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Unread postPosted: Sun Feb 22, 2015 1:01 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
To me feats fall in a grey area, that's more powerful than Skills but less than powers. To start of I play & DM with a lot Power gamers and I started thinking how do I encourage people to choose lower powered individuals without changing the game, Here's how it works the more powerful class they choose the less Feats they receive.


Mega Heroes/ Immortals/Eugenics/Godlins/Demi Gods
Start off

1 Feat at 1 lvl
1 Feat at 5 lvl
1 Feat at 10 lvl
1 Feat at 15 lvl

Aliens/Bionics/Experiments/Mutant/Robotics/Magic/Psionics

1 Feat at 1 lvl
1 Feat at 4 lvl
1 Feat at 8 lvl
1 Feat at 12 lvl
1 Feat at 16 lvl

Minor Heroes/Super Soldiers/ Lesser Psionics

1 Feat at 1 lvl
1 Feat at 3 lvl
1 Feat at 6 lvl
1 Feat at 9 lvl
1 Feat at 12 lvl
1 Feat at 15 lvl

Ancient Weapon Master/Hardware/Natural Genius/Physical Training/Special Training
1 Feat at 1 lvl
1 Feat at 2 lvl
1 Feat at 4 lvl
1 Feat at 6 lvl
1 Feat at 8 lvl
1 Feat at 10 lvl
1 Feat at 12 lvl
1 Feat at 14 lvl
1 Feat at 16 lvl


Here are a few feats I create to give you an Idea of the power lvl

Improve Hit Points 1

At each new lvl you roll an Additional 1D4 on top of the 1D6 you normally receive

Improve Hit Points 2

At each new lvl you roll an Additional 1D6 on top of the 1D6 you normally receive.
Prerequisite: Min P.E of 16 & Improve Hit Points 1

Improve Hit Points 3

At each new lvl you roll an Additional 1D8 on top of the 1d6 you normally receive.
Prerequisite: Min P.E of 20 & Improve Hit Points 2

Natural Linguist

You learn Languages very quickly and easily. It only cost 1 skill selection to learn 3 languages + you receive an additional 15% to speak, read & write the languages

WEALTH

For some reason know only to you and your DM, the starting wealth is 1D6X what someone in your profession makes or Character Class makes a yr (I.E Maybe you have dirt on your boss and he wants you to stay quiet about the fact he's cheating on his wife, maybe you always get the big story, maybe your uncle or a distant relative owns the company you work at, maybe you' re over qualified, maybe extremely
competent in your field + 20% to 1 skill that affect your work}. This is a great role playing opportunity since you tend to have rivals or coworkers who are jealous.


Last edited by Shadowknight on Fri Jan 22, 2016 1:47 pm, edited 3 times in total.

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Unread postPosted: Tue Feb 24, 2015 7:32 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6632
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Comment: "Your inferiority complex might be justified."
The game does not actually introduce the idea of feats. That is something that is usually a house rule. But someone recently did a thread on this exact subject.

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Unread postPosted: Tue Feb 24, 2015 10:16 pm
  

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Hero

Joined: Sun Feb 25, 2007 11:11 pm
Posts: 1016
Actually, if I remember correctly, the other "feat" thread was more a means of making powers more... powerful. More like how heroes in other games start with very narrowly defined powers and learn how to use them in different ways. The problem is that with most powers in HU, the character already mastered these additional uses (the sub powers for things like CEF: Fire) which characters in other games would need to learn independently.

As for this idea... the idea of bridging the gap between power levels... (as in bringing a Hardware character up to the power level of a Mega Hero) is... well... defeating the very nature of the two power categories. Mega Heroes (and other power categories of a similar level) are meant to be more powerful than regular heroes... hence the name... Mega. Besides... it is merely an addition to the power categories. It can be added to any hero class (especially after the additions found in Rifter 37).

If you are really worried about players choosing the most powerful power category, then there are two very simple solutions that every GM has a right to enforce (no matter what players say). Either let them or don't.

If the entire group wants to play Mega Heroes, then they are asking for a very high powered game (likely one where the galaxy or universe can be at stake). This give the GM the freedom to pull out all the stops and not pull any punches. However, by the same token, if the GM doesn't want to deal with such things... he can simply rule that such a power category is not available for the game.

The truth us that "power gamers" will find a way to take advantage of even a well intentioned incentive like these feats to turn even less powerful categories into power houses. The problem isn't with the power categories themselves... rather in the way the players want to play... for which there is no easy solution.

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Unread postPosted: Thu Feb 26, 2015 11:28 pm
  

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Champion

Joined: Thu Nov 30, 2000 2:01 am
Posts: 2249
Location: High in the Tower of Yellow, Swanky town.
Comment: Time Magazine's person of the year, 2006.
That's a cool idea. :ok: Slap some more up.

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When I look in the dictionary and see the word Cool...I see Taffy's picture...-Shady Slug
Nearly all men can stand adversity, but if you want to test a man's character, give him power. -Abraham Lincoln
Don't blame me, I voted for Sanders.


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Unread postPosted: Fri Feb 27, 2015 3:47 pm
  

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Explorer

Joined: Sat Jan 29, 2005 10:43 pm
Posts: 167
I like the idea- I've done something similar but going in a different direction, a way to customize characters to make them more unique and allow for characters that have some powers or skills that are at above starting level- to indicate those people with innate talents or obsessive about practicing their abilities... or to make them more powerful if you just want to go for straight up power... It also allows the GM to set the basic level of their campaign from Gritty right up to Cosmic and create characters for those power levels.


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Unread postPosted: Sat Feb 28, 2015 12:17 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
OK here's a few more


Will of Iron

You are extremely Strong Willed and are hard to control. You have +2 to save against type of regardless if it technological, PSionic or magical mind control, possession or brain washing. You save vs Psionics that affect the mind as if you were a minor Psionic. Even when you fail your saving throw the effect are halved or the duration is half as long.

Prerequisite: M.E 16

Though

You can shrug off minor damage but not people punching you using Superhuman STR or Super Natural STR. On the first attack that hits you and does damage that round you subtract 1D8 from said damage, but no matter how well you roll the attack does at least 1 pt of damage.

Prerequisite: P.E 16.
Limitation: this feat can only be used on the first attack that round and can only be used as many times a day as your lvl. i.e a 7lvl character could use this feat for 7 rounds that day, if he gets into another fight later on that day it's unusable.


Improved Toughness

You can shrug off minor damage but not people punching you using Super Natural STR. You can subtract 1D4 from any attack that does damage that round, but no matter how well you roll the attack does at least 1 pt of damage.

Prerequisite :P.E 20 & the Feat Though.
Limitation: This feat can only be used as many times a day as your lvl. i.e a 7lvl character could use this feat for 7 rounds that day, if he gets into another fight later on that day it's unusable.

Hard to Kill

This feat is only usable when you are close to death. Whenever you are at 10 Hit Points or less this feat activates, you roll 1D4X your lvl to see how many points you gain back up to 1/2 your max hit point. You also gain an addition +20% to save against coma & death.

Prerequisite: P.E 24, having at least 30 Hit points when healthy & the Feat Improved Toughness .
Limitation: This feat can only be used once that day and after using it you are unable to use the Though or Improved Toughness feat that day even if you still have unease rounds due to the stress your near death put upon your body.


Last edited by Shadowknight on Thu Apr 02, 2015 1:39 pm, edited 3 times in total.

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Unread postPosted: Sat Feb 28, 2015 2:07 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Here's a few more, needless to say Super villains can have feats also but only half as much as his heroic counterpart and only a major villain like a Mastermind, someone in a position of power or influence or has a certain reputation not the run of the mill SV


Sexy

This represents the superhero who seems to find it easy to find lovers or people to fall in love with them and is extremely charming. For some reason charm, education, fashion sense, beauty or handsome or just knowing what to say or do seems to never have problems attracting the opposite sex for rendezvous. In game terms you receive +1 P.B & + 2 M.A when interacting with members of the opposite sex, you also receive +20% Seduction.

Limitation: This feat doesn't mean you can force a player character to fall in love with your character or you can seduce a married or someone in a relationship. But you can talk a meter maid into not writing you a ticket, maybe convince your University Professor to change your grade from a B- to a B+, or Convince your local bank manager to wave the overcharge fee this 1 time or anything else minor which cost less than $750. This feat isn't mind control or a substitute for not role playing but it helps in social situation. I.E. An American Idol winner, a Super Model, Imagine a Star Quarterback in Large Town High School team with a near perfect winning record or a Star Quarterback of a major University who is also a Heisman trophy winner. This person is considered a minor celebrity and this person can pretty much have his pick on any available woman, or her pick on any men vying for her attention.

Highly Educated Cost: 2 Feats

This feat represents Superheroes who have several Degrees or Doctorates. You receive a plus 10% to your education roll on top that if your roll Bachelor, Master or PHD you receive a second Degree of equal value and 1 of lesser. I.E. you roll Master Degree it means you receive a second Master Degree in a different subject and a Bachelor Degree in a 3 subject. In game terms a 2nd Bachelor degree allows you to pick 1 more skill program & 2 more secondary skills, a 2nd master degree would allow you to pick 2 more skill programs & 3 more secondary skills, a 2nd PHD degree would allow you to pick 3 more skill programs. To be clear it doesn't mean if you roll Master degree you also get the skill program for a Bachelor Degree or PHD you also get all the skill program for a Master Degree. That's rule rape, what it means for role playing purpose I.E. You've have 2 Master Degree & a Bachelor Degree in an unrelated field.

Prerequisite: must have I.Q of 16+

Limitations: Cannot be taken again, the additional program can't be physical, weaponry or military.


