP it cost to retarget it. If the Cerebremancer Holds his turn, he can reduce the requirement to a successful Defense instead of a crit Defense.
If the Cerebremancer has the Psychoanimatic Split skill, the MP cost is deducted from PP instead.

Ventrillocasting
Associated Class: Cerebremancer
Prerequisite: Mentalism
Description: By planting an uttered incantation within another's mind as one would any Suggestion, a talented Cerebremancer can use them as a puppet to channel spells through. This can be utilized in various ways.
Effect: Allows another person to cast a spell a Cerebremancer knows. This uses the turn of both characters, and each must spend the MP the spell requires, as well as have a high enough base Spirit to support the Casting Level of the spell. If the Ceremremancer wishes, half of their Willpower will be added to that of the 'puppet' caster. The roll to hit uses the Puppet's Dexterity, but the Cerebremancer's Skill. The spell will radiate from the puppet for purposes of targetting and range, and an unwilling puppet can resist with Willpower.
If the Cerebremancer has the Psychoanimatic Split skill, his half of the MP cost is deducted from PP instead.
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Re: Class Feats

by admin October 22nd, 2012, 11:42 am
Crafting Class Feats

The Crafting classes are those that specialize in creating various things. There are only four of them, but between them the Artisan feats will be well-covered, and with these every item crafted will be of much higher quality than their mass-produced counterparts, whether it's a vehicle, a sword, or a bomb.
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Alchemist
Associated Statistic:
Description: A classical alchemist is one who mixes magic and chemistry to form exotic and unique brews, boons, and busts to be used for allies or against enemies. Other alchemists have grand abilities that can merge and transmute things, including the long-sought lead-to-gold formula.
Effect: +10 to Alchemy, +5 to Artisan: Medicine, Artisan: Engineering, Perception, Gather Information
Elemental Synthesis
Associated Class: Alchemist
Description: By combining magical prowess with mundane items, an Alchemist is able to alter the spiritual makeup of a concoction and provide it with added boons or busts.
Effect: Outside of mission environments, the Alchemist is able to prepare one-use items ahead of time and imbue them with an Elemental Affinity. Each item can only hold 1 Affinity at Level 2. Offensive items deal Elemental damage, and Restorative items are boosted by Elemental Affinity as well (a Fire Potion used on a Fire character will restore 200% HP).

Boons and Busts
Associated Class: Alchemist
Description: By imbuing one-use items with magical properties, the Alchemist is able to craft special items that grant more power than normal, or debilitate an enemy worse.
Effect: Outside of mission environments, allows an Alchemist to grant a temporary statistic bonus/penalty of the Alchemist's choice to a one-use item equal to his/her Spirit bonus at the time. Restorative/Curative items grant the Spirit bonus to the assigned statistic, while Offensive items can imbue a penalty of that Spirit bonus to the assigned statistic.

The Mother of Invention
Associated Class: Alchemist
Description: When in a pinch, the Alchemist's lauded ability to turn lead into gold can turn help into harm, or vice versa.
Effect: Outside of mission environments, allows an Alchemist to transform an Offensive Item into a Restorative Item, or vice-versa. The statistics and use remain the same, only dealing or healing damage according to the change.

Improvisation
Associated Class: Alchemist
Description: By combining alchemic power and eccentric experimentation, medicinal tinctures and nostra can be added to various other compounds for more... unique, outcomes. Just don't ask how it works.
Effect: Outside of a mission environment, the Alchemist can combine a Curative item (Antidotes, Eye Drops, &c) with either an Offensive or Restorative item. When added to an Offensive item, the item will inflict the status effect the Curative item removes at Moderate level. When added to a Restorative item, the Restorative item will inherit the Curative item's effects as listed.

Swift Alchemy
Associated Class: Alchemist
Description: A highly-trained Alchemist is able to perform his/her needed activities in a flash of the time it took to train up to this level.
Effect: Requires 2 other Alchemist Class Feats. Alchemist class feats can be performed even in combat, but requires 1 full round (even with Extra Attack or Haste) for the effect to "take" and be usable.
Artificer
Associated Statistic:
Description: A step above the normal enchanter, an Artificer is one who creates magic on the fly, combining combat prowess and their knowledge of blacksmithing with their enchanting skills, giving them the ability to create powerful, temporary enchantments to turn the tide of battle.
Effect: +10 to Artisan: Blacksmithing, +10 to Enchanting/Weapon Arcana, +5 to Perception, Artisan: Engineering.
NOTE: Only ONE Artificer effect may be in place on a single piece of equipment at any given time.

Runeseal
Associated Class: Artificer
Description: The Artificer's enchanting power and talent allows him/her to place a temporary enchantment on a piece of equipment that usually requires extended periods of time and concentration. While temporary, it can mean the difference between life and death.
Effect: Using "Equipment Enchantments," an Artificer can place a 5-round Enchantment on a piece of equipment within casting range. To perform the Enchantment, the DC is reduced to 1/3rd the normal DC (300 DC becomes 100) and must be performed in one cast. The MP Cost is reduced to 1/10th the normal (3000 becomes 300). The Artificer must have Mage Level ability to create the Enchantment normally, and the equipment must have an open Augmentation Slot to fit it. All temporary enchantments only occupy 1 Augmentation Slot.

Enhancement
Associated Class: Artificer
Description: A talented Artificer has the ability to bolster pre-existing Enchantments, whether by their hands or another's, to perform better for a brief amount of time.
Effect: Raises the level of a single piece of equipment's enchantments for 5 rounds, but does not change the amount of Slots occupied by the enchantment. This does not require the Artificer to have the needed level to create the upgraded Enchantment. This costs ((Upgraded Level * Upgraded Level) * 10) MP Ex: A "-Ward" type enchantment (Level 2) will be raised to a "Barrier"-type enchantment (Level 6) (20% to 50% reduction) for 5 rounds, but will not require 2 Augmentation Slots, and costs ((6 * 6) * 10) = 360 MP.

Reassignment
Associated Class: Artificer
Description: By realigning the spiritual energy stored within enchantments, the Artificer is able to temporarily alter the nature of some enchantments for a short time.
Effect: Artificer may change the Elemental alignment of a particular Enchantment for 5 rounds. This costs MP equivalent to ((Enchantment Level * Enchantment Level) * 10). For example, Fire Ward may be changed to Wind Ward for 5 rounds and will cost ((2 * 2) * 10) = 40 MP.

Neutrality
Associated Class: Artificer
Prerequisite: Reassignment
Description: By altering the spiritual makeup of pre-existing Enchantments, the Artificer is able to make elemental enchantments potent in different ways.
Effect: The Artificer is able to make Elemental Enchantments temporarily become non-elemental, and instead affect physical OR magical damage (must be specified). This effect costs (((Enchantment Level * Enchantment Level) * 10) * 3) MP, and lasts for 5 rounds. For example, "Fire Ward" may become "Magic Ward," reducing all magic damage by 20% for 5 rounds, and will cost (((2 * 2) * 10) * 3) = 120 MP.

Suppression
Associated Class: Artificer
Description: Along with the ability to place Enchantments, Artificers have the ability to temporarily break enchantments on equipment, items, or objects, such as locks, traps, or other magical enchantment.
Effect: Caster uses Enchantment roll vs. target's Magic Defense; if successful, a single Enchantment per use is rendered inactive for 5 rounds. If on an object not possessed by a target, a DC will be assigned. This ability uses 250 MP per use.
Blacksmith
Associated Statistic:
Description: Blacksmiths are the purveyors and vendors of metals and metal products. From sheet armor to daggers to cannon barrels to stoves and household supplies, the blacksmith can make it all. For a price, of course.
Effect: +10 to (Artisan: Blacksmithing OR Artisan: Gunsmithing), +5 to the other; +5 Artisan: Engineering, Artisan: Tailoring, Repair
Spon's Table
Associated Statistic:
Prerequisite:
Description: A table that helps measure the strength of a metal-crafted item, this enables a blacksmith to more easily strengthen weaponry.
Effect: Reduces Tempering DC by 10%. Increases tempering bonus by 50%. (Instead of a 0.5 damage modifier bonus, weapon receives a 0.75 bonus.)
AND
Effect: When "Tuning" a weapon, Gunsmiths can place an additional 10% bonus onto a weapon's Damage above the standard threshold. The DCs do continue to go up appropriately.

Aerodynamic Design
Associated Statistic:
Prerequisite:
Description: Knowledge of the effect air resistance has upon the swing of a weapon allows a talented smith to refine a weapon that will cut swift as the wind.
Effect: Reduces Refined Aerodynamics DC by 10%. Increases incremental bonus from +2 to +3.
AND
Effect: When "Tuning" a weapon, Gunsmiths can place an additional 10% bonus onto a weapon's Roll Bonus above the standard threshold. The DCs do continue to go up appropriately.

Ornamental Smithery
Associated Statistic:
Prerequisite:
Description: Some weapons are, in fact, ceremonial. As such, they were not made for combat, necessarily, but they are still revered as symbols or held in high regard...or simply look good on a weapon rack.
Effect: Must be declared when used. The weapon in question takes a 25% reduction in damage modifier, and can be sold for 25% more money. An ornamental weapon can also offer a +15 diplomacy bonus when exchanged with another international entity as a peace offering or otherwise.

Familiarity
Associated Statistic:
Prerequisite:
Description: After making a certain kind of weapon so many times, a skilled smith grows familiar with the workings of a weapon to a point where they could use it if they absolutely had to.
Effect: After making ten weapons of a certain type and at least three gem versions (war hammers, daggers, etc), a blacksmith can wield that particular weapon beyond the unskilled cap of 1d50+20 even if they have no skillpoints invested in the weapon.
AND
Effect: When Gunsmithing, a Smith can choose 1 non-Ammunition type Augmentation to add to the weapon as a "natural feature." These features do not take up Augmentation Slots, and can be stacked with a normal augmentation that takes up a Slot.

Sightseer
Associated Class: Blacksmith
Description: A smith-turned-lenscrafter, this Gunsmith has the ability to mold not just the weapons, but is also talented in the crafting of sights, scopes, and designators. These talented crafters can improve the sights on a weapon to match the user's visual needs, whether the user has an advantage or a disadvantage.
Effect: When mounting a Sight augmentation to a weapon, a Gunsmith can meet a Crafting check, DC 10% of the base weapon, and hypercalibrate the Sight to that particular weapon. The Sight is considered a permanent augmentation on that weapon, occupying a Slot, but gains a +50% bonus when used. It cannot be removed or put on another weapon.

