Ability Feats (NXT)

Special, unique abilities or characteristics that truly set characters apart from one another -- or unite them together.
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Ability Feats (NXT)

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Post by Tony »

Ability Feats

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

These can be purchased at any time by a character, and have no experience requirements unless otherwise specified.
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Bright Eyed and Bushy Tailed
Associated Statistic: Health
Description: Most people need at least 8 hours of sleep to function at their best, this character, however, requires only 4.
Effect: The character does not take sleep penalties unless he/she has less than 4 hours of a sleep a day (this does not apply to MP recovery or HP recovery). This character also benefits from a 20% resistance to the "Sleep" family of status effects (roll a 1d100; on 81-100, resist).

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

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

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

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

Mysterious Power
Associated Statistic: Varies
Pre-requisite: GM Approval
Description: Dimensional Warriors have an astonishing rate of occurrence with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the group on a whole as Weirdness Magnets. These mysterious powers are often circumstantial, and even the holder of the power may not fully understand it without a life long search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.

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

Improved Flight
Associated Statistic: Strength/Dexterity
Prerequisite: Flight Feat
Description: You are experienced in flying without the aid of machinery and it shows. You can fly longer, farther, and faster than others who share the skies with you.
Effect: You fly at 5x running speed, and receive a +10 bonus to flight checks. While in the air, +5 bonus is granted to Strength, Dexterity, and Health rolls.

Force Field
Associated Statistic: Spirit
Description: The character is able to project a "bubble" shield of spiritual energy around itself.
Effect: Create a force field that will absorb (Spirit * 5) HP in damage. This field is for 1 person only. This field regenerates (Spirit) HP every round until broken, then requires sleep to repair.

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

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

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

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

Mimic
Associated Statistic: Awareness
Description: The character has a borderline eidetic short-term memory and an extreme attention to detail, making them able to notice miniscule movements and the finest parts of performing an action or using a skill they would otherwise never have for a short period of time.
Effect: Attempt to mimic a skill the character has seen (up to a maximum of level 5) for 3 minutes. This feat breaks the "unlearned skill" barrier of +20, allowing a character to use full bonus aside from the mimicked skill cap of 1.

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

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

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

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

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

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

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

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

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

First Impressions
Associated Statistic: Spirit
Description: Allows a character to slide easily into new environments, situations, groups, and jobs.
Effect: When trying to blend into a group of people or an area that the party has not established a rapport or reputation with (GM's discretion), this character rolls its Speechcraft, Disguise, and other contextual effects one "step" higher than normal. Once a reputation, rapport, or other such recognition has been established -- for better or worse -- this effect is nullified.

Butterfly's Sting
Associated Statistic: Luck
Description: Just last week, this character hospitalized a brick; it's so mean, it makes medicine sick. This character's martial talent is quick, distracting jabs, not felling blows. It makes sure the target won't see the big swing coming right after.
Effect: Allows a character to forego a critical hit to deal normal damage, instead granting the next character to successfully land an attack on that creature a critical hit regardless of the roll.

Champion's Duel
Associated Statistic: Strength
Description: This character specializes in one-on-one combat, and has a tendency to call out others to rise to its challenge. Anyone interfering in that breaks its focus and demoralizes it.
Effect: Allows a character to declare a single combat challenge to one enemy. Upon doing so, this character rolls one "step" higher than normal against that target, so long as no one else threatens that opponent or until the challenge ends. If another combatant attacks you or your foe, the challenge ends and the character instead rolls one "step" lower until the battle is over. This character can only challenge one character per battle.

Careful Teamwork
Associated Statistic: Awareness
Description: This character shines in directing others; it sees and notices "tells," patterns, or just has gut feelings about what's to come. If it focuses enough, it can even micromanage its allies in and out of danger.
Effect: Allows this character to forego standard actions and instead bolster his/her teammates. At the cost of 5% MP per check, this character supervises and advises up to 5 other characters for out-of-combat actions, raising their rolls by one "step." If this character takes a standard action or is forced to perform any kind of check, the effect will break immediately.