Unique Weapon Cost: 2 Feats

This feat represent someone who has a Unique Ancient Weapon only for him. In game terms you inherit a Special Weapon or Shield that you seem to bound with this weapon has a A.R of 17 and 1D4X100 SDC, shield has a A.R of 18 and 1D4 X 100 SDC. The weapon or shield can be damaged or broken only when specifically targeted not when parrying an attack. In your hands the Weapons is is +2 to Hit, +2 to Parry, you have 1 additional attack when using the Weapon & the weapon does an additional + 2d6 damage. A shield is +1 to hit, + 3 to parry, you have 1 additional attack when using the Shield, the Shield does an additional + 1D8 damage, the Shield can be thrown STR X 10 in yards & come back but this uses 2 attack and does 3X damage. While your Weapon or Shield can be stolen or lent to someone else but in the hands of any one else but you it's only an exceptional quality weapon or shield giving them + 1 to Hit & +1 to parry. If an Ancient Bow is chosen it gives it user +1 to parry when using the Bow, +2 to Hit, + 2 additional attacks when using the bow, it has 2x normal range for that bow, an additional 1D8 damage when using the bow to shoot arrows, the bow comes with a quiver of 100 arrows which does an additional 3D6 damage these arrows can only be used once and than are broken unrepairable. The weapon or shield isn't magical but if a Psychic does an Object read or Aura read, the weapon or shield aura will be identical to it's owner almost as if the person and Weapon has become one. It also has 4 other abilities

1. It won't bond to anyone else till it current owner is dead, even if stolen by a family member or member of same fraternal order.
2. If stolen or hidden the current owner can sense the weapon or shield up to 10 yd per lvl but can't narrow what direction it's hidden
3. It does 1/4 damage even to people normally Invulnerable to non magical weapons like people with Invulnerability or Supernatural.
4. If taken to Rifts will do MDC damage equal to it's normal SDC damage.

I. E. A Player character creates Night Shadow Angel is a physical training at 6 lvl her Great Aunt dies and she inherits her Great Aunt Katana, normally a well made Ancient Katana does 3D6 damage but her Great Aunt Katana does 5D6.

Prerequisite: must have either a Blood relationship with the old owner or at the very least be members of a secret order that trains it members in such a weapon to fight evil. You can't steal it and force it to bond to you, it must be given to you on Deathbed or you inherit it in a will.

Limitations: The feat Cannot be taken again, if broken it takes at least 1d4+1 lvl to find someone to repair it. Since it was made from an ancient process not taught using traditional Weapon smiting. If destroyed it can't be recreated again baring a God gifting you another one, your loss. This is 1 of the rarest feats in the world only 1 member of the team can have this feat and no more than 5 beings in a continent could have such a feat. At most there exist 100 such weapons throughout the world buried in Ancient Ruins, museum, secret orders or in special families usable only by someone from that bloodline. Reason simple the weapon or shield is made from a metal unavailable for the past 600 yrs if not more or it was created either by Ancient God of Smiting like Hephaestus or in legendary Civilization like Atlantis, Lemuria, Sumeria, Ancient China, Ancient India or Ancient Egypt.

Further Limitation: Only some who normally use weapons like Physical Training, Special Training, Super Soldier, Natural Genius, Ancient Weapon Master, Character from Ninja & Super-spies or something similar. Basically anyone who relies on natural body or training that doesn't have any powers, isn't Eugenics, Immortal, Magic, Psionic, Robotic or Cyborg can have this feat.


Last edited by Shadowknight on Thu Jan 14, 2016 2:18 pm, edited 3 times in total.

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Unread postPosted: Tue Mar 03, 2015 6:43 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
i can add a few more Feats if people are interested but so far except for 1 individual no one seems interested.


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Unread postPosted: Thu Mar 05, 2015 1:48 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
OK here's a couple more


Enhance Lifespan Cost: 2 feats

This can be considered a lesser version of the Longevity minor power. It represent people in comics who clearly age but for some reason are very active beyond what biology should allow them to. they basically age 9 mts for every 12 mts. This is very similar to the Ancient Master who could be 90 but is as active and vital as someone over half is age. In game terms you receive +1 to P.E, + 1 P.B and +3 to save vs any temporal power or magic. There's many ways this feat can be accomplished it could be a Special Meditation taught by Monks from Tibet, Yoga, Chi Gung all 3 are said to slow down aging. It could be you translated an old Manuscript from India, a special Acupuncture ritual that you must undergo every 6 mts, maybe a special potion you ingested or splash on you when you receive your powers. No matter how it happened you age slower than your compatriots. You also never suffer from dementia, arthritis, brittle bones, lost of vision or hearing, Outside of the last 10 yrs of your life you can remain an active crime fighter. The majority of people with this feat live to roughly 150 yrs old, to determine how long you'll live multiply your P.E number X 5. Old age doesn't start to kick in till you are over 90 yrs old, you start losing 3 pts of SPD every 5 yrs beyond 90 or 10% of your SPD if you have some sort of Enhance SPD or Flight based power, you lose 1D4 pts of STR & DEX every 4 yrs beyond 90 and you start losing 1D6 Hit points every 6yrs beyond 90.


Bonus: Should an Ancient Master character, Physical Training or Character for Ninja & Super-spies or Mystic China that allowed to choose the special MA styles pick this feat it only cost them 1 feat and add another 50 yrs to their lifespan and Old Age doesn't kick in till the character is 120 yrs old.

Limitation: This feat can't be taken by Robotics character class, but can be taken by Androids or Cyborgs as long as he gets updated parts when they wear down. In that case he can live an additional 6d20 yrs on top feat based bonus.



Reputation

There's several 6 different types of reputation you can only have 1 of them regardless

1. Boyscout- This is the hero that keeps his word of honor no matter what, obeys the laws, respect authority, polite, honest, never kills unless he's fighting undead and Maybe Demons, Devils, World Destroyers - Universal Destroyers. Always holds back his true power lvl unless he fighting to save lives of 100 thousand or more people, otherwise will use 60%-85% of his true power lvl. He isn't a fool or an idiot he knows there's unjust laws, corrupt cops and politicians, but as much as possible will work with established authority figures. For that he loved by most of the public, and state, national or world govt bodies depending on his lvl and how much interaction he has outside of his home city. In game terms he's treated like a minor celebrity in his home city, should he want to he could easily buy an expensive item for 25% off, and receive anything of value of $ 100 for free from grateful citizens. Under NO circumstance can someone else in the party use his reputation to buy items at a discount. To tell the truth 90% of the time the BOYSCOUT doesn't take advantage of the situation or politely refuses the gift, which makes the citizens of his city love him even more. He receives +2 to his P.B, M.A & AWE factor if he has one in his home city or has a AWE factor of 10 he had none. Police treat him like if he was a Lt at their precinct, after 6 lvl he has street, school and museum name after him. He's extremely hard for villain to frame for a crime, he almost always gets the benefit of a doubt and never has to reveal his secret identity to testify in a court of law.

Limitation: Boyscout can't have any Evil alignment, Unprincipled is the only selfish alignment hey can have 95% of them won't be anything except Principled or Scrupulous.

2. Relentless Hunter of Criminals-This is the hero who will never give up or give in against criminals, respect the laws, respect authority, honest good people, never kills unless he's fighting undead and Maybe Demons, Devils, World Destroyers - Universal Destroyers. While the BOYSCOUT is love the RELENTLESS HUNTER is admired by the police, other heroes. Nevertheless he makes regular citizens uneasy and any hero under 6 lvl uneasy. In game terms he receives + 2 M.A & Awe Factor only for Intimidation purpose these abilities don't work vs Dragons, Gods, Demi-Gods, Godlin, Mega Heroes, or Immortals or Supernatural, + 3 to M.A & Awe factor vs Criminals. When he's established usually at 4 lvl or high he's treated by the average policemen as if he was a Captain of their precinct, but there's a 10% minority who resent him usually the corrupt and lazy cops who will try to frame him or bad mouth him to the press or other cops.

Bonus: He starts out the game with 2x his normal starting equipment & 2x his starting wealth

Limitation: This feat can only be taken by Natural Genius, Physical Training, Special Training or Ninja and Super-spies characters.

3. Relentless Hunter of the Undead-This is the hero who will never give up or give in against undead, respect the laws, respect authority, honest good people, never kills unless he's fighting undead , Demons, Devils, World Destroyers - Universal Destroyers and their minions bc he knows he you let their willing minons survive, sooner or later they will try to recreate or invoce the same menace as before. While the BOYSCOUT is loved the RELENTLESS HUNTER is admired by the police, other heroes nevertheless most people think he's a kook, or a high fuctioning crazy because of his undead obsession. He has a tendency to makes regular citizens uneasy and any hero under 6 lvl wonder where this nut-bar comes from. This character comes into his own in the Beyond the Supernatural, System Failure & Dead Rein settings since he has so many abilities design against them in mind. In game terms he receives + 2 M.A & Awe Factor only for Intimidation purpose these abilities don't work vs Dragons, Gods, Demi-Gods, Godlins, Mega Heroes, or Immortals. But against Evil Supernatural creatures, Undead and to a lesser intent Demons & Devils he receives + 3 to M.A & Awe factor vs them, and a +2 to M.A & Awe Factor vs Demons & Devils. When he's established usually at 4 lvl or high he's treated by people in the know ( people with Demon & Monster lore or Undead lore) as if he was a minor rock star, give him money at least $1000 or more for his crusade, lie for him, give him air tight alibies, buy his standard equipment free of charge ( anything costing less than $15000). It needs be said, this eqipment is for him. They aren't going to buy equipment for the party and any RHOU who abuse this privilige will quickly lose it, this isn't an excuse to milk gulible fans or sycophants. There's also the fact that but a 10% minority of the people who know of his reputation who resent him usually evil cultist, worshipers of undead who will try to frame him or bad mouth him to the press or trap, torture and kill him while appearing they need his help.

Bonus: He starts out the game with 1.5x his normal starting equipment & 2x his starting wealth, the Sense Undead feat & the Undead Bane feat cost this character one feat less.


Limitation: This feat can only be taken by Natural Genius, Physical Training, Special Training, Ninja & Super-spies characters, Beyond the Supernatural and Dead Rein characters.

