Horrific feats

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To compete with all the monsters out there, heroes, villains, and not-so-innocent bystanders need horrific feats. These are the only feats currently allowed, though that will no doubt change.

All characters get a feat at each odd level, including the 1st. Horrific occupations usually give 1-2 other feats, and many Horrific races give extra starting feats as well.

To limit optimization opportunities, and to make the system cleaner, feats should usually not give numerical bonuses. If they do, these bonuses don't stack. Ever.

Some feats represent abilities that should be built directly into the combat system. A few others unlock abilities that should be fairly common, but won't be due to the high value of a feat. Therefore, all characters start with virtual access to the following feats:

All-Out Attack, Armor Proficiency (Light), Combat Expertise, Simple Weapons Proficiency, Weapon Finesse (revised).

General Feats

Some feats have less prerequisites in these tables than in the individual feat descriptions. In those cases, the table has precedence. Prerequisites has been lowered to minimize useless feat chains.

Aircraft Operation

Select a class of aircraft (general-purpose aircraft, heavy aircraft, helicopters, jet fighters, or spacecraft). You are proficient at operating that class of aircraft. Unless you have learned how to fly in some highly unusual circumstance, you must begin with general-purpose aircraft.

The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighter and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.

You take no penalty on Vehicles checks or attack rolls made when operating an aircraft.

You can gain this feat multiple times. Each time you take the feat, you select a different class of aircraft.

Prerequisite: Trained in Vehicles.

Table: General Non-Combat Feats
Feat Source Prerequisites
Action Boost Fut
  Extra Action Boost FPC Action Boost.
  Helping Hand FPC Action Boost.
  Improved Action Boost FPC Action Boost.
    Advanced Action Boost FPC Action Boost, Improved Action Boost.
  Over the Limit FPC Action Boost.
Aircraft Operation Mod Trained in Vehicles.
Authorized Channels FPC
Black Marketer FPC
Deep Pockets
Economic Warfare
Endorsement Deal M20 Trained in Reputation.
Extra Second Wind SWSE Trained in Endurance.
Financial Wizard MPC Trained in Bureaucracy.
Fleet PF
Force Stop Mod Trained in Vehicles.
Frightful Presence Mod Cha 15, trained in Intimidation.
Great Fortitude Mod
Jack of All Trades
Holdout DnW Trained in Stealth.
  Amazing Holdout DnW Trained in Stealth, Holdout, Special.
Improved Defenses SWSE
Improved Natural Healing UA
Iron Will Mod
Lightning Reflexes Mod
Light Sleeper M20
Low Profile Mod Not trained in Reputation.
Mental Warding FPC
  Mental Buffer FPC Mental Warding.
Minions Past
  Fanatical Minions Cha 15, Minions.
  Improved Minions Minions, 9th level.
Natural Talent FPC
Nimble Moves PF Dex 13.
Run Mod
  Fleet of Foot UA Run.
Scent DMG Wis 11, Special.
Second Chance FPC
Seduce on the Run DnW Cha 13, Special.
Shake It Off SWSE Con 13, Trained in Endurance.
Sidekick Past Character level 6.
Speed Demon Past
Steely Gaze DnW Cha 13, trained in Intimidation.
Surface Vehicle Operation Mod Trained in Vehicles.
Surgical Expertise SWSE Trained in Treat Injury.
Toughness
Trackless M20
Unshakable DnW
Urban Tracking Fut
Vehicle Dodge Mod Dex 13, Trained in Vehicles.
Windfall Mod

Economic Warfare

You are proficient at Economic Warfare and predatory business deals. The economic warfare combat system is roughly equivalent to normal combat, but the turns are weeks or months in length, hit points are based on funds available, etc.

It's up to the GM to flesh it out if it ever becomes needed.

Fleet

Your base speed increases by 5 feet (1 square). You can take this feat multiple times. The effects stack.

Frightful Presence

You can use the feat once per round as a swift action. When you do, you make an Intimidation check against all opponents within 10 feet who have fewer levels than you. If you beat an opponent's Will Defense, he or she is shaken for a number of rounds equal to 1d6 + your Charisma modifier.

If your Intimidation check fails, or after the duration has ended, that opponent is immune for the rest of the encounter. This feat does not affect creatures with an Intelligence of 3 or lower.

If you are also trained in Reputation, the duration increases to 2d6 + your Charisma modifier.

Prerequisites: Charisma 15, trained in Intimidation.

Great Fortitude

You get a +2 feat bonus on Fortitude.

Iron Will

You get a +2 feat bonus on Will.

Jack of All Trades

You can use all skills as if you are trained.

Lightning Reflexes

You get a +2 feat bonus on Reflex.

Nimble Moves

You can move across a single obstacle with ease.

Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Requirements: Dexterity 13.

Psychological Warfare

You are proficient at Psychological Warfare and propaganda. The psychological combat system is roughly equivalent to normal combat, but the turns are weeks or months in length, hit points are based on popularity, etc.

It's up to the GM to flesh it out if it ever becomes needed.

Surface Vehicle Operation

Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). You are proficient at operating that class of vehicle.

The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction ve­hicles (such as earth movers) and wheeled armored vehicles (such as some armored personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind-powered water vessels. Ships are large, multicrewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.

You take no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class. You can gain this feat as many as five times. Each time you take the feat, you select a different class of surface vehicle

Prerequisite: Trained in Vehicles.

Vehicle Dodge

When you drive a vehicle, that vehicle gets a +2 feat bonus to Defense.

Prerequisites: Dexterity 13, trained in Vehicles.

Combat Feats

Table: General Combat Feats
Feat Source Prerequisites
Accurate Attack M20
Acrobatic Strike SWSE Trained in Acrobatics.
All-Out Attack M20
Archaic Weapons Proficiency Mod
Armor Proficiency (Light) Mod
  Armor Proficiency (Medium) Mod Armor Proficiency (Light).
    Armor Proficiency (Heavy) Mod Armor Proficiency (Light), Armor Proficiency (Medium).
Backstabber Dex 13.
Blind-Fight Mod
Brawl Mod
  Improved Brawl Mod Brawl, BA +3.
  Knockout Punch Mod Brawl, BA +3.
    Improved Knockout Punch Mod Brawl, Knockout Punch, BA +6.
  Rope-a-Dope ICF Brawl, BA +3.
  Streetfighting Mod Brawl, BA +2.
    Improved Feint Mod Int 13, Brawl, Streetfighting.
    Improved Streetfighting ICF Brawl, Streetfighting, BA +3.
Charging Fire SWSE BA +4.
Combat Expertise Mod Int 13.
  Improved Disarm Mod Int 13, Combat Expertise.
  Improved Trip Mod Int 13, Combat Expertise.
    Body Slam ICF Int 13, Combat Expertise, Improved Trip, BA +3.
  Whirlwind Attack Mod Dex 13, Int 13, Combat Expertise, BA +4.
Combat Reflexes Mod
Deflect Missiles ICF Dex 13, BA +1.
  Extra Deflect Missiles ICF Dex 15, Deflect Missiles, BA +1.
  Unarmed Deflect Missiles ICF Dex 13, Deflect Missiles, BA +3.
    Snatch Missiles ICF Dex 15, Deflect Missiles, Unarmed Deflect Missiles, BA +3.
      Catch Bullets DnW Dex 17, Deflect Missiles, Snatch Missiles, Lightning Reflexes, BA +3, Special.
Dodge (revised) Mod Dex 13.
  Agile Riposte Mod Dex 13, Dodge (revised).
  Infighter DnW Dex 13, Dodge (revised).
  Mobility Mod Dex 13, Dodge (revised).
    Back Off MPC Dex 13, Dodge (revised), Mobility.
    Improved Charge SWSE Dex 13, Dodge (revised), Mobility.
Drive-by Attack Mod
Double Attack SWSE BA +6.
  Triple Attack SWSE Double Attack, BA +11.
Dual Weapon Mastery I SWSE Dex 13, BA +1.
  Dual Weapon Mastery II SWSE Dex 15, Dual Weapon Mastery I, BA +6.
    Dual Weapon Mastery III SWSE Dex 17, Dual Weapon Mastery I, Dual Weapon Mastery II, BA +11.
    Two-Gun Mojo DnW Dex 15, Str 13, Dual Weapon Mastery I, Dual Weapon Mastery II, BA +6.
Exotic Firearms Proficiency Mod
Exotic Melee Weapon Proficiency Mod BA +1.
Far Shot Mod
Improved Damage Threshold Mod
Improved Natural Attack (revised) A natural attack, BA +4.
Improvised Weapon Proficiency MAM BA +8.
Martial Arts I SWSE
  Combat Throw Mod Martial Arts I.
    Improved Combat Throw Mod Martial Arts I, Combat Throw, BA +3.
  Elusive Target Mod Dex 13, Martial Arts I.
  Martial Arts II SWSE Martial Arts I, BA +3.
    Martial Arts III SWSE Martial Arts I, Martial Arts II, BA +6.
  Martial Arts Weapon Proficiency ICF Martial Arts I, BA +1.
Mighty Swing SWSE Str 13.
Pack Tactics
Personal Firearms Proficiency Mod
  Advanced Firearms Proficiency Mod Personal Firearms Proficiency.
    Burst Fire Mod Wis 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.
    Strafe Mod Personal Firearms Proficiency, Advanced Firearms Proficiency.
Pin SWSE BA +1.
  Crush SWSE Pin, BA +1.
Point Blank Shot Mod
  Careful Shot SWSE Point Blank Shot, BA +2.
  Carnage Dex 13, Point Blank Shot, BA +2.
    Carnival of Carnage Dex 13, Point Blank Shot, Carnage, BA +6.
  Double Tap Mod Dex 13, Point Blank Shot.
    Hail of Bullets ICF Dex 13, Point Blank Shot, Double Tap.
  Precise Shot Mod Point Blank Shot.
    Deadeye SWSE Point Blank Shot, Precise Shot, BA +4.
    Ranged Kill ICF Point Blank Shot, Precise Shot, BA +11.
    Skip Shot Mod Point Blank Shot, Precise Shot.
    Sniper SWSE Point Blank Shot, Precise Shot, BA +4.
  Ranged Disarm ICF Point Blank Shot, BA +2.
  Roomsweeper DnW Dex 13, Point Blank Shot.
Power Attack Mod Str 13.
  Cleave Mod Str 13, Power Attack.
    Cleave Asunder ICF Str 13, Power Attack, Cleave, Sunder.
    Clothesline DnW Str 13, Power Attack, Cleave, Brawl.
    Expert Cleave ICF Str 13, Power Attack, Cleave, BA +7.
    Great Cleave Mod Str 13, Power Attack, Cleave, BA +4.
      Supreme Cleave ICF Str 13, Power Attack, Cleave, Great Cleave, BA +10.
  Improved Bull Rush Mod Str 13, Power Attack.
    Advanced Bull Rush ICF Str 13, Power Attack, Improved Bull Rush, BA +8.
    Supreme Bull Rush ICF Str 13, Power Attack, Improved Bull Rush, BA +10.
  Improved Overrun UA Str 13, Power Attack.
  Sunder Mod Str 13, Power Attack.
    Defensive Sunder ICF Str 13, Power Attack, Sunder.
Powerful Charge SWSE Medium or larger size, BA +1.
Prone Fighting M20
Quick Draw Mod BA +1.
Quick Reload Mod BA +1.
Rapid Shot SWSE Str 13, BA +1.
Rapid Strike SWSE Dex 13, BA +1.
Running Attack SWSE Dex 13.
Simple Weapons Proficiency Mod
Surprise Strike Dex 13.
Thick Hide Natural armor.
Trip SWSE BA +1.
  Throw SWSE Trip, BA +1.
Triple Crit SWSE BA +8.
Weapon Finesse Mod BA +1.
Weapon Focus Mod Proficient with weapon, BA +1.

