Feats


To take an indented feat, you must first take the one above it.







Early Bird: You can now act in the Early Morning block.
Night Owl: You can now act in the Late Night block.
Trend Setter: You get +2 Style.
Gymnast: You get +2 to Parkour checks.
Full Dual-Wield: You can make one attack for each weapon and not take a move action.
Weapon Focus: You get +2 Pro to a weapon type of your choice.
         Weapon Focus 2: When someone attacks you with your chosen weapon type, they take a -2 penalty to Hit.
Improved Block: You get +2 to Blocks.
Monster Hunter: You get +1 to DMG and HIT when attacking non-human creatures.
Avenger: You get +5 DMG to your next attack after an ally is K.O.'d.
Diehard: You can reduce an enemy's critical hit to a regular hit at the cost of 10 MP once per day.
         Diehard 2: If an attack would K.O. you, you have 1 HP instead.
                  Diehard 3: After you are K.O.'d, you become a ghost which can use all your powers for one turn. Then you really die.
Brute Strength: Whenever you cause an enemy to become Grounded, they take 3 damage.
         Brute Strength 2: If you Stun a target with your Heavy Attack, they are moved backward 5 feet.
Taunt: You can Taunt as a Major Action. Your target gets -3 to hit, +5 damage. This doesn't work against anyone with a Will score of 15 or higher.
         Taunt 2: In addition to the above, your target gets -5 to hit anyone other than you.
Versatile: You get +1 Pro with weapon types other than your class ones.
         Versatile 2: You get +1 Pro with weapon types other than your class ones. Again.
Heavy Chain: Make a Heavy Attack instead of a Basic Attack when you chain.
Hunter: If your target is at 1/4 HP, you get +4 damage to attacks made against them.
         Assassin: If you are hidden from the enemy, your first attack against them is a critical.
Rage: When you are reduced to 1/4 HP, you get +1 HIT & +2 DMG to all attacks.
         Rage 2: The above bonuses increase to +2 HIT & +4 DMG
                  Rage 3: In addition to the above, when raging you score a critical if you roll a 19 or 20.
Breaker: You get +1 to Hit when your target is blocking.
         Breaker 2: Ignore 2 points of your target's Armor.
Dodge Roll: Upon successful dodge, you can shift up to your Shift speed at a cost of 5 MP.
Throwing Skill: You get +3 to hit with a non-thrown weapon that you throw. See rules for throwing weapons.
         Throwing Skill 2: In addition to the above, the range of the attack becomes 15, and you get an additional +2 to hit.
Handyman: If a weapon breaks, you can fix it in one block.
Techie: If an instrument or piece of music equipment breaks, you fix it in two blocks.
Distance Runner: You get +10 to Run.
Sprinter: You get +5 to Shift.
First Aid: You can spend your turn to heal a target. You must be adjacent to them and neither of you can take any actions. The target regains 5 HP.
         First Aid 2: The target regains 10 HP.
Intimidate: You can use Intimidate as a Major action. Roll a d20 and add your Guts. Compare to target's Will +10. If you succeed, the target takes -3 to Hit when attacking you.
Awareness: When enemies are flanking you, they do not get a bonus to Hit.
         Awareness 2: You get +2 to defend against ranged attacks.
                  Awareness 3: You get +3 to counter-stealth checks, and enemies' Invisibility bonuses to hit are reduced by 3.
Stealth: You get +3 to Stealth checks.
         Stealth 2: You get +3 to Stealth checks. Again.
Thievery: You can use Thievery as a Major action. Make the check d20 + Smarts  vs. Senses + 10 to steal a small item off of someone who isn't aware of you.
Extended Critical: Add 1/2 WPN DMG to all criticals.
CQC: You can use Grapple as a Major action. You must be adjacent to your target. Make the check d20 + Power + Unarmed Proficiency vs. Power + 15. If you succeed, the target becomes grappled. You must re-roll this check on your turn and the target's turn if they are still grappled.
         CQC 2: If you have a grappled target, you can make a Basic Attack against them, ignoring their Armor entirely.
Arcane Strike: You can get +5 DMG on a non-magic attack at a cost of 5 MP (Adept only).
Full Attack: Full Attack uses your entire turn. You get +5 to Hit, +5 DMG, and the target gets an Opportunity
Attack. Melee only.
Swordplay: You choose whether to use Power or Speed when attacking with a sword.
         Disarm: You can use Disarm as a Major action. You must be wielding a melee weapon. Make the check d20 + Power vs. Smarts +10. If you succeed, you disarm your target.
         Feint: You can use Smarts instead of Power or Speed when attacking with a sword, at the cost of 5 MP.
         Cut Bullets: You can Block against guns and bows when wielding a sword.
Sniper: You get +2 to Hit when crouching or prone if you do not move. Guns and bows only.
         Sniper 2: You get an additional +2 to Hit when prone if you do not make a Move action. Guns and bows only.
                  Sniper 3: You can shoot a specific area of the target's body if you take a -6 penalty to Hit. Guns and bows only.
Gunslinger: You can make 2 Basic attacks as a Major action.
         Gunslinger 2: When your target is within 5 feet of you, you get +3 to Hit and +4 DMG.
                  Gunslinger 3: You can make 3 Basic attacks as a Major action, and the range of the above attack increases to 10.
Fast Reflexes: You get +3 to your Initiative.
Master of Shred: You can choose whether Heal does positive or negative damage (Musician only).
Pro Sk8tr: You can make Basic attacks while riding on a skateboard.
         Pro Sk8tr 2: You get +2 to defend against melee attacks when riding.
                  Pro Sk8tr 3: Pick one class power. You can now perform that power on your skateboard.
Combo Up: If you make a Light attack and hit, you can perform another Light attack instead of a basic attack. You cannot make more than 3 attacks in this way.
         Combo Up 2: If you roll a natural 16-20 on Light attack, you combo.
                  Combo Up 3: You can now make up to 4 attacks in one combo.

Avatar Finisher: Every member of your band must have this feat for it to work. If every member of your band devotes their turn to their avatar, multiply the bonus by two.

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