4.Crazed Vigilante-This person represent the mentality of a bullet will solves most crimes. While he has no problem killing violent criminals he isn't a Mad Dog that kills everyone regardless of crime, a mugger or rapist more likely than not will get the living tar beat out of them spent weeks or months in hospital but more than likely survive. But any extremely violent criminal will usually earn a free trip to the morgue of his choice from this character. This person respect authority, honest good people, never kills unless dealing with violent criminals and then turn yourself in otherwise you won't receive mercy from him. In game terms he receives + 2 M.A & Awe Factor only for Intimidation purpose with the same limitation as the RELENTLESS HUNTER. He tends to be hunted by the police and the FBI, even though a good 60% of the police department & 40% of the Federal task force out to arrest him will condone his actions when no one is looking and help him escape custody or arrive too late to arrest him as long as no one is looking. This is a person that takes money from the criminal he kills to continue his war, but won't take drugs or anything like that. He will usually call the police, a reporter and report where the bodies are littered plus where to find the evidence. His relationship with the press is mixed with half saying he's a necessary evil the other half demanding he be arrested. He tends to be a Lone Wolf with few friends and most heroes don't want to associate with him due to his reputation and reaction to his violent killing spree. No matter what he believes he's right and other heroes are too soft to fight crime the way it should be fought. See Secret Operative on his equipment. He also has 3X starting salary in equipment, guns, cars, motorcycle.

Limitation: This feat can only be taken by Natural Genius, Physical Training, Special Training or Ninja and Super-spies characters.

5. Diplomat

Represents Heroes that are reluctant to start fighting, they are great at decelerating combat situations and finding ways to compromise. It's not that they are incapable of fighting it just they tend to resort to combat at last resort. In games terms they receive -2 to Initiative, -1 to hit and damage during the first round of combat. To make up for this they receive +1 to P.B, to +2 M.A, + 15 % to any Espionage or Rogue program skill pick 1. In addition Diplomats tend to have a good reputation with the Press since they have no problem talking to the press and explaining their actions, likewise Judges, Police, and Public Opinion is usually on their side since they have a reputation for avoiding combat.


6. Innocent


Tends to believe the best in everyone, while often confused with a Boyscout they are different in significant ways. While an Innocent tends to hold back & respect authority figures. He or She isn't blind to injustice nor will obey a law that goes against their moral code. Should he or she discover they've been made a fool of or lied to repetitively. Their anger, sadness & retribution is the stuff of legends. Innocents tend to come from culture where lying is frown upon & being brave, forward, and direct is the norm. I.E ( Amazon Island, Asgard, Hawaii or Tahiti before meeting Europeans, some tribe of American Indians}. People often underestimate them thinking they're stupid, they're not. After a couple of lvl they quickly develop a wariness around people and they never fall for the same type of lie twice. It's just he or she tend to be trusting, but not STUPID. Like the Boyscout he or she is very hard to frame, while Police tend to cooperate with them they are under no obligation to do so. Nevertheless the public seems to like them to the point of having poster or t-shirts made with their likeness. In Game terms they receive +2 to P.B & +2 to M.A to other heroes or villains but the public specifically the opposite sex react to them as if they had +3 P.B & +3 M.A


Limitation: Innocent can't have an Evil alignment, Unprincipled is the only selfish alignment hey can have.

7. Warrior

Represents Heroes that are quick to start fighting, in many ways they are the opposite of the Diplomat. While they respect the Diplomat they tend to see them as naive, when life has shown them violence will solve most of the world problems. While they are sometimes confused with a Crazed Vigilante, there's a few significant differences. Unlike the CV he or she isn't obsessed with crime or fighting injustice. Its just they think criminals should get violence meet out to them the same way they dealt it out. Also Unlike the CV they can be considered thrill junkies not that they go out and seek danger but they feel alive and most joyful in combat. In Game terms they receive +2 to Initiative, +2 to Hit, +2 to Damage & +3 to save vs H.F or fear no matter what the source.



Limitation: Warrior can't have the Principled alignment. There's also a 10% chance per lvl that a criminal tries to sue him or her for using excessive force.


Last edited by Shadowknight on Tue Feb 02, 2016 5:07 pm, edited 12 times in total.

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Unread postPosted: Thu Mar 05, 2015 8:51 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4253
Location: Québec
What about Great liar,the character is Great a lyaing and faking emotions,geting a + 1d4 at the performance,undercover ops and seduction skills.


Last edited by gaby on Thu Mar 05, 2015 1:39 pm, edited 1 time in total.

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Unread postPosted: Thu Mar 05, 2015 10:41 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
I'm sorry Gaby but I don't understand what you wrote. Please use spell check. If you are saying a feat called Great Liar it has possibilities give me in hour or 2 and I'll see if I can improve it and flesh it out.


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Unread postPosted: Thu Mar 05, 2015 1:46 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4253
Location: Québec
The Character,is Very Good at lyaing,thers a high chance people will belive his lies,it take real big Evidence to break it.
It,s a Feat for Com-men and Spies.


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Unread postPosted: Thu Mar 05, 2015 2:54 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
OK Here's my take on it.

Great Liar

The person with this feat is very good at making something that benefits him sound like a good idea. This isn't a short cut to role playing but he tends to get the benefit of the doubt in Social situation. The problem is after a while anyone who knows him by reputation tends to avoid him or take anything he says at face value with a healthy dose of unbelief and distrust of him. Also anyone with this feat is at best Anarchist in Alignment or worse. In Game terms anyone meeting for the first time and talking to him for at least 5 min tend to view him as an authority in whatever subject matter he espouses, nevertheless after being burnt they tend to be repelled by him, hate him or want to kill him. Here are the benefits in Social Situation when First meeting him and talking to him for at least 5 min, +1 P.B, + 3 M.A, + 10% (Forgery, Interrogation, Seduction & Streetwise) he must choose these skills to receive the bonus. He also tends to be very good at spotting liars, con men and fakes. In such a situation he has +15% to discover Forgery, Seduction against him. As long as his plan works for the benefit of everyone those bonuses stay. But usually by the 3rd interaction people get burned, his bonus drops to + 1 to M.A and + 5% to the above skills.

Limitation: this feat can't be taken with anyone with the BOY SCOUT or CRAZED VIGILANT reputation.


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Unread postPosted: Thu Mar 05, 2015 11:52 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Here's a few more

Military Rank

While it's called Military Rank most of the time it's a courtesy rank you aren't part of the of police force, army, navy, air force or marines. Nevertheless it allow you to have your orders obeyed. Like I said before it isn't a short cut to role playing and it comes with limitations. You can't order a General arrested or Governor or Mayor arrested, if you abuse your power you 'll lose the feat. And it should be mentioned you have the feat not your teammates or family you can't order Joe Blow policemen to do everything i.e the " Dark Shadow" tells him, only can order the policemen. But with this rank you in an emergency situation you could order the National Guard Captain to hold the crowd back while you go into the broken building that has a Space Vampire while you go investigate. DM you're the ultimate judge but it shouldn't be abuse by the player and it has to be something reasonable NOT ARREST THIS MAN because I say so. Here's how it works if you get this feat you must be specific is it in the police Department of your city, State Police, FBI, DEA, CIA, NSA, Air Force, Army, Navy or Marines. You start of with the equivalent of the rank of Sergeant and every 3 lvl you go up. This is 1 of the few feats you can pick again and therefore have it apply to a different Military or Police Dept. It should also goes without saying your rank in a Police Dept on the campaign city will not avail you anything with the CIA or NSA you'll need to pick the feat again and choose CIA or NSA. In a Likewise manner your rank in the NSA or CIA will avail nothing in Interpol or MI6. Finally even if you achieve Colonel in the DEA for example if you decide to get this feat for the CIA for contacts, information or having your orders obeyed to start of as Sergeant not a Colonel.

Sergeant
Lieutenant
Captain
Major
LT Colonel
Colonel-is the highest courtesy rank you can achieve short of the Governor or President giving you a higher ranking which requires heavy role playing.


Limitation: You can't receive Military rank in more than 1 country outside of heavy role playing and adventuring. I.E. saving the life of the Prime Minister of England or Israel. No matter what you can't receive courtesy ranks in countries distrustful of each other no matter what brave act you have done, and at most you can achieve is 1 more country. So something like US and 1 of the above Canada, England, Australia is possible. But not for example U.S & China, U,S & Russia or U,S & Iran. No matter what the DM decision is final. This is a role playing aid not a goody basket.

Combat Reflexes

Whenever you are in combat you receive +2 to Int, +2 to Hit, Parry & Dodge

Prerequisite: Must have P.P of 18 or higher & HTH Martial Art or from Ninja & Superspies

Inspiring Leader & Tactician

Every other round as long as you win Initiative, you can give any teammate who can see & hear you +1 to Int, + 1 to Hit, +1 parry and + 2 to sv versus AWE Factor, Horror Factor, Poison or Magic.

Prerequisite: Must have I.Q & M.A 18 or higher

Limitation: this feat only works as long as you win Initiative that round and you are the leader of the Party, this require a short speech telling your team members you believe in them and/or it requires for you to analyze the strategic situation and plan counter measures, therefore anytime you use this feat you lose 2 of your own attacks. Finally only 1 person in the party can have this feat. This feat is limited to Special Training, Super Soldiers, Physical Training, Natural Genius or Ninja and Super spies Characters. Once you lose Intiative you can no longer use the feat for the fight. Later on the day if your team gets into a another fight the feat can be used again.


Last edited by Shadowknight on Fri Mar 13, 2015 8:05 am, edited 2 times in total.

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Unread postPosted: Fri Mar 06, 2015 10:24 am
  

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OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7692
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Shadowknight wrote:
OK here's a couple more


Enhance Lifespan Cost: 2 feats

This can be considered a lesser version of the Longevity minor power. It represent people in comics who clearly age but for some reason are very active beyond what biology should allow them to. they basically age 9 mts for every 12 mts. This is very similar to the Ancient Master who could be 90 but is as active and vital as someone over half is age. In game terms you receive +1 to P.E, + 1 P.B and +2 to save vs any temporal power or magic. There's many ways this feat can be accomplished it could be a Special Meditation taught by Monks from Tibet, Yoga, Chi Gung all 3 are said to slow down aging. It could be you translated an old Manuscript from India, a special Acupuncture ritual that you must undergo every 6 mts, maybe a special potion you ingested or splash on you when you receive your powers. No matter how it happened you age slower than your compatriots. You also never suffer from dementia, arthritis, brittle bones, lost of vision or hearing, Outside of the last 10 yrs of your life you can remain an active crime fighter. The majority of people with this feat live to roughly 150 yrs old, to determine how long you'll live multiply your P.E number X 5. Old age doesn't start to kick in till you are over 90 yrs old, you start losing 3 pts of SPD every 5 yrs beyond 90 or 10% of your SPD if you have some sort of Enhance SPD or Flight based power, you lose 1D4 pts of STR & DEX every 4 yrs beyond 90 and you start losing 1D6 Hit points every 6yrs beyond 90.