Master Smith
Associated Statistic:
Prerequisite: Spon's Table, Aerodynamic Design
Description: Reflective of a thorough understanding of weapons and armor and how they work, an expert smith can modify it to perfection and adjust on the fly to the customer's specifications.
Effect: Reduces DC of any smithing modification to a melee weapon/armor by 10%. All smithing modifications take up -1 slot. If the augment takes up 1 slot ordinarily, it now takes up 1/2 slot.
AND
Effect: Reduces Gunsmithing DCs by a standard 20% across the board.
Machinist
Associated Statistic:
Description: Machinists are precision engineers who use unique and pinpoint tools to create microgadgets or enhance or fine-tune existing ones. Their intricate knowledge of small-scale engineering makes them expert lockpicks and a knowledgeable mechanic.
Effect: +10 Artisan: Engineering, Sleight of Hand, Vehicle Operation
Robotics Expert
Associated Class: Machinist
Prerequisite:
Description: When it comes to automated units, robots, or -- as some call them, the modern golem -- this character has the know-how to take them down, dismantle them, repair them, or any number of other helpful or harmful things for these machines.
Effect: Allows a Machinist to build Custom Abilities off of his/her Artisan: Engineering skill tree. These Abilities are granted an automatic +100% damage to mechanical or synthetic life-based enemies and a +1 Severity to any status effects, AFTER the ability is created normally. These effects also work on restorative Abilities!

Xenotech
Associated Class: Machinist
Prerequisite:
Description: This character, through simple experience or tried-and-true watching-and-learning, has developed a knack for alien technology -- past, present, or future -- allowing him/her to use them with much more efficiency and productivity than others.
Effect: Crafting energy weapon DCs are reduced by 10%. The Machinist can use items, weapons, vehicles, devices, et cetera made by "alien" species (determinable by GM) without an Unskilled restriction.

Jury Rigging
Associated Class: Machinist
Prerequisite:
Description: This character's an expert at making do with what's at hand rather than what's needed. He/she is able to use spare parts from a car engine to repair an aircraft engine, and can use the blade of a sword to repair the blade of an axe. It's all in the right application of duct tape and bailing wire.
Effect: A Machinist with this feat has the ability to create tools, gadgets, weapons, and other items made of materials up to 2 levels less than their Engineering skill allows (that is, if the skill level allows Radiant Metal smithing, the character can make any Metal-based item) without special tools or a workspace, simply what's at hand.

My Metal Boy!
Associated Class: Machinist
Prerequisite:
Description: The owner of this Feat is especially affectionate towards his creations, some going so far as to treat them like children rather than inventions. This leads to a certain fervor when it comes to their well being.
Effect: Repair efforts on a machine originally built by the Machinist will progress at twice the normal rate. If one is outright destroyed in the heat of battle, the Machinist gets a +10 morale bonus to harming the enemy responsible.

Inside and Out
Associated Class: Machinist
Prerequisite:
Description: Who knows a machine better than its creator? No one, that's who! No amount of study, talent, or intrinsic knowledge can beat the almost sentimental knowledge of one's own creation. Hours spent lovingly arranging cogs and sanding out parts leave a curious sort of muscle memory as far as the end result is concerned, and knowing the limits of the craft helps greatly in safely pushing them.
Effect: Grants a +10 Competence Bonus to any rolls a Machinist makes involving a machine they themselves made.
Chemist
Associated Statistic:
Description: The study of mixtures, chemicals, and the base natural elements allows Chemists to create unique and powerful items, and their experience in their fields helps them identify concoctions most probably wouldn't just from looking at it.
Effect: +10 Knowledge: Chemistry, +5 Artisan: Medicine, Artisan: Engineering, Knowledge: Biology, Perception
Mixology
Associated Class: Chemist
Prerequisite:
Description: This character's skill at mixing -- whether amateur or professional -- is both a boon and a bust; he/she is able to concoct impressive potions, searing acids, deadly explosives, and helpful tonics... but only after a lot of experimentation.
Effect: This feat allows a Chemist to on-the-spot combine 2 One-Use Items together. To do so, roll Artisan: Chemistry; the result depends on the situation, the roll, and the two items used. May not be the same effect every time!

Prescription
Associated Class: Chemist
Prerequisite:
Description: A Chemist's unique ability to take into account every possible factor, on the cellular level no less, allows him or her to deliver a cocktail of medications all at once, by carefully mixing just the right amount of everything needed and applying it in a unique way. (IE: Not hiking it at the 'patient's head)
Effect: With a successful Chemistry check (DC 25 per item used), allows the use of any number of non-curative (either to HP or MP) items in the same round on the same target. All items are used up normally.

A Spoonful of Sugar
Associated Class: Chemist
Prerequisite:
Description: By careful mixing with various reagents and catalysts, even the most esoteric, dangerous, or just plain untasty medication can be eased in its use.
Effect: Halves the time necessary to use medicines that require it, or time necessary for them to take effect. Also reduces by roughly half the negative effects of medications with a 'backlash' of some sort, or the DC required to stomach the particularly nasty kinds.

A Spoonful of Arsenic
Associated Class: Chemist
Prerequisite:
Description: Well versed in the signature smells and tastes of certain chemicals makes a Chemist so inclined quite capable at subverting those telltale signs, turning a whiff of bitter almonds into a daisy fresh scent of new laundry.
Effect: Increases the DC to notice 'offensive' chemicals such as poisons and gases, or adds one to more blatant ones, equal to half the Chemistry check rolled on use.

W-Item
Associated Class: Chemist
Prerequisite:
Description: Finer processes of chemistry often require independent action of both hands at differing but related tasks; This innocuous grace can be put toward more dramatic effect, such as casually lobbing a grenade with one hand and injecting a potion with the other.
Effect: The Chemist makes a Chemistry check, and may use any two items from their inventory in the same turn, as long as the check is greater than the DC required to make either item.
Gadgeteer/Tinker
Associated Statistic:
Description: Gadgeteers and tinkerers are a subset of hobbyists and engineers that customize and maintain their own array of useful little tools -- though some make their tools ... bigger. They're extremely varied and adaptable in their creations.
Effect: +10 Artisan: Engineering, Repair, Artisan: Vehicles
My Handy-Dandy...!
Associated Class: Gadgeteer/Tinker
Prerequisite:
Description: By growing fond of a particular creation or an old purchase, this craftsman is able to personalize and enhance his/her devices into something only truly usable to him/her. This goes beyond simple "jailbreaking" of a device or giving something hand-grips, it makes it truly unique to that character.
Effect: By taking an established gadget/tool/device/etc., and using the required Artisan skill to match the creation DC again, the gadgeteer can change the effectiveness of a particular gadget/tool/device/etc. to his/her liking within reason according to a GM, or enhance the device's original functions.

Go, Go Gadget...!
Associated Class: Gadgeteer/Tinker
Prerequisite:
Description: A crafty craftsman is able to alter his/her devices to be easily concealed until needed, allowing them to pass through most mundane detection methods and some high-tech/magical means as well.
Effect: By taking an established gadget/tool/device/etc. and using the required Artisan skill to match 50% of the creation DC again, the gadgeteer can make a particular gadget both concealable and retractable, allowing them to be hidden in clothing, under hair, or in other unique or creative places to prevent them from being discovered while not in use.

They Don't Make Them Like They Used To
Associated Class: Gadgeteer/Tinker
Prerequisite:
Description: Some of the more enthusiastic gadgeteers and tinkers enjoy taking old devices or vehicles and remodeling them to compete with or surpass their modern counterparts. Sometimes this involves some very in-depth changes on the inside, sometimes it's just a paint job and a tune-up. Either way, what was originally started as a hobby-level competition has given countless people the opportunity to make a fortune on that one refurb.
Effect: A tinkerer/gadgeteer with this feat is able to easier find functioning/semi-functioning, older devices or vehicles than most others, even if they're in plain sight. If an older-generation device or vehicle (an original computer, a gas-guzzling all-metal car, a prop airplane, a rocket-boosted space-craft, etc.) is located, the tinker/gadgeteer can request the chance to refurb the device/vehicle via a GM, and can customize/enhance the vehicle/device to their whim with the proper Artisan skill until they declare themselves "finished", at which time the GM will give the device/vehicle effects/statistics appropriate to it.

Overdrive
Associated Class: Gadgeteer/Tinker
Prerequisite:
Description: By pushing a vehicle to its utmost maximum, "past the red zone" so to speak, a talented -- and brave -- gadgeteer/tinkerer is able to get every last drop of use out of a vehicle... -every- last drop.
Effect: This character may opt to, without a roll necessary, boost the statistics/capabilities of a vehicle to its absolute maximum. However, as soon as that vehicle is brought down from that level of performance, it will immediately "break down", which could have potentially catastrophic consequences. Barring those, repairs can be made as normal to restore the vehicle to normal operation.

It's Not Different At All, Is It, Steve?
Associated Class: Gadgeteer/Tinker
Prerequisite:
Description: A mad streak or a sudden strike of genius can be a boon, a bust, or both. When it comes to messing with technology in a stressful situation, it's possible that things will come out better than imagined... or simply not work at all. Don't forget to change the batteries.
Effect: When operating with a piece of machinery, a gadget, a tool, a vehicle, etc., a gadgeteer/tinker may make a single Artisan roll (the skill depending on the situation) to bolster the effect/usefulness of a device/vehicle greatly. The effect is dependent on the roll, with high rolls being greatly beneficial, middle rolls being mundane, and low rolls being, well... Different.
Net Warrior
Associated Statistic:
Description: As a Net Warrior, you thrive upon information and life at the speed of the internet. Your heart pounds in tune with the millions of calculations your poor computer is forced to endure every day.
Effect: +10 to Combat using 'drone units' rolls, Computer Use, +5 to Gather Information, Repair; and get one free hint at 'Simple' Passwords from hacker intuition.
Energy Drink
Associated Class: Net Warrior
Description: Net Warriors fuel their bodies with unhealthy doses of Caffeine that would easily prove harmful to most. They can push themselves to think faster and react quicker at the keyboard because of this boosts of mental energy at times the unl33t let their guard down.
Effect: At night, Net Warriors gain twice as many password cracking attempts against enemy systems that have a programmer (instead of an AI) monitoring them.

Mess with the Best, Die Like the Rest
Associated Class: Net Warrior
Description: The Net Warrior has a way of passing what should be possible in terms of computer destruction. The average hacker is capable of simply causing data destruction, whereas you can render a system inoperable as long as you can get to it.
Effect: At the end of a successful hack, a Net Warrior has the option to destroy a given systems hardware, making it next to impossible to recover (but not fully impossible).

Multitasking
Associated Class: Net Warrior
Description: A Net Warrior is the master of not one, but multiple attention spans. They often do many things at once, which can be applied to a wide variety of applications.
Effect: A computer hacker may remote control drones while still making regular checks and moving independently.

Crash Override
Associated Class: Net Warrior
Description: Failure is inevitable, even for the most l33t. A Net Warrior is capable of pulling it back together after a failed hack, sometimes responding before the alarm goes online.
Effect: On a failed hack, make a luck check, DC 700. A pass means the Net Warrior may make one more attempt before things hit the fan. This may only be done once per system.