Spell Suppression
Associated Statistic: Awareness
Description: This character's ability to manipulate spiritual energy allows it to interact with exchanges that don't even involve it.
Effect: Once per round, this character may attempt to use Magic Defense to dismiss a spell that is not targeted at that character.

Inspiring Blow
Associated Statistic: Strength
Description: This character shows how it can be done. Whether it's just luck or plain skill, this character can inspire others to do as it does... for a time, anyway.
Effect: After scoring a critical hit, allows this character to forego the critical hit and instead deal normal damage, but instead all attacks against that target until the character's next turn are rolled one "step" higher.

Disappearing Act
Associated Statistic: Awareness
Description: Blending into a crowd is OK, but why do that when you can stand out? This character has the uncanny ability to be so distracting, it can lure others' attention away from a certain person or area. It can be exhausting, though -- and there's always the risk of running out of tricks.
Effect: When conspicuous (not hidden, in public, etc) this character can play "decoy" to the point that another character is considered incognito. For 10% of the user's MP per use, this character can imbue another character with Moderate "Invisibility" status until he/she takes a provocative action or attack. This is not considered "true" invisibility, but can grant Sneak Attacks or direct attention away from a particular character.

Reset Initiative
Associated Statistic: Awareness
Description: Whatever you were doing before, it just wasn't working. Instead of giving up, this character can try to change the scheme, alter the format, and put its allies into a new formation.
Effect: After the first round of initiative-based combat is completed, allows this character to direct his/her teammates to take a different approach to the battle and force a complete re-shuffling of party initiative. This does not affect enemies.

Man Down
Associated Statistic: Awareness
Description: A downed ally gives this character such drive that it's able to completely ignore the flow of battle and rush to its aid.
Effect: If another party member is reduced to 0 HP or below, this character may "cut" the initiative line to act, but foregoes his/her normal turn, even if it is in the next round.

Hunker Down
Associated Statistic: Awareness
Description: This character can maximize the use of the environment to protect itself. It's not cowardice if they're using a machine gun, after all.
Effect: If this character is under the "Concealment" status effect, may expend a standard action and raise the severity of that status by one level until the character's next action.

Covering Fire
Associated Statistic: Awareness
Description: This character can use multiple peppering shots to distract an enemy and force it to "dance," making it that much more difficult for the target to strike other allies.
Effect: Allows this character, when using a bow, firearm, or other similar weapon, to distract enemies away from other party members. Uses a standard action, and allows all party members to dodge one "step" higher until this character's next turn. After this is used, the character must spend a round recuperating/reloading the weapon.

Indomitable
Associated Statistic: Health
Description: Never give up; never surrender. This character can shrug off some of the worst pain or vulnerabilities it's given, but that one surge of absolving spirit can't last.
Effect: Once per mission, this character may completely purge him/herself of all status effects up to Acute (some exceptions may apply) severity, but any status effects that land on that character until the end of the mission that land immediately have maximum duration.

Keep It Together
Associated Statistic: Awareness
Description: This character's either very lucky or very talented, and no one can really tell which it is. It can keep a vehicle that should hae been completely disabled operating through some of the worst punishment... at least for a little bit.
Effect: Allows this character's vehicle to continue operating through one attack per mission that would render its vehicle inoperable (below 0 AP). The vehicle will "survive" with 1 AP after that attack.

Weaken Resolve
Associated Statistic: Strength
Description: This character has the uncanny ability to crush a target's spirit, making it think twice about whether it will want to continue this engagement. Don't let anyone else change its mind, though.
Effect: Allows this character to forego a critical hit and instead force a target to retreat. Some targets will be immune. If the target is affected, it will use its next turn to retreat from battle, but if it is attacked before that it will resume combat normally.

Rally
Associated Statistic: Spirit
Description: This character can inspire allies and party members to keep fighting through some of the worst odds.
Effect: Once per mission, this character may rally his/her party members from defeat. As a standard action, this character boosts all party members below 50% HP at the time of use one "step" higher attack and dodge rolls. Once a target character is raised above 50% HP, the effect is no longer functional, even if the character drops below 50% HP again.