Limitation: This feat can't be taken by Robotics or Cyborg character class


Not all aspects of the Robotics category is "robotic"... The Robot Pilot -- ie: the jock who sits in Power Armor or that guy who drives the super, robotic car with an attitude. These individuals who are part of the Robotics class should be able to take this feat. True robots and androids should not.

In regards to Cyborgs -- It's common throughout the Palladium Megaverse that cyborgs and such have longer lifespans -- less "organic" parts and such.

_________________
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Unread postPosted: Fri Mar 06, 2015 11:26 am
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Here's a another

Weirdness Magnet Cost: 2 feat

For some reason unknown to you, descendant of a God, being born when all the planets in the Solar System aligned, being a 7th son of a 7th son, you were saved 10 seconds before being sacrificed to an Elder God. DM will know why but you won't, weird things happen to you. The only talking dog on Earth will 1 day walk up to you and explain his problems, Ghost and Spirits sometimes show up and tell you to tell their love ones were they hid their will, treasure, family heirloom or who killed them. Once a month perfect strangers will come up on the street saying they don't know why but they give you anywhere from $10-$100. Your car just happens to have a flat tire or breaks down 100 ft from where the local Vampire, Serial Killer or Evil Cult leader lives. These are just examples it's not an inclusive list of all that can happen, DM use your imagination. The only limitation is it can't be something that cause the hero to lose his Secret Identity unless he does something stupid to cause it, it can't be something that cause immediate danger, while it can be dangerous but it must be something that involves more role playing than fighting. It might be funny, embarrassing, strange and weird, the character might just assume he has bad luck, or good luck. Because of his strange luck he seems to have built up a tolerance to certain things, +2 to sv vs magic, + 2 sv vs Psionics, +1 sv vs poison, + 3 to Awe Factor or HF, OR + 1d6 to PPE, if Magic Class +3D6 to PPE, +1D4 to ISP and gain 1 minor Psionic ability, if already a Lesser or Master Psionic gain 4D4 ISP & 2 additional minor Psionic ability.

Prerequiste: P.P.E of 20 or Higher or ISP of 50 or Higher. This only cost 1 feat to any Magical or Psionic Class
Limitation: This feat can't be taken by any Class that stress Science like Hardware, Cyborg or Robotics. Also this feat is extremelly rare no more than 1 person in the party or 10 people through the whole world can have this feat.


Last edited by Shadowknight on Thu Apr 02, 2015 1:47 pm, edited 3 times in total.

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Unread postPosted: Fri Mar 06, 2015 11:55 am
  

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Knight

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Location: Jewdica
Comment: Non Impediti Ratione Cogitationis
I like a lot of them, but this one seems like a lot of fun and gives the GM ways to start or move an adventure along.


Daniel Stoker

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Unread postPosted: Fri Mar 06, 2015 12:00 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
NMI wrote:
Shadowknight wrote:
OK here's a couple more


Enhance Lifespan Cost: 2 feats

This can be considered a lesser version of the Longevity minor power. It represent people in comics who clearly age but for some reason are very active beyond what biology should allow them to. they basically age 9 mts for every 12 mts. This is very similar to the Ancient Master who could be 90 but is as active and vital as someone over half is age. In game terms you receive +1 to P.E, + 1 P.B and +2 to save vs any temporal power or magic. There's many ways this feat can be accomplished it could be a Special Meditation taught by Monks from Tibet, Yoga, Chi Gung all 3 are said to slow down aging. It could be you translated an old Manuscript from India, a special Acupuncture ritual that you must undergo every 6 mts, maybe a special potion you ingested or splash on you when you receive your powers. No matter how it happened you age slower than your compatriots. You also never suffer from dementia, arthritis, brittle bones, lost of vision or hearing, Outside of the last 10 yrs of your life you can remain an active crime fighter. The majority of people with this feat live to roughly 150 yrs old, to determine how long you'll live multiply your P.E number X 5. Old age doesn't start to kick in till you are over 90 yrs old, you start losing 3 pts of SPD every 5 yrs beyond 90 or 10% of your SPD if you have some sort of Enhance SPD or Flight based power, you lose 1D4 pts of STR & DEX every 4 yrs beyond 90 and you start losing 1D6 Hit points every 6yrs beyond 90.

Limitation: This feat can't be taken by Robotics or Cyborg character class


Not all aspects of the Robotics category is "robotic"... The Robot Pilot -- ie: the jock who sits in Power Armor or that guy who drives the super, robotic car with an attitude. These individuals who are part of the Robotics class should be able to take this feat. True robots and androids should not.

In regards to Cyborgs -- It's common throughout the Palladium Megaverse that cyborgs and such have longer lifespans -- less "organic" parts and such.

While not all Robots are robotic, I'm basing the limitation on the source material that's comics. I've been reading comics since the late 70's in grade school I don't recall ever reading a Robot Pilot character having an extended lifespan, a for Cyborg I'm agnostic I can see reason for both extended life span and reduce lifespan. That's why I put them in the limitation, while a DM is free to change it and give it to them I feel Cyborgs don't fit with this particular feat later on IF requested I have a couple feats specifically designed for Robotics and the Cyborg Class this IMO isn't it.


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Unread postPosted: Fri Mar 06, 2015 12:28 pm
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Daniel Stoker wrote:
I like a lot of them, but this one seems like a lot of fun and gives the GM ways to start or move an adventure along.


Daniel Stoker

Thank You

But that's the basic idea behind feats, it shouldn't be just something for players to beef up their stats, saving throws or attacks but ideally it should lead to adventures and role playing opportunities. All it takes is a little creativity from the DM, for example( Enhance Life Span) how do you explain to your coworkers, wife or partner why you age at a slower rate then them. Jealously or hatred might come because of it, a love one might be kidnapped to force you to tell how it possible or an Evil Pharmaceutical company can hire mercenaries to kidnap you or your children to do Blood work, DNA or RNA typing to find out your secret and how it can be duplicated.


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Unread postPosted: Fri Mar 06, 2015 5:01 pm
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Here's few more feats I plan to post if there's a demand


Upcoming Feats


Above the Law=Done
Acute Senses=Done
Advanced Technology=Done
Affect Intangibles=Done
Alien Mindset=Done
Alien Resistance=Done
Alien Technology
Alpha Male or Alpha Female=Done
Animal Companion=Done
Arch Nemesis=Done
Aunt May Mode=Done
Banking-the Ultimate in Super-powered Improvement=Done
Banking II-the Ultimate in Bionics & Robotic Improvement
Breath Control=Done
Catchphrase=Done
Celebrity
City Communion=Done
Combat Computer=Done
Combat Reflexes=Done
Combat Monster=Done
Connected=Done
Contingencies or Prep=Done
Continual Reincarnation
Create Obscure Devices=Done
Danger Room=Done
Descendant of The Gods=Done
Diplomatic Immunity=Done
Disease Resistance=Done
Energy Resistance=Done
Energy Resistance Robotic=Done
Enhance Lifespan=Done
Exotic Beauty=Done
Explosive or Explosive Power=Done
Extra Large Weapon=Done
Extra Ordinary Awe Factor=Done
Flying Sword=Done
Great Liar=Done
Hard to Kill=Done
Halfbreed=Done
Health Nut=Done
High Society=Done
Higher Duty=Done
Highly Educated=Done
Illuminati=Done
Illusive=Done
Imperfect Disguise=Done
Impressive Costume=Done
Improved Toughness=Done
Improve Hit Points 1=Done
Improve Hit Points II=Done
Improve Hit Points III=Done
Improve Martial Arts
Inheritance=Done
Inspiring Leader=Done
Intensive Training=Done
Iron Bones Training=Done
Knock-back=Done
Last of my Kind=Done
Lifting Strength=Done
Light Skill=Done
Major Pain=Done
Military Rank=Done
Multiple Identities=Done
Multiple Vehicles=Done
Natural Linguist=Done
Nigh Invisibility=Done
Omni-Resource
Overload=Done
Outsize Reputation
Parry Bullets 1 or Enhance Parry 1=Done
Parry Bullets II or Enhance Parry II=Done
Patron or Rich Relatives=Done
Perfect Genes=Done
Poison Lore
Poison Resistance=Done
Poison Resistance II=Done
Posse=Done
Pressure Points 1=Done
Pressure Points Animals II=Done
Pressure Secrets III=Done
Pressure Points Mastery IV=Done
Prodigy=Done
Renown or Infamy
Raikov Effect=Done
Reputation=Done
Read Body Language=Done
Ricochet=Done
Scrounger=Done
Secondary Headquarters=Done
Secret Style or Master of Many Styles=Done
Security Clearance=Done
Sense Undead=Done
Sexy=Done
Signature Weapon=Done
Shadow Skill=Done
Striking Strength
Support Staff or Sidekicks=Done
Supreme Herbalism
Super Acrobat=Done
Tough=Done
Trained by a Master=Done
Twin Fighting=Done
Undead Bane=Done
Unique Weapon 1=Done
Unique Weapon Gods Gifted II=Done
Unusual Background=Done
Universally Hunted=Done
Utility Belt=Done
Wealth=Done
Weapon Master
Weird Mindset=Done
Weirdness Magnet=Done
Will of Iron=Done
Wired=Done


Last edited by Shadowknight on Thu Nov 29, 2018 6:11 pm, edited 164 times in total.

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Unread postPosted: Mon Mar 09, 2015 2:04 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Here's 2 new ones from the list as promised

Disease Resistance

Simply put do to genetics, potion you drank while young, or magic potion splash on you ect. You receive a + 2 to save vs Disease, +1 to save vs magical or supernatural Disease, + 10% to sv vs Coma/Death. Also any Disease you catch last only half as long and you suffer only half the penalties.