Wizard of Technology
Associated Class: Net Warrior
Description: The best of the best are capable of making machines do things they could never ordinarily do. Fly a ship like a flight simulator, control a drone army. The impossible becomes possible when you live in a world without walls.
Effect: Drastically lowers DC's that might otherwise be impossible for a human, and opens new avenues of hacking that would otherwise potentially be blocked or 'considered impossible'. To use this, simply inform the GM that you wish to use Wizard of Technology with your hack.
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Re: Class Feats

by admin October 22nd, 2012, 11:46 am
Psionic Class Feats

The psionic classes are those that focus on the Psionic Mastery type of skill, including telekinesis, telepathy, pyrokinesis, and others. Due to the diverse and free-flowing nature of psionic users, these are extremely personality-heavy classes, emphasizing style of use over actual substantial changes in their form or fashion. A Wilder, for instance, uses raw emotion, while a psychic utilizes logical thought and concentration.
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Psychic
Associated Statistic:
Description: Psychic utilizes mental energy and the law of physics to engage in combat.
Effect: +10 to Telekinesis OR Force Sensitivity, +5 to Roll, Reaction, Concentration, Knowledge: Physics
Return Shot
Associated Class: Psychic
Prerequisites:
Description: Larger projectiles can be caught and returned to their source, including arrows, bolts, and throwing weapons.
Effect: Against arrows, bolts, and throwing weapons (and similar projectiles), this character may use a Telekinesis roll to catch and reverse the projectile at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP).. The defense roll becomes the attack roll for the original source to evade, and the damage is kept the same.

Passive Levitation
Associated Class: Psychic
Prerequisites: None
Description: After sufficient training, a telekinetic becomes sufficiently powerful and knowledgeable about their own mass that they can lift themselves as a free action.
Effect: Enables wingless flight at 0 MP cost and can be used in conjunction with another action. A psychic can not use this power to lift another person without spending MP.

Speed of Thought
Associated Class: Psychic
Prerequisites: None
Description: The quickness of the psychic's thinking allows him/her to better adjust for incoming movements.
Effect: This character may add his/her Telekinesis bonus to Flat-foot/Reaction dodge checks, at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP).

Kinetic Barrier
Associated Class: Psychic
Pre-requisites: Speed of Thought
Description: One sufficiently advanced in the ways of telekinesis can, instead of using their powers to augment their dodge, instead opt to remove damage from the blow.
Effect: The character may remove (Telekinesis skill level * 100) HP (5000 HP at Level 50) per hit from an attack, removed before bracing against it. This costs (Telekinesis skill level * 40) MP (2000 MP at Level 50) per use. This MP, once used, can only be restored by 8 hours of rest, not by Ethers or by other MP-restoring feats.

Power Penetration
Associated Class: Psychic
Prerequisites:
Description: The psychic, a master at psionic techniques, is able to better combat other psionics, knowing how just to defeat their peers' defenses.
Effect: When a Psychic makes a psionic attack against a psionic-based defense (physical or magical), the target's defensive roll result is reduced by the attacker's telekinesis level (-50 at Level 50).
Psion
Associated Statistic:
Description: A master of the mind, a seeker of knowledge, and an intuitive thinker, the Psion is a scholarly, insightful type.
Effect: +10 to Telepathy OR Force Sensitivity, +5 to Gather Information, Speechcraft, Decrypt Code/Language, and Concentration.
Inquisitor
Associated Class: Psion
Prerequisites:
Description: The psion is very in-tune with others' minds, even passively.
Effect: The psion may add his/her Telepathy skill level to Speechcraft and Gather Information checks when interacting with characters.

Autonomous
Associated Class: Psion
Prerequisites:
Description: This character is talented at psionic "self-sufficiency," allowing the mind to take over for the body, replacing instinct with command.
Effect: This character, once per diem, may take a "final action" when dropped below 0 HP before KO kicks in.

Shared Consciousness
Associated Class: Psion
Prerequisites:
Description: By establishing a temporary mental link with another character, the psion is able to bolster one's mental fortitude and restore stamina directly to the mind instead of the body.
Effect: Allows a Psion to take one action and restore a single target's Magic Points (MP) at a 1:2 (give:receive) ratio.

Endowed Mind
Associated Class: Psion
Prerequisites:
Description: This character's mental faculties make his/her powers more difficult to resist for others.
Effect: When rolling to establish or maintain mental influence over another character, the roll result can be raised to 150% (a roll of 60 becomes 75) at an MP cost of (Telepathy Level * 20) (Level 20 = 400 MP).

Harmonic Resonance
Associated Class: Psion
Prerequisites:
Description: This character greatly benefits from the presence of other psionic-based characters in the viscinity, making the psychic power in the "collective" grow and develop.
Effect: This character may "resonate" with any/all other psionic characters within 1 Area for (Telepathy Level / 10) rounds, granting a (+2 * Telepathy Level) (+100 at Level 50) bonus to all psionic mastery skills (telepathy, telekinesis, cryokinesis, etc.) used by the resonating characters, at an MP cost to the trigger character of (Telepathy Level * 20) (Level 20 = 400 MP).
Psychic Warrior
Associated Statistic:
Description: A soldier who combines psionic power with physical prowess.
Effect: +5 to a Weapon Proficiency, +5 to Telekinesis OR Force Sensitivity, +5 to Roll, Reaction, Gather Information, Speechcraft
Psionic Attack
Associated Class: Psychic Warrior
Prerequisites:
Description: This character can imbue weapons with psionic energy. This can be placed on martial arts weapons, melee weapons, or even ranged weapons by a talented Psychic Warrior.
Effect: This character may add his/her base psionic damage (without multipliers) to his/her attacks at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP) per attack (not hit).

Combat Manifestation
Associated Class: Psychic Warrior
Prerequisites:
Description: This character's defensive prowess is enhanced by his/her psionic abilities.
Effect: This character may add his/her Telekinesis skill level to Block checks at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP).

Aegis Manifestation
Associated Class: Psychic Warrior
Prerequisites: "Combat Manifestation"
Description: A powerful Psychic Warrior's defensive barriers may be manifested into an actual, persistent shield rather than simply a reflexive defense.
Effect: The user is able to create a Heavy-class shield of psionic energy that can be "carried" in one hand. This two-dimensional barrier is projected in front of the hand and can be used as mobile Full Cover and may defend others. This barrier has (full-power telekinetic damage * 5) HP, will "break" when that amount of damage is taken, and costs (Telekinesis level * 50) MP (2500 at Level 50) to create.

Body Fuel
Associated Class: Psychic Warrior
Prerequisites:
Description: This character is able to restore his/her MP by sacrificing HP.
Effect: The character can restore his/her MP as a round's action, at a rate of 3 HP:1 MP (3000 HP:1000 MP); this damage is considered unsoakable and can not be healed in combat.

Chain Power
Associated Class: Psychic Warrior
Prerequisites:
Description: This character can cause his/her psionic abilities to "chain" to other targets upon a successful hit.
Effect: Upon a successful hit with a single target psionic ability, this character may choose another subject to force to dodge the same effect, then another if that target is hit, and so on, up to a maximum of (Psionic Skill Level / 10) (5 at Level 50), at an additional MP cost of (Ability Level * 100) (Level 4 = 400 MP)
Vitalist
Associated Statistic:
Description: Vitalists are the masters of psionic healing, distributing regenerative energy with the precision of a surgeon.
Effect: +10 to Psychokinesis OR Force Sensitivity, +5 to First Aid, Concentration, Artisan: Medicine, Speechcraft
Neuroholistics
Associated Class: Vitalist
Prerequisite:
Description: By focusing intently, a Vitalist can get a mental lock on flows of energy and chemicals and help speed them along through force of will. This can be an efficient way to speed up normally lazy potions.
Effect: An Active Feat that can be used once per round for each Vitalist Feat the character has (including this one). Each use effectively advances time by one Round for a target character, and multiple uses can effect the same character. This causes one Round to pass for each use per character, but ONLY in regards to 'over time' and Delayed effects. This does not affect Charging or affect the Init in any way.
This requires no roll, and only the most powerful effects require an MP cost to speed along.
Example: Bob the Vitalist is a master of his craft with all five Vitalist feats. His friend Dave is currently under Regen granting 500 HP per round. By focusing exclusively on Dave, five rounds pass in the blink of an eye, restoring 2500 HP. If he was charging a Mega Buster at the time, it still has to wait, but if he was waiting for a slow acting potion to kick in, it's probably started working by now.

Efficient Aid
Associated Class: Vitalist
Prerequisite:
Description: A Vitalist can train him/herself to be much more effective with his/her restorative abilities, making them a boon and necessity to any battling party.
Effect: The Vitalist's healing Custom Abilities are reduced to 50% MP and receive +1 Damage attribute passively.

Mind Bleach
Associated Class: Vitalist
Prerequisite:
Description: The Vitalist can be trained to quickly and painlessly remove many surface-level conditions imposed on the mind, whether psionically, magically, or environmentally. Not all issues can be solved, of course...
Effect: The Vitalist can, as a standard action, remove one of the following Status Effects of Mild, Moderate, and Acute severity from a single target at a time for 0 MP cost: Confuse, Sleep, Stop, Sadness, Berserk, Fatigue, Lapse.

Mind Over Body
Associated Class: Vitalist
Prerequisite:
Description: In the most dire of situations, it is often that all that is able to keep one functioning is sheer willpower. The Vitalist has that in spades.
Effect: Once per diem/mission, the Vitalist is able to push his/her body via sheer willpower and psionic energy to continue functioning when it otherwise would not. When the Vitalist is dropped to below 0 HP, the Vitalist does not enter KO status; instead, it may continue acting as normal until it is reduced to the Death Threshold. If the Vitalist is healed/heals itself to above 0 HP, it may not use "Mind Over Body" again until the next day/mission.

Wounding Attack
Associated Class: Vitalist
Prerequisite:
Description: The Vitalist knows how to harm just as much as it knows how to heal. This special set of techniques allow a Vitalist to passively enhance his/her attacks to inflict extra damage. The mind makes it real.
Effect: The Vitalist's basic Psychokinetic attacks are granted a passive Acute "Bleeding" status effects at no additional MP cost, which is a 25% chance of replacing damage with 6% target's Max HP in unsoakable physical damage.
Wilder
Associated Statistic:
Description: A natural talent with psionics who channels emotion to wield uncontrolled power.
Effect: +10 to 1 Psionic Mastery skill OR Force Sensitivity; +5 Speechcraft, Roll, Reaction, Athletics
Unconditional Power
Associated Class: Wilder
Prerequisites:
Description: Disabling conditions, chains and bindings, or the slings of arrows of mortal men are unable to stop the sheer destructive nature of an angry Wilder.
Effect: The Wilder is able to perform Psionic techniques as normal under the following Status Effects with an additional 50% MP expenditure: Mild, Moderate severity Blind, Slow, Stop, Off Guard, Fatigue, Weak, Pain; Mild, Moderate, Acute Berserk.

Reckless Offense
Associated Class: Wilder
Prerequisites:
Description: The Wilder is able to enter a state of raw, unbridled power manifestation that can be focused and unleashed at a whim.
Effect: The Wilder may expend a round's action to enter a (Psionic Skill Level / 5)-round period of Terminal "Berserk" status. During this time, however, he/she must replace all his/her defensive actions with Flat-Foot (Reaction-based) Dodge.