Mystic Feats

Table: Mystic Feats
Feat Source Prerequisites
Additional Arcana Dynamic magic.
Additional Element Attack Arcana.
Augment Summoning Summon Arcana.
Body of Steel Special.
Command Undead ME Charm Arcana.
Craft Permanent Spell ME
Elemental Focus ME
  Greater Elemental Focus ME Elemental Focus.
Faith
  Strong Faith Faith.
    True Faith Faith, Strong Faith.
Improved Magic Focus ME Wis 13.
Magical Meditation ME Wis 13, Trained in Concentration.
Mind Over Matter Special.
Movement Specialization ME Move Arcana, magic rating 4.
Natural Spell ME
Quicken Spell ME
Rewrite Memory ME Charm Arcana, magic rating 6.
Ritual Mage ME Trained in Concentration and Metaphysics.
Sensitive CC20 Cha 15.
  Dowsing CC20 Cha 15, Sensitive.
  Mind Reading CC20 Cha 15, Sensitive.
    Mind Probe CC20 Cha 15, Sensitive, Mind Reading.
  Psychometry CC20 Cha 15, Sensitive.
  Remote Viewing CC20 Cha 15, Sensitive.
  Second Sight CC20 Cha 15, Sensitive.
  Telepathy CC20 Cha 15, Sensitive.

Additional Arcana

Requirement: Must know Dynamic Magic.

Benefit: You know an additional Arcana, beyond those granted by your magical tradition.

Additional Element

Requirement: Must know the Attack Arcana.

Benefit: You can use an additional element, beyond those granted by your magical tradition.

Augment Summoning

Requirement: Must know the Summon Arcana.

Benefit: Any creature you summon gains +4 Strength and +4 Constitution.

Body of Steel

Requirement: You must have some mystic ability that specifically allows this feat.

Benefit: You can base your Physical Defense on Fortitude Defense instead of Reflex Defense.

Mind Over Matter

Requirement: You must have some mystic ability that specifically allows this feat, such as the Defend Arcana.

Benefit: You can base your Physical Defense on Will Defense instead of Reflex Defense.


Modern Horror

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