Bonus: you live 15% longer than the average for your race.
Prerequisite: Min P.E 20

Poison Resistance

This feat is based on historical fact, some of the French nobility during the Renaissance used to dose themselves with Minuit traces of different poison and therefore build up a tolerance when they were exposed to a massive dose of the self same poison. While the art of poisoning has improve considerably in the last 300+, this is a fantasy game what to say there can't be herbs from China, India, Tibet, Mongolia or Africa that can give you near Immunity to poison. You were dose from childhood by your family with Minuit traces of different poison mixed with some herbs know only to your family, sect, school or secretive spy organization. Which gave you an extreme resistance to poison. You receive a + 2 to save vs Poison, +1 to save vs Magical Poison like Fairy food, +10% to sv vs Coma/Death. Unfortunately this also works for beneficial potions it's also half as effective. Also any Poison you catch last only half as long and you suffer only half the penalties.

Bonus: you live 15% longer than the average for your race.
Prerequisite: P.E 20
Limitation: Can't be chosen by Classes with Powers, Psionics or Magic since the herbs used tend to suppress and cause a violent reaction including vomiting blood from people with said classes. This is a feat that should be limited to Ancient Weapon Master, Natural Genius, Physical training, Special Training, and characters from Ninja and Super spies.


Last edited by Shadowknight on Thu Apr 02, 2015 1:51 pm, edited 2 times in total.

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Unread postPosted: Mon Mar 09, 2015 5:51 pm
  

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Knight

Joined: Sat Sep 30, 2000 1:01 am
Posts: 5501
Location: Jewdica
Comment: Non Impediti Ratione Cogitationis
For the poison one did you consider maybe giving it a BIT of a bigger bonus and give it a small negative with beneficial drugs working less well on them?


Daniel Stoker

_________________
Judaism - More Old School than either Christianity or Islam.


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Unread postPosted: Mon Mar 09, 2015 7:39 pm
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Daniel Stoker wrote:
For the poison one did you consider maybe giving it a BIT of a bigger bonus and give it a small negative with beneficial drugs working less well on them?


Daniel Stoker

I'm trying to walk a fine line between giving Feats an advantage, giving the GM good storyline hooks and not making it a mix/max game. But give me a couple of hours I'll try to think of something to balance out the negative.


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Unread postPosted: Mon Mar 09, 2015 10:16 pm
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Improved Version

Poison Resistance

This feat is based on historical fact, some of the French nobility during the Renaissance used to dose themselves with Minuit traces of different poison and therefore build up a tolerance when they were exposed to a massive dose of the self same poison. While the art of poisoning has improve considerably in the last 300+, this is a fantasy game what to say there can't be herbs from China, India, Tibet, Mongolia or Africa that can give you near Immunity to poison. You were dose from childhood by your family with Minuit traces of different poison mixed with some herbs know only to your family, sect, school or secretive spy organization. Which gave you an extreme resistance to poison. You receive a + 2 to save vs Poison, +1 to save vs Magical Poison like Fairy food, +10% to sv vs Coma/Death. A side effect from the poison has made you tougher when you roll for Hit Points each lvl you roll 1D6+1 instead of the 1D6 everyone else rolls. Unfortunately BECAUSE OF YOUR RESISTANCE TO POISON even beneficial potions it's also half as effective. Also any Poison you catch last only half as long and you suffer only half the penalties.

Bonus: you live 15% longer than the average for your race.
Prerequisite: P.E 20
Limitation: Can't be chosen by Classes with Powers, Psionics or Magic since the herbs used tend to suppress and cause a violent reaction including vomiting blood from people with said classes. This is a feat that should be limited to Ancient Weapon Master, Natural Genius, Physical training, Special Training, and characters from Ninja and Super spies.


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Unread postPosted: Tue Mar 10, 2015 12:53 am
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Unusual Background Cost: 2 Feats

This feat represents people who had unusual origins or received training in a place 99.98% of the population will never visit let alone believe it exist. Here's a few example somewhere between 6-10 yrs your characters parents died in a forbidden rarely visited part of the world either in an avalanche in Tibet, Killed and eaten by Lions in Africa or Tigers in India, the light from a spaceship blinded them they crashed, Wolves attacked them in the frozen North of Canada, Scorpion in the Sahara desert bit them, a giant Venus flytrap ate them in the Amazon jungle, the fell spelunking in cave in Swiss Alps ect. Your character was adopted by a tribe of Yetis, Bigfoot, Aliens, Special Monastery that's in contact with earth every 10 yrs for 3 months, hidden descendent Mayan civilization raised you, a Taoist immortal that lives in cave for the last 300+ yrs practicing meditation, Magic, Psionics or Martial Arts, a Subterranean World at the center of the world ect. No matter who you were too young to travel back into civilization on your own, they therefore raised you and trained you, 10 yrs later you came back to Civilization or Earth. Because of this you gain special advantage most people on the planet don't have. In Game terms you choose 2 Near dead Languages you read & speak fluently, they must be related i.e Ancient Greek & Atlantan. Because of your strange & ancient teachers your fighting style baffles modern opponents. You receive +2 to Hit, + 2 to parry any HTH attack, +1 additional attack, you also receive 2 free Wilderness Skills, Survival Pick 1( Desert, Jungle, Space, Sea, Mountain, Tundra), + 2 to P.S, P.P, P.E, +1D4 to SPD or You gain + 25% to your P.P.E or your I.S.P, + 4 spells can be chosen from 3-6 lvl or + 1D4 Major Psionics or Super Psionic Powers, if you're a Mage or Master Psionist and people save against your abilities at -2 due to their unusual nature. GM I would strongly consider giving someone with this feat the ability to pick a Mage from Rifts or a Psionic class from Rifts since this is the perfect excuse on how such a character could be created using when HU system just convert Damage to SDC.


Limitation: Can't be taken by anyone with powers, only Mages, Psionics, Ancient Weapon master, Natural Genius, Special Training and Characters from Ninja & Super spies can take this feat.
Further Limitation: Whenever this feat is chosen you have at least 1d3 Nemesis who are the same Class & lvl as you, who later on followed you back into the world who hate you for receiving a special training from his people even-though you are ( White, Black, Indian, Chinese, Women, Human, ect) but not their race. Therefore will hunt you down and try to kill you, while these individuals knows your Secret Identity they will not reveal it to outsiders. If you join a Super hero group they will join a Super Villain group so they have people to aid them when they confront you. 90% of the time they will challenge you to an open fair combat the winner beating the loser by knock out, paralyzation or losing 90% of Hit Points or Death. If you win the Individual who lost will leave you alone for at least a yr and 40% then challenge you again if not return to his home. Nevertheless if he came with others if Blood brothers will wait at least a month or when you reach another lvl to also challenge you. But if you refuse, cheat or have help from your teammates it will confirm what they always believe and from now on it will be war to the death. Nevertheless 60% of time once they killed you or erase the special knowledge you have of their culture, fighting style, Magic or Psionics they will likely live your group alone and go back to their hidden civilization. The other 40% of the time they might stay and decide to harass other player characters because they were your friends.


Last edited by Shadowknight on Wed Jan 20, 2016 12:31 pm, edited 4 times in total.

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Unread postPosted: Tue Mar 10, 2015 1:01 am
  

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Location: Snoqualmie, WA
Feats aren't for balancing they are to provide a videogame skill tree feel so that there is something more than HP and skill increase especially for the classes that don't receive new powers/spells as they level up.

_________________
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Unread postPosted: Tue Mar 10, 2015 9:19 am
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Zer0 Kay wrote:
Feats aren't for balancing they are to provide a videogame skill tree feel so that there is something more than HP and skill increase especially for the classes that don't receive new powers/spells as they level up.

I'm not saying it's perfect, but my feat system does encourage playing less powerful characters. I think the system I created straddles the line between improving less powerful characters, giving the GM adventure hooks and Role playing ideas. I don't mind valid criticism, nevertheless how would you improve a game system that is tilted toward more powerful characters without changing the game itself?


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Unread postPosted: Wed Mar 11, 2015 9:31 am
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Advanced Technology



Represents someone who starts the game with tech superior to what's on Earth, there must be a roleplaying reason for it, not just picking the feat and there you have it. I.E. you're an Alien, you come from the Future, You own a cutting edge tech company whose prototype is at least 20 yrs ahead of what currently available. You pick 2 abilities from a weapon, armor or vehicles speed, SDC, EB, range,damage, ect and you can improve it by 30%. I.E, you have a gun that does 7D6 instead of 5d6 and it has 30% greater range, a Armored Robotic Suit that gives A.R 18 instead of A.R of 15 or 16 and a P.S 40 instead of the book limit of P.S pf 30.

Prerequisite: You must have a role playing reason why you have such equipment
Limitation: The equipment you have is of limited quantity, 90% is 1 of a kind and even if you have another one it's too rare to hand it out like party favors. At best you'll have 1D4 examples of said equipment, and it can't be replaced or repaired by current Earth technology. No way will you give out to other party members.



Exotic Beauty

This is basically the Sexy feat but applied to Alien races. You receive the same bonus as Sexy but it only applies to non human races. In a similar manner to in most RPG and Fantasy books Humans are extremely attracted to Elves. In your case it's other race that find you attractive.

Prerequisite: You must have a P.B of 20+ and a M.A of at least 14
Limitation: This attraction must have a basis where there's some common biological function. So while an Elf, Dwarf, Godlin, Shape Shifting Dragon, Vampire or Were Creature or Demon might find you attractive. I.E. A Spluggorth, Energy Being or a Creature made of Mineral won't, ect.


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Unread postPosted: Thu Mar 12, 2015 12:53 pm
  

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Support Staff or Sidekicks Cost: 2 Feats


This feat represents hero that has a Butler, Maid, Doctor, Banker, Chauffeur, Lawyer ect, on call, this person serves a vital function and will protect the hero from nosy reporters, neighbor, family members, police & so on by providing an ability, removing bullets from his body, dragging his wounded body into a sidewalk when the hero collapse from his wounds, help invest his money, maybe build his weapons, clean his uniform, clean the mansion and so on. It should be stated this person is support while this person extremely loyal and more likely than not die for the hero he just doesn't have the skill to go adventuring. Imagine a Special Fore Soldier and the cook or the mechanic at base, while he could pick up a gun were the Army base be attacked he doesn't have the mentality or the training to go out day after day into conflict and the stressful situation the SF soldier does. In game terms you pay 2 feats for each special support personnel you have in your life. The benefit is were you to have a regular doctor he would be required by law to report your bullet ridden body to police, your doctor won't and he'll come to your house to patch you p while a regular doctor will tell you to meet him at the hospital.