Enlarge Power
Associated Class: Wilder
Prerequisites:
Description: The Wilder is able to create and manifest his/her techniques and powers at a greatly increased range than his/her peers, out of sheer, raw will.
Effect: The Wilder is able to perform his/her psionic techniques at a range of (Psionic Skill Level / 10) Areas (5 Areas at Level 50) at no additional MP cost.

Widen Power
Associated Class: Wilder
Prerequisites:
Description: The Wilder is able to broaden the effect of his/her powers and techniques by simply funneling more and more psionic energy and emotion into the technique.
Effect: At 200% MP cost, the Wilder is able to make his/her techniques Area of Effect, meaning they will strike all targets -- including allies -- within 1 Area regardless of the Ability's original set of targets.

Overchannel
Associated Class: Wilder
Prerequisites:
Description: When emotion and determination are expended, the Wilder can instead turn on his/her own body to fuel their techniques. Dangerous, self-destructive, and self-mutilating, the technique is often lauded as one of the most effective techniques in defeating a determined enemy.
Effect: When a Wilder has reached 0 MP, he/she may begin instead consume HP to fuel psionic techniques.
Elocater
Associated Statistic:
Description: A master of altering gravity and space, performing seemingly impossible maneuvers.
Effect: +10 Gyrokinesis OR Force Sensitivity; +5 Knowledge: Physics, Roll, Athletics, Acrobatics
Mental Leap
Associated Class: Elocator
Prerequisites:
Description: You can make amazing jumps. Despite the name, this does not allow one to make leaps of logic unhindered, requiring Anaconda Malt Liquor to be investigated properly.
Effect: Augments the maximum length granted by the holder's Jump skill, allowing one to 'spend' the distance however one wishes. Straight up, around a corner, or even boomeranging back to start for an unorthodox feint.
Jump distance can also be hyperextended to up to twice the normal distance in a straight line, but deals 35 damage per extra foot of distance due to the strain of the landing on the body.

Fluid Motion
Associated Class: Elocator
Prerequisites:
Description: The Elocator is so swift and agile that acrobatics become nearly mundane to them, their educated feet moving to a wild tempo whether on the ground or well above it.
Effect: Grants the Elocator the intrinsic ability to Jump and Run in the exact same action, even under pressure such as when preforming a Jump or Run check to avoid danger. In some cases this may allow one to 're-check' a failed skill by using the other, if either would have worked.
In association with Up the Walls, a Jump check can be made from the middle of a wall without penalty.

Up the Walls
Associated Class: Elocator
Prerequisites:
Description: You can run on walls for brief distances.
Effect: Augments Run skill, allowing one to clear distances of up to (Skill Level * 3) feet (150 at Level 50) safely by running along walls. This limit is per departure, resetting every time the Elocater gets his or her feet back on solid ground. The character can dodge and maneuver normally in this brief window, as if they were simply standing on the ground, but they must stay in constant motion to keep their inertia.

Quickening
Associated Class: Elocator
Prerequisites:
Description: The Elocator has the ability to manipulate the fabric of space-time in unique, strange, and often mind-bending ways to distort perception of it.
Effect: Once per diem, the Elocator is able to enter a (Gyrokinesis Skill Level / 10)-round state of enhanced concentration; during this time, all allies in the Area are able to perform multi-round "charge" or Extended/Extreme Casting Time-affected abilities in a single round.

Bullet Time
Associated Class: Elocator
Prerequisites:
Description: In addition to distorting two-dimensional space and gravity in an area, the Elocator is able to focus that power into a three-dimensional bubble around him/herself to enhance their ability to avoid harm.
Effect: The Elocator may use his/her psionic defense against ranged attacks at 0 MP cost. In addition to this, the roll results of these ranged attacks are reduced by the Elocator's Gyrokinesis skill level (-50 at Level 50).
Soulknife
Associated Statistic:
Description: A psychic warrior that has honed both physical and mental discipline to a razor point. A more subtle combination that that of the Psychic Warrior, the Soulknife assassinates from within by imposing their mental power on the enemy's psyche with an inexorable force of will. This focus gives them an edge of spiritual power, and many who awaken to this power become talented exorcists due to their ability to lash out at even the limited consciousness of spirits and undead.
Effect: +10 to Weapon Proficiency: Knives/Daggers OR Swords OR Martial Arts, +10 Telepathy OR Force Sensitivity; and Concentration.
Ghost Attack
Associated Class: Soulknife
Prerequisites:
Description: Your deadly strikes against incorporeal foes more frequently find their mark. If even a fragment of your enemy exists in the same space, you can and will strike it with enough force that it is felt wherever the rest is.
Effect: A critical hit completely ignores the incorporeality of the foe; Otherwise the effect of said incorporeality is halved, with a maximum 50% chance of automissing normally.

Ego in Tatters
Associated Class: Soulknife
Prerequisites:
Description: A Soulknife learns early that mind and body are the same, and both are useless without the other. When the enemy's body is superior or unassailable, this is only a cue to take the battle inward where the psychic has the advantage.
Effect: Allows the Soulknife to make normal and Advanced Skill based attacks that damage MP instead of HP at halved total damage. This damage can go into the negatives if the target has 0 MP when struck, and the target is subject to 'Dying' rules, with the final result insanity rather than death. Insanity manifests as a permanent Terminal status effect of any mental type.

My Mind Alone
Associated Class: Soulknife
Prerequisites:
Description: The iron will of a Soulknife brings with it a prideful sense of unity of mind and body, which grants an unusual tenacity for fighting off things that would impugn on it.
Effect: By disabling any and all Psionics for a round, the Soulknife can make a Concentration check against mental status effects and intrusive psionics. This can be done once per round, or every ten seconds as long as such a thing exists, even if an enemy psychic has already locked in.

Burrowing Power
Associated Class: Soulknife
Prerequisites:
Description: The Soulknife is able to imbue the leading edge of an attack with psionic energy that prevents the attack from being stopped by thick armor or defenses.
Effect: By expending (Telepathy skill level * 20) MP (1000 MP at Level 50), the Soulknife is able to make a physical attack deal unsoakable damage.

Mind Wound
Associated Class: Soulknife
Prerequisites:
Description: Although telepathy is merely speaking through the mind by convention, Soul Knifes know how to use this power to burst vital brain cells by overloading them, causing damage and eventually death.
Effect: The Soulknife may now change his/her standard Telepathy attack into lethal damage, at 75% power (total damage, then *.75).
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Re: Class Feats

by admin October 22nd, 2012, 11:53 am
Arcanist Class Feats

The Arcanist classes are those that focus almost entirely on magical skills and the mysteries of the aether. These classes grant great boons to spellcasting and allow diversified play between the world and the character, as well as interesting intrapersonal skills or abilities when the right opportunity arises.
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Druid
Associated Statistic:
Description: Druids are wielders of nature itself in many forms. Whether it's taming or domesticating animals or beasts, wielding vines and the earth as weapons, or simply living away from civilization, there are none better than natural druids.
Effect: +10 to Druidic magic rolls, +5 to Survival, Monster Training, Perception, Athletics
Au Naturale
Associated Class: Druid
Prerequisite:
Description: Those that put particularly large amounts of stock into the druidic code of harmony with nature eschew all things artificial, achieving a sort of nirvana by doing so that brings them closer to the spirit of gaia. The trappings of 'civilized' life interfere with this bond, but they also prevent bullets from turning one into swiss cheese... Choose wisely.
Effect: For each of the following that is true, the Druid gains +4 to all Druidic checks and cuts Druidic MP costs by 4%.
1) Nature-rich area
2) Only Natural weapon equipped, or none at all
3) Only Natural armor equipped
4) Only Natural accessories (Rings and Pendent) equipped
5) Only Natural items (Potions and such), or none at all, have been used on the Druid lately mission
Errata: No equipment is assumed to be Natural unless it is blatantly stated in the description. Magical items are not necessarily any more natural than technology. Natural Accessories in particular must be absolutely naturally occuring and unworked by even Druid hands.

Alpha Beast
Associated Class: Druid
Prerequisite:
Description: Druids particularly strong of personality, or of particularly potent animal spirit, take on unusually powerful and often beautiful beast forms. Aside from being stronger than average, they invoke awe in like species and even by tribal humans can be looked upon as gods.
Effect: When invoking an Animal Aspect spell or a beast-type Transformation, Mage Level (Druidic) is added to all checks. In addition, most creatures of similiar species will naturally follow the Druid's lead. This does not stack, and only one species will respond to the 'awe' at once.

Wild Force
Associated Class: Druid
Prerequisite:
Description: The shamanistic magic of the humble druid is more holistic than others, called from the raw power of nature itself. By putting greater faith in the will of gaia, nature's wrath will spring to one's defense more readily, and of its own accord.
Effect: Metamagic that can be applied to any spell up to half the Druid's Mage Level. Such spells are considered natural phenomona rather than actual magic. This prevents magical defenses and magic blockers from working properly, though magical boosters not explicitly Druidic will also not apply when this feat is evoked.
Having this feat does not prevent Feral Rage from being used if the Druid 'would' be prevented from using magic.

Gaia's Armory
Associated Class: Druid
Prerequisite:
Description: The druidic order heavily favors that which bears as little artificial influence as possible, and a surprising amount of work has gone into keeping their hollistic medicines and roughshod equipment up to par with modern techniques. This feat grants a Druid knowledge of such things, allowing one to draw out the spiritual power latent in unworked materials to create the raw weaponry that the foolish think of as quaint. An unintended side effect is that such arms are far cheaper, though less versatile.
Effect: When custom ordering, or creating, an equipment, this Feat can be evoked to halve the cost of said equipment at the cost of half of its Augmentation slots. The finished product is considered a Natural Weapon/Armor, usable only by the Druid that helped create it.
This can also be applied to usable items within reason, but only if personally creating them; This is done with an Agriculture check and a week's effort. The finished product takes a full round to take effect, but can be used by anyone.

Feral Rage
Associated Class: Druid
Prerequisite:
Description: A dangerous technique originally preformed by accident when a Druid in wolf form contracted rabies. Cut off from its natural flow, the power of nature gushed wildly from his rampaging body, empowering claw and fang alike as they tore through unsuspecting defilers of the forest. The technique has been since refined... In the most liberal usage of the word.
Effect: If at any time the Druid's ability to cast is negated, he or she can choose as a free action to inflict themselves with [Off Rails] status. While thus Berserked, Druid arcana skill level is applied to physical attack checks.
Spells can still be cast with Wild Force, but target cannot be chosen.
Blue Mage
Associated Statistic:
Description: Blue Mages are those talented, rare magicians who utilize raw bestial spiritual energy to their benefit. They are able to learn from both sentient and non-sentient beasts and monsters, and can twist their own abilities against them.
Effect: +10 Card Magic, +5 Arcane Science, Monster Lore, Monster Training, Mythology
Mazarine Dream
Associated Class: Blue Mage
Prerequisite:
Description: A blue mage of sufficient learning no longer needs to strike the killing blow of a monster to acquire it's card. Instead, they may simply be present and hit at least once by the monsters signature attack.
Effect: Enables Carding a monster by presence, providing the blue mage has actively taken part in the fight and has been hit by the monsters 'signature attack' at least once. A GM will alert the Blue Mage whether an attack is a candidate for Carding.

