Statistic Improvement Feats

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

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Statistic Improvement Feats

Statistic Improvement Feats assist characters in raising Stats higher than normal with bonuses to the base Statistic values. This aids characters in showing they have better than average dexterities, strengths, resistances, magical capability, etc. These boost only Statistics and will not raise Skills or Feats.

These feats all change the way a statistic is calculated. For example, Improved Health changes the HP modifier (40 by default) to 60.

There are some rules regarding taking Statistic Improvement Feats. You start the game of DW with 1,000 experience points at character creation. You do not spend the points on Feats, but these points tell you how many Feats your character may have at any time. As you gain more Experience Points, you will be able to gain more Feats. You begin the game with eleven Feats straight off. As said, do not spend points on Feats as they are automatic with the growth of Experience Points your character receives.

You may only take a Statistic Improvement Feat once for every 3 times you gain the ability to add a new Feat. This means you will need to add 2 other Feats from the other groups before you can take a new SIF.

Here is the S.I.F. progression (30 Feats, 4200 EXP)
Feat 1 (Free) - Feat
Feat 2 (100 XP) - Feat
Feat 3 (200 XP) - Statistic Improvement Feat
Feat 4 (300 XP) - Feat
Feat 5 (400 XP) - Feat
Feat 6 (500 XP) - Statistic Improvement Feat
Feat 7 (600 XP) - Feat
Feat 8 (700 XP) - Feat
Feat 9 (800 XP) - Statistic Improvement Feat
Feat 10 (900 XP) - Feat
Feat 11 (1000 XP) - Feat
Feat 12 (1200 XP) - Statistic Improvement Feat
Feat 13 (1400 XP) - Feat
Feat 14 (1500 XP) - Feat
Feat 15 (1600 XP) - Statistic Improvement Feat
Feat 16 (1800 XP) - Feat
Feat 17 (2000 XP) - Feat
Feat 18 (2200 XP) - Statistic Improvement Feat
Feat 19 (2400 XP) - Feat
Feat 20 (2500 XP) - Feat
Feat 21 (2600 XP) - Statistic Improvement Feat
Feat 22 (2800 XP) - Feat
Feat 23 (3000 XP) - Feat
Feat 24 (3200 XP) - Statistic Improvement Feat
Feat 25 (3400 XP) - Feat
Feat 26 (3500 XP) - Feat
Feat 27 (3600 XP) - Statistic Improvement Feat
Feat 28 (3800 XP) - Feat
Feat 29 (4000 XP) - Feat
Feat 30 (4200 XP) - Statistic Improvement Feat
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Enhanced Health I
Associated Statistic: Health
Description: This character has above-average senses, resistance to disease, and is overall generally more healthy and resistant to toxins.
Effect: The Health Roll bonus changes from +1/10 points in Health to +2/10 points in Health. This does not affect HP calculations!
Example: The character has a 50 Health. The bonus is normally +5. In this case it becomes +10.

Enhanced Health II
Associated Statistic: Health
Description: This character has extremely powerful senses, a noted resistance to disease and toxins, and is overall generally remarkably more healthy and highly resistant to poisons, toxins, and agents.
Effect: The Health Roll bonus changes from +1/10 points in Health to +3/10 points in Health. This does not affect HP calculations!
Example: The character has a 50 Health. The bonus is normally +5. In this case it becomes +15.

Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

Improved Hit Points II
Associated Statistic: Health
Description: This character is remarkably sturdy and full of energy. Performance in combat and performing stressful activities is remarkably improved over normal people.
Effect: Boosts HP. The modifier of *60 is changed to *80.

Improved Hit Points III
Associated Statistic: Health
Description: This character is amazingly resilient and physically driven. You can knock him/her down as many times as you can, but she/he will just keep getting back up.
Effect: Boosts HP. The modifier of *80 is changed to *100

Improved Hit Points IV
Associated Statistic: Health
Description: Remarkable vitality and with a body that doesn't quit, this character will continue to push, push, push well after normal people would have given up.
Effect: Boosts HP. The modifier of *100 is changed to *125

Improved Hit Points V
Associated Statistic: Health
Description: Unstoppable. This character can take punishment after punishment after punishment, but -- bloodied and battered -- will continue to get up.
Effect: Boosts HP. The modifier of *125 is changed to *150

Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.

Enhanced Lift I
Associated Statistic: Strength
Description: This feat grants a character the ability to move, carry, lift, and hold much greater weight than is normally feasible. Granted the ability to inquire about others' ability to lift.
Effect: Increases the Maximum Carry Weight a character can hold from +1 bonus to +2 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +14 to Strength checks.