Prerequisite: M.A of 20+, You must have either the Wealth feat or roll Wealth in life saving in character creation, because while these people are loyal they won't work for free and most them make $100,000+ a yr to 20X that since you have them on stand by.
Limitation: This person is important to you, this person isn't a robot. More likely than not this is a childhood friend, college roommate, relative, lover, ect. Their life is important so if a bad guy kidnaps them there's a 80% you'll drop everything to go out and save them. So pick this feat carefully for if you ever lose 1 of your support staff, through neglect and you not doing your utmost to save them. The GM will impose -25% to all your skills and you'll lose 2 attacks & -2 to Hit, Parry & Damage or if a Mage or Psionist lose 20% of your I.S.P or P.P.E and 1 attack due to how depressed you are for at least 2 lvls.


Last edited by Shadowknight on Thu Apr 02, 2015 2:59 pm, edited 1 time in total.

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Unread postPosted: Thu Mar 12, 2015 4:58 pm
  

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Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Animal Companion Cost: 2 feats

Is very similar to Support Staff feat except it's an ANIMAL. This feat represents hero that has a animal of some sort that goes adventuring with him it can be as small as a mouse or as big as a Saber Tooth Tiger. So basically from 1 lb to roughly 750 lbs. The AC obeys you & only you, not your team members, family or the police. So while it won't hurt them at best it will tolerate them but not like them. The Animal starts at maximum stats & Hit Points for its species and every other lvl you go up, you choose to roll 1D4 to Increase only 1 of it's stats either it's I.Q, P.E, SPD, Hit Points or its Claw attack. You can change which stats go up every other lvl.

Prerequisite: M.A of 20 or higher, P.E of 20 or higher +Unusual Background Feat or Powers that's connected to Animal Powers
Limitation: You can't choose this feat again. This Animal is important to you, this Animal isn't a robot. More likely than not this is a childhood friend were you save each others life at least half a dozen times while growing up. Their life is important so if a bad guy kidnaps them there's a 80% you'll drop everything to go out and save them. So pick this feat carefully for if you ever lose your Animal Companion, through neglect and you not doing your utmost to save them. The GM will impose -25% to all your skills and you'll lose 2 attacks & -2 to Hit, Parry & Damage or if a Mage or Psionist lose 20% of your I.S.P or P.P.E and 1 attack due to how depressed you are for at least 2 lvls. The Animal will live to a ripe old age for it's species but most heroes will retire their animal companion at least 3 yrs before it gets to old to continue adventuring and when it dies of a natural Death you can use this feat again to have 1 of it's descendants serve as an Animal Companion.
Further Limitation: You can't have Animal Companion and Support Staff also. You must spend at leas 20% of your salary giving your Animal Companion the best food, best veterinary care and best lodging possible. You also spend another 15 % of your yearly salary for permits, lawyers and Insurance against getting sued and people calling police to coral and transport your AC into a wild life preserve. This feat can't be chosen by Hardware, Robotics, Cyborg since their nature is too scientific and against nature, Godlins, Demi-Gods, Mega Heroes, Dragons and Immortals won't choose this feat because it's beneath them.


Last edited by Shadowknight on Thu Dec 31, 2015 2:21 pm, edited 4 times in total.

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Unread postPosted: Thu Mar 12, 2015 9:15 pm
  

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Champion

Joined: Thu Nov 30, 2000 2:01 am
Posts: 2249
Location: High in the Tower of Yellow, Swanky town.
Comment: Time Magazine's person of the year, 2006.
I'm loving this stuff. Great work.

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Unread postPosted: Thu Mar 12, 2015 11:16 pm
  

Dungeon Crawler

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Poison Resistance II Cost: 2 Feats


This feat is based on historical fact, some of the High lvl Chinese Taoist and Kung Fu masters from the Chin & Manchu Dynasty are said to have developed this ability. While the art of poisoning has improve considerably in the last 300+, this is a fantasy game what to say there can't be Chi Form from China, India, Tibet, Mongolia or Africa that can give you near Immunity to poison. This gave you an extreme resistance to poison. You receive a + 5 to save vs Poison, +2 to save vs Magical Poison like Fairy food, +15% to sv vs Coma/Death. A side effect from the poison has made you tougher when you roll for Hit Points each lvl you roll 1D6+2 instead of the 1D6 everyone else rolls. Unfortunately BECAUSE OF YOUR RESISTANCE TO POISON even beneficial potions it's also half as effective. Also any Poison you catch last only 1/3 as long and you suffer only 1/3 the penalties.

Bonus: you live 25% longer than the average for your race. Basically whenever you accidentally or deliberately swallow poison you start sweating out the poison or vomit it out + you know someone tried to poison you. Unlike Poison Resistance 1 this Feat gives an additional +1 to Posion Gas due to your excellent breath control. Finally you recieve Yoga or Tai Chi from Rifter magazine as a bonus Physical skill
Prerequisite: Min P.E of 22, Poison Resistance 1
Limitation: Can't be chosen by Classes with Powers, Psionics or Magic since the Chi Form used tend to suppress poison and cause a violent reaction including vomiting blood from people with said classes. This is a feat that should be limited to Ancient Weapon Master, Natural Genius, Physical training, Special Training, and characters from Ninja and Super spies.


Last edited by Shadowknight on Thu Apr 02, 2015 3:02 pm, edited 3 times in total.

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Unread postPosted: Fri Mar 13, 2015 7:09 am
  

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OLD ONE

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Comment: PROUDLY Not a member of the "Cabal of 24"
Shadowknight - Do you mind if I repost these on my Black Vault wiki site? It's a collective resource page for Heroes Unlimited.

You will over course get credit.

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Unread postPosted: Fri Mar 13, 2015 8:01 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
NMI wrote:
Shadowknight - Do you mind if I repost these on my Black Vault wiki site? It's a collective resource page for Heroes Unlimited.

You will over course get credit.
No Problem go ahead :D :-D :ok: . To tell the truth I'd like it to be printed in the Rifter Magazine once I have it finished. As you can see in Upcoming Feats I'm constantly finishing and adding to the list of Feats I plan to post when I have the time :frust: . I have roughly more 20 feats I haven't posted yet bubbling in my head. I should have everything done by Late April 2015 unless someone has ideas for more feats they need help writing up.


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Unread postPosted: Fri Mar 13, 2015 10:02 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Here's a couple more

Imperfect Disguise


1 of the greatest inconsistencies in the Superhero world is Secret identities and how heroes hide them. This is a feat designed to explain why if you have, a pair glasses, wear a wig, wear a domino mask, change your hair style no one recognize you from your Superhero Identity. To tell the truth with Biometrics and Computer Face recognition software outside of wearing a Mask that covers at least half of your face or a power that lets you change your facial features no SH could have a SI. This feat is designed to explain why you. The best way to explain it, it the saying of hiding something in plain sight. Because everyone believes no one would uses such a flimsy disguise people overlook the similarities in facial structure and assume is just a coincidence you have to resemble their favorite hero. While SH or SV who happen to have shape shifting powers or a mask covering at least half their faces normally doesn't need this feat it does come with certain advantages.

Bonus:
1. You receive the Disguise feat for free
2. For better or worse through Serendipity you happen to have 1D3 people in the campaign city that look close enough to you to pass for your brother if not your twin (GM this is a great role-playing hook & adventure idea, specially if 1 of your doubles is Evil or a Criminal)
3. Short of you telling them no one will ever discover your SI using Video Surveillance or Computer facial recognition


Inheritance Cost: 2 Feats

SH comics is replete with Heroes & Villains that inherit things from Castles, Mansion, Powers, Curses, Land, Companies or money. This feat is designed to stimulate this very idea. Choose this feat carefully because while it give many advantages it also come with some pitfalls among them jealous relatives, limits on adventuring and sometimes debts & obligations from finances like paying Inheritance tax to needing to take responsibility for the people that live and take care of your land.

Lands that are Inherited you must pay inheritance tax and all back taxes, and if what you inherit is in a foreign country more likely than not you'll have to pay taxes in 2 different countries, (same with Buildings, Business and most Miscellaneous. So why pick this feat basically for the unparallelled role playing and adventure ideas that come with it. Literally the sky is the limit. I.E, you have jealous relatives angle, crooked lawyers and Bankers, workers & dependents, visiting or vacationing at a different part of he country or visiting another country when city adventures gets stale, finding out you have relatives, lets not forget in comics spies to infiltrate our company, relatives or friends get kidnapped to force you to turn over the inheritance, someone putting a price on your head, from who? This has to be role played and investigated, someone suing you for an alleged environmental crime, or suing you because your Restaurant isn't wheelchair assessable. ect)
To find out what you inherited roll a 1D4 which correspond to A-D then roll a 1D8 or a 1D10 for Buildings

A. Land -you inherit land

1. 1 acre or less in the campaign city-Worth at least $500,000
2. Small farm 40 acre-100 acres-Worth at least $150,000
3. Small Ranch 150 acres-500 acres-Worth at least $ 450,000-$1,000,000
4. Small Forest 500-1000 acres-Worth at least $1,000,000-$5,000,000
5. Ranch 1000-5,000 acres has farm animals (Cows, Horse, Sheep or Goats)-Worth at least $6,000,000
6. Large Ranch 5,000-50,000 acres has several types of animals (Cows, Horse, Sheep or Goats) + Unwanted wild life Buffalo. Wolves, Bears, Deer, Skunks, Foxes, Wild Dogs, Mountain Lions ect.-Worth at least $10,000,000
7. Huge Ranch 50.000-500,000 acres same as #6 except you also have Eagles, Moose, Lake and Gov't Inspectors and Tourist trapping through your land-Worth at least $30,000,000
8. You have your own private island 10-1000 acres-Worth at least $50,000,000-10X that sum