Shades of Blue
Associated Class: Blue Mage
Prerequisite: Must have at least two of the other Blue Mage feats.
Description: So committed to unraveling the esoteric lores of monster magic, few Blue Mages have the creativity or forward thinking to come up with their own, leading other breeds of caster to view them as barbaric simpletons. The taking of this feat opens one's mind to the possibilities of monster magic as a variable rather than a constant.
Effect: Allows the Blue Mage to use Blue Magic to fill slots in Custom Skills. The number of slots they take up is equal to the Spell Level of the blue magic, with the effects of all further slots added to the base. The MP cost of this custom spell will be the sum of the custom and the base. Traits can never be subtracted, only added.

Cerulean Summons
Associated Class: Blue Mage
Prerequisite:
Description: A mysterious ability with esoteric applications. By focusing intently on all that is known about a Blue Mage's accidental teacher, a fragment of the beast that remains in the core of the Blue Magic can be brought to life.
Effect: Once a week, the Blue Mage can make a Blue Magic check against the total EXP any beast the Blue Mage has learned a Blue Magic spell from, creating a phantasm which can be fought. Defeating the shade may or may not bring rewards... And it may or may not wish to fight in the first place.

Beryllium Memories
Associated Class: Blue Mage
Prerequisite:
Description: Grants a deeper and innate understanding of cause and effect, energy and direction, power and technique. With intensive study of monster magic, one learns to put the lore to more practical use.
Effect: Grants a +10 competence bonus to attacks on enemies with spells known under the feat taker's Blue Magic, and a +20 to dodge checks against known Blue Magic.

Azure Dare
Associated Class: Blue Mage
Prerequisite:
Description: understanding true power, and the ego of the monsters that hold it, the Blue Mage can make use of basic psychology to attract the misfortune they are so good at turning into fortune; Being struck by scary as hell monster magic.
Effect: Allows the Blue Mage to make any social check against a single enemy. If that opponent knows a Blue Magic that the Blue Mage does not, the enemy will be forced to use it against the Blue Mage on their turn.
Summoner
Associated Statistic:
Description: Summoners are a type of magician that use spiritual connections to conjure forth creatures from the Aether -- the spiritual realm -- or from great distances. They operate in a number of different styles, but all share common roots, whether it's subjugation- or pact-based.
Effect: +10 to a Magic Skill of choice, +5 Mythology, Monster Lore, Monster Training, Speechcraft
Pretty Please, Mr. Monster!?
Associated Class: Summoner
Prerequisite:
Description: The bearer of this feat gains the silver tongue and/or puppy eyes to garner a moment of emotional weakness from Grand Summons that normally require long hours of devotion before they will unleash their full power. This is not without its risks however, and if pushed too often a Summon may grow to respect the simpering summoner less...
Effect: The Summoner makes a social check against the MP cost of the Grand Summon's Level 1 attack; This check may be modified by a particularly gruff summon. On a success, the Grand Summon can be made to preform an attack one level higher than its compatability, at twice the MP cost.
This works once per check, and failure reverses the effect (disallowing the highest level attack the summon "knows" for the rest of battle). Compatability may be lost if this feat is overused, failed, or if the summon is just really grumpy.
If Compatibility of the summon is already at 5, something interesting may happen...!

Protective Guardian
Associated Class: Summoner
Prerequisite: Applies only to GFs with at least 3 Compatability.
Description: Your relationship with your summons is deeper than a simple contract, a mutual respect that brings the wrath of the divine to your aid in dire times. Guardian Forces come to the rescue unbidden, needing nothing in the return but the safety of their charge.
Effect: When the Summoner is brought below 50% HP, the highest Compatibility GF they have with them has a 10% chance per level to immediately preform a random attack. In the case of a tie, a the summon that answers the call is GMs choice.

The Aeon Effect
Associated Class: Summoner
Prerequisite:
Description: Grand Summons almost universally lack the time, inclination, or ability to answer any call for more than a few seconds, to deliver a devastating attack and fade back into the aether. The taker of this feat pushes the art of Summoning to its absolute limits, putting their own bodies on the line to facilitate the emergence of the greatest of all espers into this world for as long as they please.
Effect: Allows the Summoner to call forth a Grand Summon for extended combat. The Tranced Summon takes over the Summoner's turn, while the Summoner is sent to wherever the beast was before in a state of intensive meditation. The summon can use any ability it has unlocked, at Level 1, uses the Summoner's Summon roll for all actions, the Summoner's Magic Soak for both soaks, and can cast any of its Draw List spells, usually at Affinity level 5 of its own element. It uses its HP for MP, and can use its Level 1 attack at Level .1 (not a typo, every effect is 10% normal) for no MP cost.

Boost
Associated Class: Summoner
Prerequisite:
Description: A combination of cheerleading and spiritual focus allows a Summoner to cheer on their guardian force as they charge into battle. This is exhausting, but adds that special punch to an already earth rending attack.
Effect: When utilizing a Grand Summon's calling, the MP cost can be doubled in exchange for a hyperextending of the effective Level of the call by 1.
If the spell used already costs all of the user's MP, it can be Boosted by effectively breaking the Summoner's mana gauge, disallowing them from using any sort of magic until they have had proper rest and recovery. This enhances the effect by 20%.

Guardian Conversion
Associated Class: Summoner
Prerequisite:
Description: With diligence towards one's cosmic guardians, a relationship much like that between clerics and their gods can be forged, allowing one to make offerings of spiritual force in exchange for the blessings of magic.
Effect: Effect varies depending on the Summoner, but either way functions off the Grand Summon's Draw Spell allowance.
For a Summoner with Draw Magic; Allows the sacrifice of a Draw Magic spell in exchange for a casting of an equal level or lower spell on the Draw Magic list of an equipped Grand Summon.
For a Summoner without Draw Magic; Allows the Summoner to cast the Grand Summon's Draw Spells with the Summon skill, by spending twice the MP they would normally cost.
Bard
Associated Statistic:
Description: Bards are well known performers of various entertainments, whether it's singing, dancing, playing instruments, or acting. They can be street corner entertainers or professional artists, but the cultured appreciate them wherever they're found.
Effect: +5 to Weapon Proficiency: Daggers/Knives OR Short Swords OR Pistols OR Sub-Machine Guns/Carbines, +5 to Bardic magic rolls, +5 to Perform, Concentration, Speechcraft, Knowledge: Mythology
Echo of Mana
Associated Class: Bard
Prerequisite:
Description: Why speak what can so beautifully be sung? By converting magic words to song, the Bard sings his intent with all his heart, plucking the strings of the universe itself to perpetuate the effects of his magical music.
Effect: A metamagic Feat that can be applied to any spell with a duration based effect. The MP cost is divided by the standard duration, and any such effects is repeated once per round for as long as the Bard continues singing at that cost.

Blade Dance
Associated Class: Bard
Prerequisite:
Description: To the consumate brawler bard, even the rhythm of battle is a toe tapper. Riding the strains of combat, the Bard keeps the beat with a devastatingly precise martial dance.
Effect: Applies half of the Bard's Perform skill to standard and Advanced Skill attacks with any class weapon, and vice versa, applying half of any Class Weapon skill to Perform if they are allowed to use them. If an attack is used right out of a preformance that the target was enjoying, this is considered a sneak attack.

Mostly Harmless
Associated Class: Bard
Prerequisite:
Description: Though plenty of bards are great warriors, magicians, or rogues in their own right, there is a thankfully abusable stigma that they are nothing more than spoony weaklings. By playing the role with their usual flair, the bard toys with the mentality of the enemy, rendering themselves briefly into the part of a noncombatant.
Effect: When evoked, the Bard makes a Speechcraft check against the target. Success convinces even an openly hostile target that the Bard is merely a wandering artist, and any ties to the main party are a simple coincidence. This negates enemy common sense in all but the most extreme cases. If this is not necessary, the feat grants a +10 to checks to prove one's harmlessness.

A Bard's Tale
Associated Class: Bard
Prerequisite:
Description: While fiction in all its forms, from paintings to novels to role playing, is an exciting gateway to entertainment, there is no denying that a spark of reality makes it all the more relatable and touching. By using their own experiences as fodder for the fiction, a cute story becomes a touching testament to a past occurance, while said spark of reality is made far more interesting and memorable. After all, many have read the Epic of Beowulf, but how many have read the On Site Evaluation of the Destiny's Ascension?
Effect: A Feat that must be roleplayed out for full effect, with greater effort and quality leading to greater rewards for its use. A use of the Perform skill, whether dancing or drawing, can be bolstered by injecting elements of a mission or situation the Bard was part of. Common end results are boosts to EXP or Credits (for either the mission or the performance itself), but who knows what might happen!
Once a mission or situation has been used, it cannot usually be evoked for this Feat again. Uses of this Feat should be recorded for posterity to avoid repeats.

Silent Spell
Associated Class: Bard
Prerequisite:
Description: The power of the Bard is able to manifest even without the performer making any sound at all, whether through motion or voice.
Effect: Negates Mild, Moderate, and Acute "Silence" status effects' denial of magic or MP-based abilities that use the Bardic school of magic. The character, however, is still unable to make any sounds.
Beguiler
Associated Statistic:
Description: The Beguiler uses illusion skills and magics to confuse and disorient their enemies. They are skilled in use of darker, mind-flaying arcane arts, and are often both feared and respected for their abilities.
Effect: +5 to one Weapon Proficiency: Daggers/Knives OR Swords OR Pistols OR Sub-Machine Guns/Carbines, +5 to Shadowmancy magic rolls, +5 to Stealth, Perception, Search, Artisan: Arcane Science
Shadowreach
Associated Class: Beguiler
Prerequisite:
Description: The Beguiler invest a portion of their spirit into their own shadow, crafting a symbiotic ally with a limited 'life' of sorts. While the shadow's ability to act on its own is highly unnerving to some, the true utility this provides is the ability to channel magic through what would normally be an immaterial concept.
Effect: Spells can be cast using the shadow as a focal point, wherever it may have stretched and from any point on its 'body'. This can be used to hyperextend the spell's reach or simply surprise an enemy too unwary to note the shadow's somatics.
If the Beguiler spends a full day attuning his weapon to his magical prowess, normal attacks can also be made using the shadow of the weapon, at half damage against the target's Magic Defense.

Tenebrous Spell
Associated Class: Beguiler
Prerequisite:
Description: A Beguiler casting in an area full of naturally-occurring shadows is akin to a pyromancer standing in a forest fire -- the abundance of energy and possibilities only makes their techniques all the more fearsome.
Effect: When in an area where low-light penalties would be incurred, regardless of whether or not the targets have penalty-negating equipment or abilities (NVGs, flashlights, light spells, etc.), a Beguiler's magics are boosted by 2 targets and deal double damage.