Trust
Associated Statistic: Awareness
Description: "I hope you know what you're doing," is a common thought.
Effect: Once per battle, this character may yield his/her standard action to another character. The target character gets both this character's turn and its normal round action.

Assault Tactics
Associated Statistic: Awareness
Description: Some old-fashioned people may think you need a bugle or a war drum to call a charge; all this character needs is a few commands and everyone just seems to get the idea.
Effect: Once per battle, this character can direct his/her party members in an all-out offense. Until the character's next turn, the characters' party members deal 150% damage.

Deployment Tactics
Associated Statistic: Awareness
Description: Some lesser-minded leaders may think "Look out!" cuts it in the heat of battle, but not this character. It actually can provide HELPFUL advice to keep its allies out of imminent pain.
Effect: Once per battle, this character directs his/her party members in avoiding attacks against them. Until this character's next turn, the character's party members dodge attacks at one "step" higher.

Field Tactics
Associated Statistic: Awareness
Description: This character's used to training others in how to use the environment to their advantage, whether it's a low stack of thin boxes, a small berm or hill, or a corner. This character can help others spot even the slightest advantage.
Effect: Once per battle, this character may direct his/her party members in maneuvering the field, whether it's indoors or out. Until the character's next turn, the character's party members benefit from Mild "Concealment" status.

Outmaneuver
Associated Statistic: Awareness
Description: This character's tactical and analytical mind can help it around some obstacles a target may put between it and the character, from flanking to one side to focusing attacks.
Effect: Once per battle, this character's tactical expertise may render some positive status effects on enemies nullified. Choose one target to remove positive status effects from, including "Offense," "Defense," "Endure," "Concealment," etc. Some exceptions will apply. This should be considered party members countering a status rather than a target losing it.

Grand Leader
Associated Statistic: Awareness
Description: This character has the uncanny ability to squeeze blood from a stone (metaphorically speaking), pushing party members and allies above and beyond their normal capabilities, whether through sheer charisma or taskmastering.
EFfect: Once per battle, this character may bolster his/her party members' staying power and boost their morale. This character grants party members 25% more Max HP, but DOES NOT heal them, until the end of the battle. Once the battle is over, party members' Max HP returns to normal.

Hot Wire
Associated Statistic: Spirit
Description: When people use "brute force" in respect to solving a computer problem, they generally don't mean doing it at the wire and electric level. This character does.
Effect: This character may substitute Artisan: Engineering in lieu of Computer Use checks. For all intents and purposes, Artisan: Engineering replaces Computer Use checks should the character desire, BUT once the character is finished interacting with the machine in question, it will be rendered unusable and "destroyed."

Quick Fix
Associated Statistic: Spirit
Description: This character can squeeze every last drop of operating power out of a vehicle, either connecting a new power line to a damaged component or rerouting it altogether. Just don't let the toolbox fall on you while you're doing it.
Effect: Allows this character to use a standard action and return a nonfunctioning vehicle module to working order. That Hard Point will only take one more hit before returning to "destroyed," and must be repaired again.

Tech Savant
Associated Statistic: Spirit
Description: Working under pressure isn't something you can learn; you have to have the genes for it, along with the know-how. This characters' familiarity with how things should work allows it to repair damage on the fly... literally.
Effect: Allows this character to repair AP damage on a vehicle, restoring one point per use of this feat. This character can not pilot and repair simultaneously.

Hunt the Hunter
Associated Statistic: Awareness
Description: This character's got a sense in the back of its head (perhaps mixed with a touch of paranoia), making it difficult to get the drop on.
Effect: If an enemy is hidden and this character locates it with a Perception check, allows this character to take an immediate action against that enemy only, if it is within the character's normal action range.

Reactive Stealth
Associated Statistic: Awareness
Description: This character is able to keep low and move while a target is attacking somewhere else. It often involves some crawling, rolling, and scooting... usually in a hurry.
Effect: If this character is under the "Conealment" status and an enemy attacks it, this character may spend a standard action and move to another area of cover/"Concealment." When it does, it can make a Stealth check to hide from its attacker.