B.Building-You inherit a dwelling of some sort

1. A co-op or condo in a fashionable part of town (In the campaign city)-Value between $50,000-$5,000,000
2. A House (In the campaign city)-Value between $100,000-$500,000
3. A Large House (In the campaign city)-Value between $500,000-$5,000,000
4. A Villa-Value between $1,000,000-$10,000,000
5. A Mansion or Manor (Probably in the Suburbs of the campaign city where the Political & Financial movers and shakers live)-Value between $10,000,000-$30,000,000
6. A Run down Castle ( a title might be attached)-Value between $100,000-$1,000,000
7. A Large castle (a Title is definitely attached)-Value between $10,000,000-$60,000,000
8. A Palace-Value between $15,000,000-$100,000,000
9. Building-Value between $1,500,000-$70,000,000
10. Skyscraper-Value between $75,000,000-1 billion dollars

C.Business-A business of some type

1. Mom & Pop store with at most 5 employees
2. Hardware or Supermarket can have at the very least 12 employees
3. Large Hardware or Supermarket you have at the very least 50+ employees
4. Manufacturing ( Tires, Cars, Batteries, Clothes, Furniture, Snowmobiles, TV & Computers, ect.) you have at least 500+ employees
5. Chain of Stores ( Restaurants, Garages, Car Washes, Tax preparers, Electronics, Dept Stores, Book store ect) you own at least 3-25 stores & have at least 600 employees
6. Service Industry ( Hospital, Clinics, Garage Disposal, Utilities, Security Company, Alarm company, Bus, Train or Airline, ect) you have least 1000 employees
7. Entertainment( Radio Station, TV station, Newspaper, Movie Studio, Amusement Park, Circus, Museum, Sports Team, ect) you have at least 750 employees
8. Movers & Shakers ( Defense industries, makers of Jet Fighters, Guns, Nuclear Industry, Lobbyist, Law Firm, Securities Firm, Futures Investment, ect) you have at least 1,500 employees


D.Miscellaneous- something that doesn't fit any of the other types, the value of such institution or business varies too much for me to give an average price but it can be as small as $2,000,000- $10 trillion or more for a Kingdom (which 99.95 % of the time can't be sold more likely than not you'd have to abdicate to a younger or distant relative than what out because you've just go rid of 1 problem and created a dozen more for your self)

1. a Foundation
2. a Charity
3. a Church, Synagogue, Temple or some type of house of worship
4. a Mine ( Gold, Diamond, Silver, Uranium, Platinum, ect)
5. Fishery
6. University
7. Rare Book Library
8. Kingdom ( This is probably the best role playing environment but the greatest headache for a GM since he would have to create a mini world for you to interact but well worth it for an ambitious GM since Super hero comics are filled with small to mid size kingdoms run by super heroes or Super villains.)


Bonus: By virtue of having inherited something your M.A & P.B goes up by +2 on each for everyone who knows of it. Imagine Donald Trump, Howard Hughes in his heyday, Vanderbilt, Arman Kashogy while none of these men have movie star looks the very fact they are extremely wealthy attract females and they have a lot influence in the their state if not the world. In their particular world that is Stock Market, Housing Market, Entertainment Industry they are treated like minor rock stars M.A & P.B goes up by +3, after all the taxes have been paid, legal challenges been judged, and everything settled which might take 1-5 yrs your annual salary will jump from 10X-100X what it once was. Besides that you now can dine in the travel first class wherever you go, finest restaurant, drive a Lamborghini, drink Crystal Champagne, buy a girlfriend a 10 carat engagement ring, buy a Yatch, your own jet airplane, ect (otherwise known as heavy role playing)
Limitation: This feat will be role-playing heavy and Bonus light, so choose carefully. Because you simply can't say to the GM " Ok I just inherited the Empire State Building & I sell it for 10 billion dollars now I can equip every one in the team with 20 million robotic armored suit.

1. Most people who inherit things aren't in a hurry to sell it, even it doesn't attract them now, who knows they might like to retire there, or their children, neice or nephew might like it.
2. It take time to legally have the paperwork & even when you do, there's many countries in the world that put restriction on foreigner selling their land, building or historical castles.
3. The more expense something is, the harder and longer it takes to sell, even if all your paper is in order.
4. There might be younger or cadet members of the family who will raise Holy Hell when you try to sell something that has been in the family for 25+yrs if not generation & several hundred yrs to strangers. So wipe this idea of a quick infusion of multi-billion dollars into your checking account
5. At best you can sign it away to another relative and let him deal with the headaches that come with it.


Last edited by Shadowknight on Thu Apr 02, 2015 1:59 pm, edited 2 times in total.

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Unread postPosted: Fri Mar 13, 2015 6:56 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Descendant of The Gods Cost: 3 feats

This represents someone who inherits special abilities from a GOD like being OR Magical, Supernatural or Demonic Ancestor. In many ways it similar to a demi God but the bonus are much less. Your bonus depend on your ancestor was. You roll a 1D6 to find out who you ancestor was and what abilities you gained, I made the list as general as possible but you should with your GM roll to find out from what Pantheon you are descended from not just the type of God he represents. While I created 6 Arch types of God my original intent was 10 or 12 Like Gods of Smith, Gods of Thieves ect. If requested I can add another 4 Arch Types or if I ever finish listing all the feats I plan on going back and adding to it.

1. Gods of Magic-you receive +3 to I.Q, M.E, P.E, plus 2D4 to Hit Points and 8D6+12 to P.P.E, you also have +2 to your spell STR, +3 to sv vs magic and +3 to save on H.F
2. Gods of Strength-you receive +6 to P.S, +4 to P.P, P.E, plus 10D4 to Hit Points and 1D4 to P.P.E. you also gain +3 to sv vs Poison, +3 to save on H.F and +20% on coma/death.
3. Gods of War-you receive +1D4+1 to P.S, to P.P, to P.E, to SPD plus 4D8 to Hit Points and 1D6 to P.P.E you also gain +4 to sv vs Poison, +3 to save on H.F and +20% on coma/death.
4. Gods of Learning or Knowledge + 6 to I.Q, +3 to P.P, YOU GAIN 4 Free language of choice, +1 additional Program and +4 to save vs H.F
5. Gods of Speed-you receive +1 to I.Q, + 1D6 to P.P, + 2 to P.E, plus 3D6 to Hit Points, you gain 2 additional attacks once a day and multiply your SPD X4 for 1 minute once a day.
6. All Fathers or All Mothers-you receive +2 to I.Q, + 1D4+1 to M.A, M.E, +1D6 to P.S, P.E, +2 P.B plus 5D4 to Hit Points and 4D4 to P.P.E. you also gain +4 to sv vs Poison, +3 to save on H.F and +20% on coma/death

Bonus: Anyone with this feat pays only 1 feat for Unique Weapon or Enhance Lifespanif EL is chosen and you start become frail at 120 yrs old instead of 90 yrs old, also his maximum lifespan is increased to 210 yrs old.
Limitation: Robotics, Cyborg, Mega Heroes, Immortals, Eugenics, Godlins, Demi Gods can't take this feat. It should go without saying once you gain this feat you also gain an enemy either from another pantheon that's been at war with yours or a distant relative from your Pantheon who's your equal in power and abilities who also hates you because of your relative. Basically to sins of the father or mother falls to the son or daughter.

Create Obscure Devices Cost: 3 feats

You are basically the Thomas Edison, Wright Brothers or Tesla of the Techo Wizard world, you're basically the discoverer of Techno Wizardry branch of Magic. Like them you know you're on the verge of creating something but what you're creating goes against every accepted scientific principle. Therefore you can create 1 device every 5 lvl. While the easy way is to choose any techno wizard device from the Rifts books that cost less than 50,000 credits to create and say you created it in HU times. I prefer to list about 10 objects that fit the has HU feel so while powerful doesn't unbalanced the game. If requested I have another 10 gadgets I can add later. So roll 1D10 to see what you created.

1. Bracers that shoot EB roll 1D6 to see which Energy type the bracers you created shoots, no matter what energy is chose the damage is the same 6D8 and has 10 shots. The bracers has A. R of 15, SDC 100 and need 30 PPE or 60 ISP to recharge it

a. Lighting-range 100 ft
b. Fire-range 65 ft
c. Laser-120 ft
d. Cold-75 ft
e. Stone-50 ft
f. Entropic-90 ft

2. Skates that increase normal SPD by 3X for 1 minute on land, 5X on ice, 2X on water. It takes 1 round to change the skates from being a Psionic or Magical Roller Skates to an Ice Skate, to Water skates. Skates have a A.R of 13, SDC of 80 after being used for 1 minute it takes 1 hour for skate to recharge and could be used again.

3. Gauntlets that create a Sword or Axe that does 4D6+6 damage, +2 to hit & Parry. The Gauntlet has a A.R of 14, SDC of 90. The Gauntlet will only create the Weapon once that day and it last 1 minute per lvl of its creator

4. Gauntlet that create a Shield that does 1D6 +2 damage or can parry at + 3 any attack except for area affect damage. The Gauntlet has a A.R of 14, SDC of 90. The Gauntlet will only create the Shield once that day and it last 1 minute per lvl of its creator.