Lights Out
Associated Class: Beguiler
Prerequisite:
Description: An area of naturally occurring shadows can be dangerous to any who wander inside of it unwarily... or even warily. Without light to break them, even the air itself can be terrifying.
Effect: When in an area where low-light penalties would be incurred, regardless of whether or not the targets have penalty-negating equipment or abilities (NVGs, flashlights, light spells, etc.), a Beguiler's Shadow-element magics are considered Sneak Attacks.

Jinxed Spell
Associated Class: Beguiler
Prerequisite:
Description: A master of tricks, twists, and mystery, the beguiler is able to inflict unusual, unpredictable, and unfortunate effects on those that succumb to their techniques.
Effect: For no additional MP cost, a Beguiler is able to boost a spell without a status effect already present with a Mild or Moderate severity effect from one of the following:

Umbral Spell
Associated Class: Beguiler
Prerequisite:
Description: A true master of shadow is able to imbue their magics with the element of pure deception, a touch of the unknown, and can twist them into something nearly everything fears in the very backs of their minds.
Effect: For no additional MP cost, a Beguiler is able to make any spell they possess into a Level 1 Shadow-element spell. This will replace the element of any elemental spell (therefore, a Fire spell would become only Shadow, not Shadow and Fire). Spells treated with this ability are considered Level 1 Shadow ONLY, regardless of the character's Elemental Affinity, meaning they will only do 150% damage against opposing elements.
Cleric / White Mage
Associated Statistic:
Description: Clerics are generally regarded as protectors of a faith, whether for better or worse. White Mages are generally support-based magicians, instructed in the healing and restorative arts, as well as practical medicine and healthcare. Clerical skills in magic generally stem from some sort of religious belief or the blessing of a higher power, while white mages are often secular.
Effect: +5 to one Weapon Proficiency: Staves OR Maces, +5 to Divine magic rolls, +5 to Concentration, Speechcraft, First Aid, Alchemy
Martyr's Creed
Associated Class: Cleric
Prerequisite:
Description: The unyielding faith that powers divine magic is not so easily stifled by disruption of the physical sort, or even pagan arcanology, putting trust in a higher power to carry the will out. Saints of this hallowed conviction are recorded to face even death with a quiet smile, their last breath doing nothing to prevent the miracles they fell attempting to work.
Effect: Increases the leeway for using the Concentration skill to prevent spell interruption. Even if disabled, killed, or Silenced mid-spell, the power of faith alone can keep the magic coming with a succession check.

Divine Retribution
Associated Class: Cleric
Prerequisite: A patron diety
Description: Divine entities look with favor upon a precious few, and it is when these few come closest to meeting their maker that the ire of their patron is raised to the highest. Those attempting to cut short the holy work of a Cleric are often met by a little gift from the beyond when that cleric is sent back to the mortal realm.
Effect: Augments Fate Point expenditure. When one is used to survive death, the patron of the not-quite-fallen Cleric will work his will upon the area in a brief hissy fit of godly proportions. This cannot be put into simple numbers, and your results may vary.

Consecrate Spell
Associated Class: Cleric
Prerequisite:
Description: A trained Cleric is able to bless even mundane magics to be aligned with their chosen diety.
Effect: For no additional MP cost, a Cleric is able to make any spell they possess into a Level 1 Holy-element spell. This will replace the element of any elemental spell (therefore, a Fire spell would become only Holy, not Holy and Fire). Spells treated with this ability are considered Level 1 Holy ONLY, regardless of the character's Elemental Affinity, meaning they will only do 150% damage against opposing elements.

Merciful Spell
Associated Class: Cleric
Prerequisite:
Description: The benevolent heart of the cleric extends to even his/her enemies; after all, all life is sacred, even that of the unrepentant and merciless.
Effect: For no additional MP cost, the Cleric is able to make any spell he/she casts non-lethal.

Widen Spell
Associated Class: Cleric
Prerequisite:
Description: A trained cleric is able to more efficiently use his/her magical power, to spread it over a larger area than most others.
Effect: For double MP, the cleric's spells have their targets doubled (1 becomes 2, 2 becomes 4, 1 Area becomes 2 Areas).
Wizard
Associated Statistic:
Description: Wizards are generally one of the highest, most revered types of mages. They are talented in general Arcana, making them versatile, powerful, and wise. To become a wizard, one usually is formally educated, whether by an organization or a mentor.
Effect: +10 to Arcana magic rolls, +5 to Concentration, Decrypt Language, Artisan: Arcane Science, and one Knowledge from the following list: Alchemy, Monster Lore, Mythology
Fons Magi
Associated Class: Wizard
Prerequisite:
Description: Most wizards use some sort of focus or medium for their magical spells rather than simply casting out of their hands. By imbuing a weapon with their own magical energies, they can make that same weapon assist them in casting.
Effect: Allows a Wizard to place an Arcane Mark onto a weapon they possess. This Arcane Mark occupies 2 Augmentation Slots, and while the Wizard is in possession of that weapon, half its native Roll Bonus (round up) may be added to the Wizard's magic & magic defense rolls for no additional cost. However, once the Fons Magi mark is placed, the Wizard is unable to cast magic without the marked weapon in-hand, until the weapon is destroyed or the Mark is removed. A Wizard only has one Mark to place.

School of the Eagle
Associated Class: Wizard
Prerequisite:
Description: Wit beyond measure is man's greatest treasure. The Eagle School of wizards includes those who are studious, intelligent, and logical. As a result, they benefit greatly from intense study and are able to learn many powerful magics that generally exclude other wizards until much later in their wizarding profession.
Effect: When performing "Gather Information" checks in a place of learning, such as a university, library, or with an instructor, the Eagle's result bonuses are raised to 150% (a roll of 100 becomes 150). In addition, when learning spells themselves, an Eagle reduces spell DCs by 25% (a DC of 60 becomes 45).

School of the Lion
Associated Class: Wizard
Prerequisite:
Description: A Lion-branded wizard is brave, charismatic, chivalrous, and daring, and will gladly thrust themselves into the heat of the moment in order to protect others or follow their instincts down a path until its end. They are stubborn in nature and refuse to back down from a challenge.
Effect: A Wizard with this feat is able to use his/her Magic Defense in lieu of another's in a "Cover"-type action, up to (Mage Level / 2) times per round.

School of the Serpent
Associated Class: Wizard
Prerequisite:
Description: The Serpent is a cunning, resourceful wizard, with great ambitions for itself and a desire above all else to accomplish them. A Wizard under the Serpent is charismatic and very exclusive in nature, dealing with whom they see as "superior wizards," usually those of some lineage of magic.
Effect: A Serpent Wizard is considered to have the "Intelligence Network" Trait, which grants them extensive NPC contacts within the arcane world. These can be used for any number of things, such as information, resources, or assistance. These can come from any type of sources, and are not simply limited to the nice side of arcana.

School of the Badger
Associated Class: Wizard
Prerequisite:
Description: The most inclusive school of the wizarding types, the Badger is hard-working, loyal, patient, and fair. As such, they're extremely reliable teammates and benefit greatly when working with great friends.
Effect: A Wizard with this feat is able to aid another in any task using the "Assist" rules with a full bonus, rather than (full skill + 1/5th all else). In addition, the Badger wizard can reduce the DC of the learner's spell by half.
Elementalist
Associated Statistic:
Description: Elementalists are talented psionic warriors or mages who wield raw elemental power, whether it's nature or the base elements of fire and ice. They are most at home where they can be close to their sources of strength and power, and are generally well-versed in the outdoors where they are prevalent.
Effect: +5 to Pyrokinesis OR Cryokinesis OR Druidic Magic, +5 to Pyrokinesis OR Cryokinesis OR Druidic Magic (can double up), +5 Arcane Science, Survival, Knowledge: Meteorology, Swimming
Raw Burst
Associated Class: Elementalist
Prerequisite:
Description: The elementalist taps into the power of the untamed elements, trading magical finesse for a wave of sheer unbridled destructive power.
Effect: Modify on casting a known spell of the Fire, Water, Earth, or Wind element, or of the Druidic spell list. The modified spell costs double MP and has its damage modifier and status effect chances doubled, at the cost of reducing the roll bonus to 0 (without affecting the base roll).

Unchecked Aura
Associated Class: Elementalist
Prerequisite:
Description: The elementalist unleashes the spark of magic within, surrounding him or herself with a blazing, twisting aura of elemental force.
Effect: Modify on casting a known spell of the Fire, Water, Earth, or Wind element, or of the Druidic spell list, and roll the attack normally. The modified spell becomes an aura around the caster, its size dependent on the number of targets it would have hit. Those entering the aura must make a Will save against the initial casting roll or take the spell's damage once per round they remain in it. The aura 'takes' magical damage directed at the Elementalist, and has as much HP as it would have dealt in damage, with no soak or dodge chance; It is considered to have level 5 Affinity in its own element.
Multiply the MP cost of the spell used to fuel the Aura by any number you like; This becomes the number of rounds the aura lasts, assuming it isn't destroyed. New auras overwrite old ones.

Elemental Shift
Associated Class: Elementalist
Prerequisite: Must have an Elemental Affinity
Description: The elementalist reaches into his or her very core, plucking out one spark and replacing it carefully with another, causing a sudden change to their very pattern.
Effect: Changes one's highest level Elemental Affinity to Fire, Water, Earth, or Wind. This does not automatically grant any FEATS associated with the chosen element, modifying only the basic strengths and weaknesses of the altered affinity. Feats that refer to Affinity, however, are changed to the chosen new form. Lasts 1d5 rounds.

Elemental Rebirth
Associated Class: Elementalist
Prerequisite: Must not have an Elemental Affinity (This Feat is replaced by Elemental Shift if the user gains one)
Description: A technique utilized by elementalists who were born without an innate Affinity, injecting a spark of power into their otherwise pure cores.
Effect: Grants or removes Elemental Affinity level 1 of Fire, Water, Earth, or Wind at the cost of 1/4 of the user's current MP. This Feat can be taken again to instead grant or remove level 3 of Fire/Water/Earth/Wind affinity, at the same cost.
This does not automatically grant any FEATS associated with the chosen element, modifying only the basic strengths and weaknesses of the altered affinity. Feats that refer to Affinity, however, are changed to the chosen new form.