Enhanced Lift II
Associated Statistic: Strength
Description: Rippling with barely contained strength, this character has the ability to move, pick up, carry, throw, and otherwise manipulate weights or sizes that would otherwise dwarf normal people. This character definitely lifts.
Effect: Increases the Maximum Carry Weight a character can hold from +2 bonus to +3 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +21 to Strength checks.

Enhanced Item Storage Capacity I
Associated Statistic: Strength
Description: This character is able to pack away the items, weapons, and gear for greater stocking than most people. Where did you pull that from again? N-nevermind.
Effect: The character can increase the +1 per 10 points bonus to this to +2 per 10 points, enabling the character to have more Items Slots.
Example: The character has a 90 Strength. Instead of +9, the character gains +18 to account for Item Slots to be able to carry more items on his/her person at one time.

Enhanced Item Storage Capacity II
Associated Statistic: Strength
Description: This character far surpasses normal peoples' ability to carry and pack away gear. Whether it's hooking 5 grenades to a single loop or just bearing the weight of those two extra swords, the team packmule becomes pretty obvious with this one.
Effect: The character can increase the +2 per 10 points bonus to this to +3 per 10 points, enabling the character to have more Items Slots.

Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

Improved Physical Damage II
Associated Statistic: Strength
Description: This character can strike mighty blows that rend their enemies asunder with considerably greater ease.
Effect: Raises physical damage modifier from *6 to *7.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*7 = 42.

Improved Physical Damage III
Associated Statistic: Strength
Description: Some of the strongest warriors and shocktroopers possessing this feat can deliver even stronger blows, ones that echo and wonder what kind of terrible shape someone's about to be in.
Effect: Raises physical damage modifier from *7 to *8.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*8 = 48.

Improved Physical Damage IV
Associated Statistic: Strength
Description: A paragon of vicious blows, one who possesses this feat is a serious wrecking crew, able to chop and bludgeon through their foes like styrofoam.
Effect: Raises physical damage modifier from *8 to *10.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*10 = 60.

Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.

Improved Defense II
Associated Statistic: Endurance
Description: Sometimes just being able to take a ton of punishment can take a toll on an enemy. Takers of this feat can take a licking and keep on ticking beyond regular physical pain.
Effect: Increases Defense Absorb Modifier alters from *50 to *60.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*60=240. The character could then soak 240 points of damage before losing HP.

Improved Defense III
Associated Statistic: Endurance
Description: Sometimes you can beat a man like he's never been beaten before...and he'll just keep coming after you. A character with this feat has near the unwavering tenacity of a stone pillar and the resilience of an oglop.
Effect: Increases Defense Absorb Modifier alters from *60 to *75.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*75=300. The character could then soak 300 points of damage before losing HP.

Improved Defense IV
Associated Statistic: Endurance
Description: Takers of this feat are incredibly resilient, able to withstand incredible amounts of punishment. Who knew brick walls could run this fast?
Effect: Increases Defense Absorb Modifier alters from *75 to *100
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*100=400. The character could then soak 400 points of damage before losing HP.

Enhanced Endurance I
Associated Statistic: Endurance
Description: Takers of this feat have a body that just refuses to give out, even when it's just about comatose and the ticker's slowing.
Effect: The character gains a +2 to every 10 points in Endurance the character has for his/her Survival Roll.
Example: The character has a 60 Endurance. Normally this would grant +6 to the roll, but with this Feat it is raised to +12.

Enhanced Endurance II
Associated Statistic: Endurance
Description: Even after going down, a taker of this feat will likely eventually get back up, whether it's Round 1 or Round 14.
Effect: The character gains a +3 to every 10 points in Endurance the character has for his/her Survival Roll.
Example: The character has a 60 Endurance. Normally this would grant +6 to the roll, but with this Feat it is raised to +18.

Improved Magic I
Associated Statistic: Intelligence
Description: Some of a mage's talent is natural, bearing a deeper mental expanse than most, having a greater quantity of mana to expend.
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.

Improved Magic II
Associated Statistic: Intelligence
Description: One with this feat is able to tap into a deep pool of magic, wielding spells with nigh-impunity.
Effect: Increases the character's Magic Points (MP), changing the modifier from *6 to *7.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*7=490 so the character has 490 MP.

Improved Magic III
Associated Statistic: Intelligence
Description: A taker of this feat is one with the arcane, tapping into vast reserves of their own spiritual energy, a powerful caster to be certain.
Effect: Increases the character's Magic Points (MP), changing the modifier from *7 to *8.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*8=560 so the character has 560 MP.

Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

Enhanced Spirit I
Associated Statistic: Spirit
Description: Remember that hamster-powered pair of scissors with nail clippers for blades and seemingly pointless streamers? Maybe not, but a taker of this feat bears a vivid imagination made to come up with crazy ideas like this. Of course...not all ideas are crazy, and it helps hone a craftsman's mental image and communicate it to his/her finished product.
Effect: For every 10 points in Spirit, thecharacter gains +2 to roll for Spirit-based skills including Craft. THIS DOES NOT AFFECT MAGIC DAMAGE!
Example: A character has 60 Spirit. Normally the character would gain a bonus of +6, but with this feat, the bonus is +12.

Enhanced Spirit II
Associated Statistic: Spirit
Description: A character with this feat doesn't have great difficulty letting an idea take shape, easily able to channel their idea into a wonderful creation.
Effect: For every 10 points in Spirit, thecharacter gains +3 to roll for Spirit-based skills including Craft. THIS DOES NOT AFFECT MAGIC DAMAGE!
Example: A character has 60 Spirit. Normally the character would gain a bonus of +6, but with this feat, the bonus is +18.

Improved Magic Damage I
Associated Statistic: Spirit
Description: A taker of this feat wields greater raw arcane might than most, the caster's chanting intensifying the strength of a spell.
Effect: Increases the Magic Damage modifier from *5 to *6.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*6 = 60.

Improved Magic Damage II
Associated Statistic: Spirit
Description: The sheer intensity of a spell chant by a taker of this feat bears even greater arcane force than the last.
Effect: Increases the Magic Damage modifier from *6 to *7.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*7 = 70.

Improved Magic Damage III
Associated Statistic: Spirit
Description: The easy flow of arcane might from a taker of this feat is made to tear the enemy asunder, whether by fire, by cold, by air, by water...whatever the means, the means will be exceptionally strong.
Effect: Increases the Magic Damage modifier from *7 to *8.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*8 = 80.

Improved Magic Damage IV
Associated Statistic: Spirit
Description: One with this feat bears a mighty arcane power few can withstand in comparison. Woe to the one who falls beneath the wrath of such magic.
Effect: Increases the Magic Damage modifier from *8 to *10.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*10 = 100.

Improved Magic Soak I
Associated Statistic: Willpower
Description: Some of the more magically inclined are better conditioned to withstand an arcane assault, rendering the forces of magic less effective.
Effect: This increases the Magic Soak from *40 to *50.
Example: The character has a 60 Willpower. The character has 6*40=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 6*50=300 instead to soak.

Improved Magic Soak II
Associated Statistic: Willpower
Description: A taker of this feat is considerably resilient to magic, able to withstand the arcane to a greater degree than most.
Effect: This increases the Magic Soak from *50 to *60.
Example: The character has a 60 Willpower. The character has 6*40=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 6*60=360 instead to soak.

Improved Magic Soak III
Associated Statistic: Willpower
Description: A character with this feat bears a great resistance to the forces of magic, toughening one against the arcane elements.
Effect: This increases the Magic Soak from *60 to *75.
Example: The character has a 60 Willpower. The character has 6*40=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 6*75=450 instead to soak.

Improved Magic Soak IV
Associated Statistic: Willpower
Description: A taker of this feat is a paragon of resistance to sheer arcane might, able to absorb the brunt of many a spell.
Effect: This increases the Magic Soak from *75 to *100.
Example: The character has a 60 Willpower. The character has 6*40=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 6*100=600 instead to soak.

Enhanced Willpower I
Associated Statistic: Willpower
Description: A taker of this feat bears a great sense of will, able to tighten his/her focus as well as deny a spellcaster's power with natural effort.
Effect: The Willpower bonus changes from +1 to +2 points per 10 points of Willpower. This applies to the Mental/Magical Defense Roll and Willpower based skills.
Example: The character has a 50 Willpower. The bonus is normally +5. In this case it becomes +10.

Improved Luck I
Associated Statistic: Luck
Description: Some people are just luckier than others. A taker of this feat just seems to get things go their way more often than others.
Effect: For every 10 points in Luck, the character gains +2 to rolls.
Example: The character has an 80 Luck. Instead of +8, the character gains a +16 to Luck rolls.

Enhanced Luck I
Associated Statistic: Luck
Description: Every now and then it seems fate just smiles on one person, and it's noticed quite often.
Effect: This changes the Luck Point calculation from +1 Point/10 in Luck to +2/10 in Luck
Example: A character with 100 Luck would normally have 10 Luck Points. With this feat, that character has 20 Luck Points.
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