Advanced Planning
Associated Statistic: Awareness
Description: This character's strategic mind allows it to coordinate with other allies and party members to prioritize and formulate a plan when it comes to direct encounters.
Effect: After initiatives are set, allows this character to swap initiatives with a willing party member for the duration of an encounter.

For the Cause
Associated Statistic: Awareness
Description: This character may not be the most noble or dastardly, but it certainly is ready to avenge the fall of its comrades.
Effect: When a party member suffers any of the "Death" status effects, this character rolls its attacks one "step" higher until the status is removed or the encounter ends.

Make an Example
Associated Statistic: Awareness
Description: This character is able to tactfully place its strikes to debilitate or demoralize an enemy, giving it pause or hesitation to overcome whatever the hell that was that just hit them.
Effect: When this character scores a critical hit against a target, it may forego the critical effect and instead force that target to roll its attacks one "step" lower until the end of an encounter.

Revolutionary Rhetoric
Associated Statistic: Spirit
Description: Converting someone to abandon one cause for another is one of the most difficult things in history; however, this character can at least convince most creatures to at least take pause and consider the merits.
Effect: Once per target, this character may attempt to make a target doubt its own motives using a Speechcraft check against the target's Speechcraft "Bluff" skill. If this character succeeds, the target will not act in that round of combat. If the character fails, the target gets an immediate standard attack against the character.

Learn from Mistakes
Associated Statistic: Awareness
Description: This character benefits from others' examples, especially when they fail. Careful observation allows them to see something in 20/20 hindsight that another character may not.
Effect: When another party member fails an out-of-combat skill check, this character may roll the same skill check afterwards (i.e. the checks can't be made simultaneously) one "step" higher than normal. This will only apply once, regardless of how many other characters fail the check.

Interrogator
Associated Statistic: Awareness
Description: This character is able to set aside its personal feelings or thoughts about a certain situation and is able to present an aloof, cold, forboding composure that makes it difficult to resist.
Effect: Allows this character to create an aura of unliving, emotionless menace that no creature can match. This character rolls intimidation-themed Speechcraft checks one "step" higher than normal, at the cost of 10% MP per check.

Trick Shot
Associated Statistic: Awareness
Description: Most shooters are trained in center-of-mass, practiced shooting. This one's... special, and uses it for a myriad of different effects; namely, getting rid of another character's weapon.
Effect: When using a ranged weapon of any kind, this character can perform a single-strike attack to disarm a target (some exceptions will apply). This inflicts Chronic "Off-Guard" status, knocking a character off its feet and knocking the weapon 1d3 Areas away (if applicable).

Deceptive Strike
Associated Statistic: Awareness
Description: A favorite among duelists, this feint method frustrates most fighters. After all, what's a fight without a weapon?
Effect: When using a melee weapon of any type, this character can perform a single-strike attack o disarm a target (some exceptions will apply). This inflicts Chronic "Off-Guard" status, knocking a character off its feet and knocking the weapon 1d3 Areas away (if applicable).

Mounted Mettle
Associated Statistic: Awareness
Description: She can take it. Trust me.
Effect: Allows this character to use vehicles -- whether creatures or machines -- as improved weapons, whether by trampling, striking, or natural weapons. When this character performs a "melee" attack with a vehicle -- whether a natural ability, a ram plate, or just with the vehicle itself -- the AP damage is increased by two points.

Leap from the Saddle
Associated Statistic: Awareness
Description: Papa always said you can't ride two horses with one ass, so never half-ass anything. Full-ass one thing, even if you have to change midway through.
Effect: Allows this character to take an action immediately after dismounting a vehicle -- whether creatures or machines -- without having to wait for initiative. This allows pilots to exit their vehicles in dramatic fashion, whether jumping from one car to another to pilot it, dismounting a chocobo to attack with a sword, or ejecting from a plane and using an item of some kind.