Primal Bastion
Associated Class: Elementalist
Prerequisite: Must have at least level 3 in an Elemental Affinity upon use, but this feat can be taken without meeting this prerequisite.
Description: The elementalist goes over the edge into the very heart of their favored element, taking a form that blurs the line between physical and spiritual.
Effect: Choose an elemental Affinity 'known'. The user is rooted to the spot, and that Elemental Affinity is increased to Level 5. Cannot dodge in this form, but can Brace, and Magical Soak is used for both physical and magical attacks. HP and MP are combined, and damage and MP costs alike are taken from the pool. When the form is dropped, the pool is split evenly between HP and MP, but if the pool is dropped to 0, the Elementalist requires rest and medical care to function again.
Geomancer
Associated Statistic:
Description: Geomancers are magicians who wield the power of the earth itself. Their magical power and knowledge extends past the simple surface of the earth and into that which comes forth from it; just like the rock it comes from, Geomancers have unusual insight into crafting metals and gems.
Effect: +10 Druidic Magic, +5 Artisan: Blacksmithing, Survival, Perception, Knowledge: Dungeoneering
Gaia Evocation
Associated Class: Geomancer
Prerequisite:
Description: The Geomancer gives a mighty cry, calling forth a greater power than one mere mortal. Gaia responds in all her greatness, but the planet is whimful and works in mysterious ways.
Effect: Casts a random spell of the Geomancy spell set, rolled among even those that the Geomancer cannot themselves cast. If the Geomancer does know the chosen spell, though, it is cast free of MP cost.

Geobooster
Associated Class: Geomancer
Prerequisite:
Description: Allows the Geomancer to commune with the spirit of certain terrains, meshing his or her spiritual essence perfectly with that of the area. This careful alignment greatly enhances magics worked.
Effect: When Terrain matches Element of a cast spell, magic stat is increased by 10%. This does not stack with Geoconnection, and the Geomancer must choose which will be used when casting.

Geoconnection
Associated Class: Geomancer
Prerequisite:
Description: Allows the Geomancer to ask more of the land, calling forth a greater favor from the terrain's spiritual essence to minimize the personal mana spent on spells.
Effect: When Terrain matches Element of a cast spell, MP cost is halved. This does not stack with Geobooster, and the Geomancer must choose which will be used when casting.

Gaia's Gifts
Associated Class: Geomancer
Prerequisite:
Description: The Geomancer embarks on a day long ritual, working various magics to heal and bolster the land so that Gaia may offer her gifts, whether those of life or those of beauty. This is exhausting, but well worth the rewards reaped and the karma of helping the land.
Effect: After 24 hours, the MP of any Geomancers assisting in the endeavor is reduced to 0, and their HP is reduced to 1. The total amount of HP and MP spent by Geomancers determines the potency, while the number of assistants with the Druidic skill enhance the area of effect.
The area is enhanced in either fertility or in the richness of gems and metals, at the GMs discretion, but dependent on the points used. This is quantative, meaning that an already rich or fertile area may become even moreso.

Gaia's Mercy
Associated Class: Geomancer
Prerequisite:
Description: Appeals to the earth below, extending the blessings of Gaia's favored to his or her allies and rendering her great wrath more or less harmless for a time.
Effect: Removes a natural hazard such as lava, turbulent waters, or natural acid, until the Geomancer's party has passed. At the Geomancer's wish, said hazard can instead be worsened for a time...
Oracle
Associated Statistic:
Description: Oracles are mystical magicians who dwell in the spiritual realm, giving them often eccentric insight into the past, present, or future. They are well-educated and often full of riddles, but more than that, their divinations are well-respected... and often feared.
Effect: +10 Divine Arcana, +5 Mythology, Gather Information, Speechcraft, 1 Bonus Language
Ectoplasmic Spell
Associated Class: Oracle
Prerequisite:
Description: The Oracle's spells breach the gulf between the physical and the spiritual, sending ghostly emanations into the Aether. These spells are generally invisible to the naked eye but visible in the spiritual realm.
Effect: For double MP cost, the Oracle's spells are considered unsoakable and have the ability to impact such spiritual/physical oddities such as Null Space Entities, ghosts, and spirits.

So It Is
Associated Class: Oracle
Prerequisite:
Description: Oracles that dabble too much in the past and future can lose sight of the present, and so this technique was created as a means to help ground fledgeling soothesayers in reality, by making a mark that allowed them to see their current circumstances without fail or confusion. It was later found that this same mark made for an uncannily potent scrying tool.
Effect: Allows the oracle to place an arcane mark on the ground that fades immediately away, visible only to those who beat the check that created it with a magically-tuned sense or arcane means. The mark stays until removed, which can be done instantly by anyone who knows it is there, or until the Oracle places a new eye. The oracle is considered to be wherever he or she has left a mark, able to see and hear that entire area as if from a birds eye view just above it.

So It Was
Associated Class: Oracle
Prerequisite:
Description: While the future is the gold sought by most who dabble in soothesaying, the past is important as well. And while less mutable, those who shake their senses loose of the progression of time find a limited ability to project themselves backwards and change what was.
Effect: Active feat that can be used twice per mission. By going into a trance and looking back, the Oracle can force one roll that was made on the turn DIRECTLY before his or her own to be rerolled, with the new effect being recalculated.
Out of combat, a secondary use is possible; The Oracle gains the ability to live backwards, losing himself and drifting through time to see what was. This takes an hour per hour backwards he or she goes, and the occurances are watched in real time, backwards. The Oracle can only watch the general area they are in this way, and may have to make Concentration checks to make sense of more delicate information they come across.

So It Shall Be
Associated Class: Oracle
Prerequisite:
Description: Through clever manipulation of chaos theory, the finest of future-gazing Oracles can cast contingency spells to be activated by specific situations, pouring extra mana into keeping the final activation 'stable' until the foreseen occurance comes to pass.
Effect: These spells are rolled when created, cost doubled MP, and the mana spent on them cannot be recovered until an hour after they are either activated or dropped. The spell is triggered by a relatively specific circumstance, and if the 'powers that be' deem the given scenario too vague, the spell will simply go off immediately and probably be wasted. The target is either spoken of in the prophecy or randomized.

Prophetic Encoding
Associated Class: Oracle
Prerequisite:
Description: More feared than the oracle's ability to foretell disaster is the oracle's ability to mention it in such a way that no one knows it is coming until it happens. While this is generally an unfortunate side effect of seeing the world as a great swimming puzzle, it can be used to one's advantage with careful wording.
Effect: Grants the Oracle an innate ability to encode information, speaking what seems like nonsense to those who lack the proper context. This can be used, among other sneakiness, to relay information to allies. The oracle chooses a specific bit of knowledge that, ideally, only his intended targets have, and must come up with his or her own vaguely tangential nonsense to rattle off.
If the players fail to peice together the code, the information will be translated when the proper time comes, but enemies are forbidden from figuring it out unless they meet the criteria.
Conjurer
Associated Statistic:
Description: Conjurers are unique magicians who specialize in making physical or metaphysical objects out of nothing but spiritual energy. They're able to bring forth creatures from the Aether, blasts of spiritual energy, or form illusions that appear real to all five senses.
Effect: +10 Arcana, +5 Artisan: Arcane Science, Speechcraft, Perform, Sleight of Hand
Mana Fist
Associated Class: Conjurer
Prerequisite:
Description: A trained conjurer is able to wield raw spiritual energy at his/her fingertips. Whether in the form of energy around the hands, beam-like blasts, or exploding balls of magic, the conjurer can create and use magical energy at a whim like no other.
Effect: The Conjurer can perform single magic-damage attacks without expending MP. These attacks are performed at spell level damage (Level 5 Arcana = *5 "spell" damage), only deal a single full-power "hit" (can be described however), and are counted as normal, non-elemental magic damage, even if the character possesses an elemental affinity.

Spirit Trainer
Associated Class: Conjurer
Prerequisite:
Description: The unusual skill of the summoner and respect of the normally actualized summons opens the minds of your phantasmal allies to new techniques. Through intensive study, helpful skills can leech into one's summoned beasts through a sort of osmosis, granting an elite honor guard.
Effect: Allows the Conjurer to buy Skills at any level supported by her Arcana skill, at halved SP cost. The Conjurer cannot use these skills him or herself, but any summon with a compatible design can apply them freely. If a spell creates multiple summons, only one at a time can benefit from this Feat (The summoner's "favorite").
This in no way affects summons that appear only for a single attack.

Creature Charisma
Associated Class: Conjurer
Prerequisite:
Description: Spirits and summon beasts flock to the uncommon shine of your will, rallying under the banner so to speak with no additional effort on your part.
Effect: When calling upon lesser Summon Beasts, two of such creatures will arrive instead of one. If multiple creatures would already come, the total number is increased by half the maximum (round down).

Soulbound Blade
Associated Class: Conjurer
Prerequisite:
Description: A cautious Conjurer with this feat learns how to 'mark' a weapon they don't feel like being deprived of, effectively incorporating it into their spiritual being through arcane means. This manifests as an invisible rune on the marked weapon, and a tattoo on the dominant hand of the Conjurer. So marked, the weapon is as much a part of their soul as anything, called to hand with a moments thought whether entering combat anew, improvising questionable tactics, or surprising an enemy that wasn't as clever as he thought he was after being disarmed.
Effect: Allows the Conjurer to freely 'mark' his or her weapon, so long as it isn't more than 6 slots in size. A marked weapon can be called to hand in all but the most dire circumstances of removal from the caster, or the magical stripping of a rune from the marked weapon. Calling the bound weapon back to hand even from across the galaxy is a free action.
If the Conjurer has the "Hammer Space" feat, the slot limit of this feat is enhanced to 10.

Prestidigitation
Associated Class: Conjurer
Prerequisite: A Spectral Hand or Magehand spell (Any spell that makes a hand will do)
Description: A common cantrip for the lazy sage is the infamous Magehand, conjuring a crude representation of a hand for crude manipulation of objects or magical bitchslaps. By enhancing the power and focus of this basic art, the hand becomes far more articulate and capable of bearing much more weight, vastly increasing its versatility.
Effect: Spend MP equal to the DC of the action being attempted plus the cost of the base spell, and use Spirit in place of Strength or Dexterity for class skills or simple pushing of objects. This MP cost is taken whether the attempt succeeds or not.
A more powerful handspell may enhance the effects of this Feat.
Thaumaturge
Associated Statistic:
Description: Generally regarded as fearsome individuals, thaumaturges are practitioners of darker magic than most are familiar or comfortable with. Their blood rituals and vitae-based magics are often the stuff of bedtime stories to scare children... or tawdry tales to scare adults.
Effect: +10 Arcana or Necromancy, +5 Biology, Monster Lore, Artisan: Arcane Science, Concentration
Sickening Spell
Associated Class: Thaumaturge
Prerequisite:
Description: The Thaumaturge is able to imbue his/her spells with a nasty "poisonous" gout of spiritual energy in addition to their normal effects.
Effect: Any spell the Thaumaturge possesses that does not inflict a status effect already may be altered at no additional MP cost to inflict a Mild or Moderate status effect of his/her choice from the following: Disease, Poison, Sleep, Slow, Feeble, Fatigue.

Thanatopic Spell
Associated Class: Thaumaturge
Prerequisite:
Description: The effects of even dark magic are generally useless against creatures of the undead -- after all, how can you affect something that has no mind, soul or life force to begin with other than physically crippling it? However, the sordid rituals thaumaturges partake in can sometimes twist even the undead to their whim.
Effect: Undead/Devil/Dark-type enemies normally unaffected by status effects have their immunities removed against this character. May not work on all enemies of this type.

