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.
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
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.
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