Drunken Strength
Associated Statistic: Health
Description: This character's able to draw out the potency in over-the-counter treatments, even getting a bit of a buzz off it. Don't consume potions and operate heavy machinery.
Effect: When this character consumes, or another character uses on him/her, a one-use recovery item (a Potion or Ether), this character can choose whether a) his/her next attack is rolled one "step" higher; b) his/her next defense is rolled one "step" higher; or c) his/her next successful melee attack deals an additional 50% damage, according to the type of damage it is intended to do. This selection must be made at the time of consumption.

Firewater Breath
Associated Statistic: Health
Description: A favorite amongst stage performers, this character's able to project and ignite normal everyday items offensively. It's a great emulation of things you don't see everyday, unless... you do. Then it's just a good emulation.
Effect: When this character consumes, or another character uses on him/her, a one-use recovery item (a Potion or Ether), this character can forego the item's beneficial effect and instead choose to treat it as an offensive item against as many targets as it chooses, but divides the item's beneficial effect evenly amongst them (i.e. a 2000 HP restorative against 4 targets would deal 500 HP damage apiece) as physical, non-elemental damage. This is a Reaction check, DC 160 (180 if in Cover) like many other offensive items.

Life Funnel
Associated Statistic: Health
Description: This character gets some kind of rush (don't judge) from dealing sensational strikes to a target, rejuvenating them a little bit with either adrenaline, pride, or something darker.
Effect: When this character scores a critical hit against a target, he/she may choose to forego the critical hit effect and instead heal him/herself the total damage he/she deals to the enemy. This is calculated as normal damage, and not a critical hit. For melee attackers and spiritual users, this represents stealing a target's spiritual energy to rejuvenate onself; for ranged attackers, this can be considered a simple boost in stamina or staying power from a morale boost.

Careful Disarm
Associated Statistic: Spirit
Description: Sometimes just holding your breath to steady your hands is enough to keep from setting off the bomb. That doesn't mean you're not cutting the right wire, it just means you're not cutting the wrong one, either.
Effect: When this character attempts to disarm a device, break a lock, or other similar trap-related tries, this character does not set off the trap's security measure (i.e. trip a mine, trip a security alarm, etc.) unless that character critically fails the roll. This does not mean the character succeeds, but it will fail without setting off the device.

Distraction
Associated Statistic: Awareness
Description: "Huh? What was that noise?" the guard pondered audibly as it walked across the great hangar bay. At about the halfway mark, it pauses and listens... only to shrug. "Must've been nothing," he confesses reluctantly, then turns to walk back to its designated place.
Effect: When this character is considered "hidden," whether by invisibility, stealth, or hiding, this character can make a Disguise or a Speechcraft check to convince nearby enemies actively searching for the character or its allies that the sounds they were hearing were innocent and not worth investigating. This works against the target character's Speechcraft "Bluff" skill. If the character succeeds, most enemies (some exceptions will apply) will leave the character's area unsearched.

Measure the Mark
Associated Statistic: Awareness
Description: This character's overly savvy about approaching a target to try and get up-close-and-personal with it. The tilts of their head, the tensing of their muscles... the flicking of their eyes, all can give away whether stretching out your hand will be worth it.
Effect: When this character is attempting to make a Steal check (or similar "Mug," etc.), this character can force the target to roll its Perception (or other defense) check first, then decide whether to go through with the action. This will only function once per target, per encounter with said target.

Engineer's Improvisation
Associated Statistic: Spirit
Description: Almost every item a talented tinkerer or craftsman carries has a "Use only as designed" sticker placed on it for litigation purposes. For this character, that's less of a warning and more of a challenge.
Effect: Allows this character to rapidly create an improvised item that emulates the effects of one statted Gadget or Offensive Item. To do so, the character must meet an Artisan: Engineering check, with a DC equivalent to one-tenth that of the item's normal crafting DC. Upon its use, a Gadget crafted in this way will "break," rendering itself useless. In the case of offensive items, the item will detonate if not used within five rounds of its crafting.
Last edited by BlazingStarX on August 1st, 2023, 5:48 pm, edited 2 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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