Bloodcast
Associated Class: Thaumaturge
Prerequisite:
Description: The primal format of Thaumaturgy is crude, irreverent, and disturbingly effective. It's greatest weakness, or greatest strength, is the reliance on shamanistic exchange of blood for power, which allows a surprisingly potent yield of energy even in those who lack the spiritual fortitude to contain large amounts of mana.
Effect: Allows a Thaumaturge to turn damage into MP. This requires a magic check against a foe that has been recently hurt, or on a willing ally (or oneself). On a success, for every 5 damage the target took, 3 temporary MP are made immediately available to cast a spell on the same turn, or half that much can be stored.
If taking blood from a willing target, the Thaumaturge can automatically deal damage in any increment of 100, to gain 3 per 5 damage taken.

Blood Purge
Associated Class: Thaumaturge
Prerequisite:
Description: Though long discredited, the act of bleeding to relieve various ills is almost lethally potent in the hands of one who knows their blood better than most should.
Effect: Activates when the Thaumaturge strikes with an offensive spell while under any status effect(s). By inflicting a Bleed status of the same Severity on themselves, a single chosen status effect can be removed from the Thaumaturge and inflicted on the enemy instead. A Bleed status cannot be removed this way, but if it was inflicted by anything but this Feat, the Thaumaturge can freely 'shift' statuses of the same Severity or lower on any successful hit.

Sacrifice
Associated Class: Thaumaturge
Prerequisite: One or more 'patrons' of sufficient power
Description: The greatest rituals demand the damnedest price; A death. Oddly enough, it isn't a stolen life force that fuels this fell act, but the elation and drama of murder itself felt by a soul too dark... Or too bright. Presentation is demanded of those who seek to utilize this power.
Effect: By making a two round, full concentration action on an enemy who is completely helpless for whatever reason, the Thaumaturge can conduct a ritual killing of the target to please a patron force. Doing so in a manner especially pleasing to the patron is of the utmost importance, and the exact effects of the garnered favor are not up to a simple roll of some cosmic dice or the law of a universal table.
Illusionist
Associated Statistic:
Description: Illusionists are talented magicians who warp others' perception of reality with magics or psionic power, warping light and sound and forming illusory creatures, phantom pains, or nightmarish figments of the imagination to manipulate people to their advantage.
Effect: +10 Arcana OR +5 Sonokinesis AND +5 Photokinesis, +5 Stealth, Perception, Search, Speechcraft
Obsfucated Casting
Associated Class: Illusionist
Prerequisite:
Description: Known colloquially among illusionists as 'The Next Best Thing' or 'A Fool's Grimoire', this technique converts real magic into stage magic, disguising the spell one casts as, usually, a much larger and scarier one. The 'faked' spell need not be one known to the Illusionist, but they must have at least witnessed a spell like it to perfect the illusion.
Effect: Illusionist makes an Illusion/Sonokinesis/Photokinesis check against the Level of the spell he wants to mimic, times 30, which must also beat the Will Defense of the intended viewers and can be contested by Knowledge: Arcana of the more shrewd.
On a success, they spend at least one tenth of the spell's cost, then check the spell they're really casting as normal. The spell they end up casting will be identical in every way except effect to the one they pretended to cast, and any who fall for the ruse must react to the former, caught entirely off guard by the latter.
The pain of the 'fake' spell will not be felt unless the Illusionist has been struck by the spell themselves, and not even the feigned effects will last more than one round (IE: The lava from that Volcano spell will vanish mysteriously six seconds later).

Threnodic Spell
Associated Class: Illusionist
Prerequisite:
Description: Generally, the undead and other mindless creatures are unable to perceive illusions simply due to their lack of, well, perception in general. However, a talented illusionist can warp reality to even affect those special types of creatures.
Effect: Illusions and mental status effects (such as "Confuse") will now affect Undead/Devil/Dark-type creatures that would normally be immune to them.

Psychic Paper
Associated Class: Illusionist
Prerequisite:
Description: Sometimes, all it takes is a blank sheet of paper and a person's expectations of what to perceive in order to create it.
Effect: This feat allows an Illusionist to imbue a single object, such as a wallet or a sheet of paper, with illusory magic that makes people perceive it as something else depending on what they expect to see there, such as a specific type of ID or invitatoin. This can only be used once per diem, and the quality of the deception depends on the Illusionist's roll when cast.

Dazing Spell
Associated Class: Illusionist
Prerequisite:
Description: A talented illusionist can make even the most mundane spells capable of incapacitating enemies for even a short amount of time.
Effect: Any spell the Illusionist possesses that does not inflict a status effect normally may be imbued with a Mild or Moderate severity effect from one of the following: Blind, Confuse, Slow, Stop, Off Guard.

Illusory Spell
Associated Class: Illusionist
Prerequisite:
Description: A trained Illusionist can warp another's mind so intricately that they will believe themselves harmed when it, in fact, is just not true.
Effect: An illusionist's non-illusion spells and magical abilities can be, with no additional MP cost, treated as nonlethal and illusory, meaning they will only be perceived by the targets of them mentally, but will still lose HP in the form of stamina and mental fortitude.
Technomancer
Associated Statistic:
Description: The modern wizard, Technomancers are a powerful mix of spiritualists and psionics that have the ability to manipulate modern technology, ranging from the microchip to even the modern elements -- radiation instead of fire, for instance.
Effect: +10 to Technomancy/Ether Magic, +5 to Computer Use, Artisan: Engineering, Gather Information, Roll
Etherhacking
Associated Class: Technomancer
Prerequisite:
Description: A talented Technomancer is able to make quizzically similar status effects take hold of artificial creatures usually considered immune to them.
Effect: Status effects usually considered inapplicable to machines or synthetic life will now take hold as normal on them when cast by the Technomancer.

You've Got Mail
Associated Class: Technomancer
Prerequisite:
Description: The technomancer carefully encodes a magical virus into a trapped text file, sending it off to their enemies over the ether. Anyone foolish enough to open it without scanning is in for a blast!
Effect: Roll and spend MP as normal for the spell cast, but it will not be triggered until someone opens the file. At such a time, the opener rolls defense, probably with Sneak Attack rules, against the roll made on trapping. The file only holds enough MP to cast itself once.

Spirit Router
Associated Class: Technomancer
Prerequisite:
Description: Converting the flow of mana into a stream of 1s and 0s is the bread and butter of the consummate technomancer, allowing their unique magics to flow through mundane wiring as well as any magical conduit. A Technomancer with this skill can cast magic through any network infrastructure, as long as he has a vague idea where it leads and where the magic will end up. If they cannot see where they are casting of course, hitting or missing is largely a matter of luck, but with something as simple as a live video feed, no one is safe.
Effect: Pretty much what it says on the tin. Allows a Technomancer to cast spells through a computer system. Differs from 'You've Got Mail' in that the spells are cast on the go and do not need to be activated. The spell also must have an empty data port to escape through.

Dead Zone Deterrant
Associated Class: Technomancer
Prerequisite:
Description: While the Unus Mundus and other electronic/digital networks are spread throughout the galaxy, there are many areas that are either separated from them by great distance or blocked completely. A talented Technomancer has the ability to establish connection where typically technological limits cannot, whether it's the desert of the American Southwest or inside a UMN-negating bubble.
Effect: When under the effect of a UMN-blocking item or effect -- such as an Anti-UMN Tower -- or outside of the range of a digital network, this feat allows a Technomancer to make a roll, DC to be determined by situation, to create a connection to either the UMN or the desired network.

Ghost in the Machine
Associated Class: Technomancer
Prerequisite:
Description: Sitting as they do on the boundry between cold mundanity of science and the mystery of the arcane, the workings of the Technomancer have an unusually high proclivity for crossing the gap, whether it was the Technomancer's intention or not.
Effect: Any machine or program created by the Technomancer has a passive chance of becoming self aware, magical in nature, or both. This chance increases on a Critical creation roll.
Witch
Associated Statistic:
Description: A wilding practitioner of older, darker magics, the witch can either be a benevolent spirit dabbling in dark arts... or a malevolent crone bent on selfish greed and terror. They're not all women, either.
Effect: +10 to a Magic School of choice, Artisan: Arcane Science; +5 Speechcraft, Knowledge: Mythology
Hex
Associated Class: Witch
Description: A witch's incantations are powerful, mystical things, and by adjusting and customizing particular spells, they can astound even the most classically educated magician with their unique twists on hexing spells.
Effect: If the Witch casts a spell that deals damage and inflicts the target with a status effect, they may negate the damage and add a bonus to their attack roll equal to the spell level * 5 (+5 for a level 1 spell, +50 for a level 10 spell).

And Now, You're Mine
Associated Class: Witch
Description: A witch is capable of wicked little magicks that ensnare and enchant the mind, sometimes captivating entire groups with her manipulations of perception and reality. "That's just a harmless stage song," or "She's just croning on making no sense," they'll say... at first.
Effect: A witch has the ability to conceal and obfuscate her magicks, moreso than most other casters. By expending double MP for a spell, a witch may conceal her magic casting with another action, such as a speech, a dance, a song, or some other distracting maneuver, allowing for the spell to go unnoticed. If the spell deals damage, it may be considered a Sneak Attack in some (not all) circumstances.

Poor, Unfortunate Souls
Associated Class: Witch
Description: One of the more truly fearsome powers of a witch is her ability to steal the aspects of others to use herself; beauty, charm, wit, intelligence, even their voice, are all subject to a witch's selfish desires. Woe be to those, those poor unfortunate souls.
Effect: By spending (Skill Level * 100) (5000 MP at Level 50) MP, a Witch may leech Skill Levels off of a target -- willing or otherwise -- to use herself for up to 5 rounds. This does not include any advanced skills, only roll bonuses and skill level perks. Alternately, a Witch may spend (Amount * 100) (2000 MP for 200 points) MP to drain the statistics of a target, willing or otherwise, to use for herself for 5 rounds.

Double, Double Toil and Trouble
Associated Class: Witch
Description: By adding just a pinch of dark magic, ill intentions, and some creative ingredients (the eye of a newt and the blood of a virgin, for instance), a Witch is able to turn a simple concoction into a wicked little brew, sometimes disguised as harmless food or drink. Just one bite...
Effect: When creating custom or template One-Use Items (using Chemistry, Medicine, Alchemy, etc.), a Witch may add her Magic School skill level into the crafting to add (+1 Severity per 10 Levels) Severity of a Customs-Friendly status effect to the item. If "Friends on the Other Side" is possessed, may also use "Mild" of any of those statuses, but each item crafted will incur the penalty. Only one status per item.

Friends On the Other Side
Associated Class: Witch
Description: A witch has the ability to commune with "the other side" -- different planes of reality -- and gain insight, intelligence, and even broker deals with them. This knowledge, however, comes with a price... and sometimes, deals that are broken have terrible ramifications.
Effect: Allows a character to create Custom Abilities using the following, generally-custom unfriendly Status Effects, but ONLY up to Mild severity: Zombie, Curse, Weak, Peril, Pain, Death. In exchange, for every time the Witch casts a spell using one of these effects, her Max HP is decreased by 2% permanently.
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