5. Goggles of Enhance Vision, The goggles has an A.R of 12, SDC of 50. Range of all the Vision powers is except Long Range Sight is 80 ft, LRS range is 1000 ft. It takes 1 round to switch between the abilities and cost 10 PPE or 20 ISP for each time a new ability is used

a. Long Range Sight equal to minor power & gives +2 to aim if using a gun or rifle
b. Able to see thing as small as Insect
c. Night-vision
d. Thermal Vision
e. Underwater Vision

6. Cape of Gliding-similar to the minor power. The Cape has an A.R of 12, SDC of 50, can be used 2X a day for 1 minute

7. Ring of Flying-Gives the same ability as Spell Fly as Eagle. The Ring has an A.R of 16, SDC of 60, can be used 2X a day for 1 minute

8. Boots of Jumping-gives the same ability as the minor super power Enhance Leaping. The Boots has an A.R of 15, SDC of 50, can be used 2X a day for 1 minute

9. Brush of Disguises-gives the character the ability to change his fingerprints, facial structure and hair color. The brush doesn't give the ability to duplicate someone else at best you'll look like someone from the same racial background. The disguise will last for 1D6 hours{GM will secretly roll) it changes each time the brush is used and will only work for it's creator. The Brush has an A.R of 12, SDC of 40, can be used 2X a day

10. Alarm Dog-It looks like a Robotic Dog of any breed and will walk around & sit at attention if anyone not know to it's master at the time of creation or up to 12 people impressed in it's memory will not set off the dog. But anyone else who enters a room, house or mansion up to 5,000 square ft it set up to guard will set up a Loud barking for 1 hour or if told by his creator to stop it will stop barking. The barking is almost loud enough to wake the Dead. Undead will 60% run away a Master Vampire can resist if he makes a saving throw of 14 or more but he lose 2 attacks and is unable to uses any of his Psionic abilities, Supernatural, Magic Users or Psionist lose 1 attack due to the pain the Barking cause them, everyone else are at -2 to attack. The Dog has an A.R of 16, SDC of 150, can be used once a day. It can only be used to guard an enclosed environment like room, house or building, if brought into a new environment it takes it 1 day before it can guard that environment but it now lose it ability to guard the old environment.

Bonus:The range, SPD, Duration & Damage will increase by 50 % on a Lay Line. These object will become MDC & do MDC damage in Rift Earth.
Prerequisite: This feat requires a I.Q of 20+, at least a Bachelor Degree in either Electrical or Mechanical Engineering, also a minimum P.P.E of 25 or I.S.P of 50
Limitation: This is the dawn of Techno Wizardry so the device created are design for it's creator only, so while someone else can be shown how to use to device if he has the Minimum P.P.E or I.S.P by it's creator the bonus, damage, SPD & range will only half when used by anyone besides it's creator. Needless to say these are 1 of a kind near priceless devices that the character spent countless blood, sweat & tears no way will he ever sell one even if starving. At best he might let a party member uses it in an Emergency. Also should his device be broken it will take him till he reaches another lvl till he can replace it, but if broken while in the possession of someone else it will require 2 lvl of advancement before he can repair it.
Further Limitation: You roll to create a Techno Wizard device every 5 lvl, so if you pick up this feat at for example 6 lvl, you'd roll for another TW device at 11 lvl and the next TW at 16 lvl.


Last edited by Shadowknight on Sun Mar 13, 2016 6:42 pm, edited 8 times in total.

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Unread postPosted: Sat Mar 14, 2015 10:12 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Weird Mindset

It is said Rich people are eccentric, Poor people are crazy. Well this person or villain is Micro Inch from being labelled crazy or he could just be a High Functioning nutcase. Either way he has has a way of looking at the world while not insane is borderline delusional. The reason he's the way he's is varied, he fell in a vat of acid, a side a effect of his powers, he saw the true form of an Elder God ect. Anyway he react to world in a Weird way I.E. he think he's in a comic book therefore will conduct himself in a like manner, life is joke so he kills people in a humorous way or cause them to die laughing, he cares more for animals than he does for people and gets violent went people kill animals for no reason, ect. This is a type of person whe, a Promethean Elder shows up would comment on his fashion sense rather than the fact he's a GOD like being with an AWE factor of 18 and a being capable of treating Mega Heroes like unruly children. If facing a Vampire Intelligence would wonder & comment if it's tentacles could be used in Calamari sauce. Or if facing a Master Vampire would comment on what big teeth he has & does plan on sleeping on grandma's bed like the big bad wolf. While this feat tend to bring out the comedian or the weird in Player characters it gives some impressive bonus. In game terms when facing any being with an AWE Factor or H. F of 14 or less he automatically saves and he receives +5 to sv vs A.F or H.F above that, he also has + 4to sv vs Mind Control of any type and even when he fails the control last half as long and the minus are halved. His fighting style is also far from orthodox even when using Martial Arts people fighting him on the first 3 rds have -2 to parry his blows and lose 1 attack due to how strange his combinations are. I,E he might might grab your arm and bite it or put you in a Full Nelson and start tickling you, ect. Finally no matter what he can't be scared or intimidated what frighten other people he process as a cartoon or a LSD flashback.


Last edited by Shadowknight on Fri Jan 08, 2016 11:02 pm, edited 1 time in total.

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Unread postPosted: Sun Mar 15, 2015 5:42 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Perfect Genes Cost: 3 feats

This feat represent a near genetic impossibility but happens in comics once in a blue moon. People with PG in comics are close to if not at maximum human stats and ability and border on being super human. The new science of Epigenetics is attempting to create PG in human beings. This feat is an attempt at explaining what would happen when & if this science is ever mastered. In comics this feat usually happens through controlled breeding like the Nazis tried to do, 2 or 3 generation of Olympic lvl Athlete having children with each other or shot of some secret Super Soldier Serum{ Like Apex or Col Chaos}. No matter how this person received this feat it hardly matters except for role-playing purpose and adventure ideas. In game terms you receive a 1d4 to I.Q, P.S, P.P, P.E, +2D6 To SPD max SPD is 50 no matter what and + 5D4 to Hit points & +2D8 to SDC.

Bonus: Anyone with this feat pays only 1 feat if Enhance Lifespan is chosen and he start become frail at 120 yrs old instead of 90 yrs old, also his maximum lifespan is increased to 200 yrs old. You also heal 2X faster than normal, P.S is considered Enhance for purpose of lifting & carrying.
Prerequisite: Stats of 14 or higher on I.Q, P.S, P.P, P.E & SPD.
Limitation: This feat can only be taken by Ancient weapon Master, Physical Training, Natural Genius, Super Soldier, Special Training and characters from Ninja & Super-spies.
Further Limitation: This feat can't be taken with anyone that as the Feat Intensive Training or Descendant of the Gods



Intensive Training Cost: 4 feats


This feat is arguably the most powerful and potentially the most unbalancing of all the feats I've created, and I often thought of not including it on my list of feats. But a game called HU should have every option available if not it becomes Heroes Limited not Unlimited. I finally included due to the mitigating factor is that it cost 4 feats something most player characters aren't likely to sacrifice for 1 feat no matter what bonus you receive add the fact that the prerequisites are so high it will reduce all but the most determine from picking this feat. This feat is taken by someone who receive a tragedy in their life at an early age 6-9yrs old and want to make someone pay.{ usually their parents killed by criminals, but in interesting twist is a child that sees his parents killed by the Police, FBI, SWAT, DEA, KGB, Mossad, ect} another way is a child raised from 2 yrs old by a Secret Organization to fight Crime, to commit Assassination, help the take over the Earth because they believe the world is corrupt and if it continues this way the world natural resources will be exhausted in 50 yrs, ect.

In games term the characters has studied under the best teacher in various subject were the Mind and the Body has been pushed to near human limits of what theoretically possible. You receive 20 pts that can be divided & applied to your I.Q, M.E, P.S, P.P, P.E & another 3D4 to SPD max SPD is 40 no matter what and + 4D4 to Hit points & +2D6 to SDC. Here's the catch you can't just put all 20 pts on 1 stat, of the 5 stat list I.Q, M.E, P.S, P.P, P.E there's going to be at least 1 that considerably higher than the others. For example you have { I.Q 16, M.E 15, P.S 21, P.P 20, P.E 22} you must raise them all up to to P.E of 22, in that example it would cost you 16 pts to make all of that attributes 22, of the remaining 4 pts you'd put 1 ot on 4 of the 5tats. In other words this feat isn't an excuse to bulk up on the P.S or P,P attribute. Your training is designed to create someone with very little weakness in Attributes NOT someone 1 near Super human attribute.


Bonus: Anyone with this feat pays only 1 feat if Enhance Lifespan is chosen and he start become frail at 110 yrs old instead of 90 yrs old, also his maximum lifespan is increased to 175 yrs old. On top of this you receive +1 additional attack per round, 4 Ancient Weapon skills for free another 3 free Espionage or Rogue skills pick 1 & 4 Psionic like Abilities for free, Six sense, Mind Block, Night-vision & Total Recall for all intents and purpose they act like Psionic abilities except they cost no ISP to use. But you save as if you're a Psionic a 12 or Higher. +1 to sv vs Poison & H. F
Prerequisite: Stats of 14 or higher on I.Q, M.E, P.S, P.P, P.E & SPD. Also the Wealth feat or rolling Wealthy in Economic Background
Limitation: This feat can only be taken by Ancient Weapon Master, Physical Training, Natural Genius, Super Soldier, Special Training and characters from Ninja & Super-spies.
Further Limitation: This feat can't be taken with anyone that as the Feat Perfect Genes or Descendant of the Gods
Final Limitation: This feat is a lifelong dedication, this feat requires the hero or villain to constantly train & work out at least 5 hrs a day. If the hero decides to train 6 hrs or more he can skip 1 or 2 days a week. Otherwise he lose the bonus 1d6 SDC each month, till he lose all the bonus SDC points. In a like manner he will lose the bonus Hit Points after all the bonus SDC is gone. To recover the bonus SDC or Hit Points, he must train at least 1 hour more than his regular time each day the following months till he's made up the hours lost hours & only after training for that month would he roll to see how much of his lost H,P or SDC her regained. Basically each month he would roll 1D6 first for SDC till he's regained all he lost, after he's back to full on SDC than roll for H.P. on the following months.


Last edited by Shadowknight on Thu Apr 02, 2015 2:02 pm, edited 1 time in total.

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Unread postPosted: Wed Mar 18, 2015 12:08 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
While I think I should have every feat I can think of posted by late April or the latest early May but who knows I can probably think of another 50 feats and refine the ones I have posted also like putting them in Alphabetical order. Having said that, there's no reason other people can't post feats. Let me list some of the criteria I use for posting feats.

1. The feat should be fun for both GM & Players
2. Overall the feat should be more powerful than a skill but less powerful than a Minor power and definitely less powerful than a Major Power.
3. The more powerful & the more advantages the feat has, the more Prerequisites it should have and the more it should cost. Basically a Lamborghini will always cost more than a Corvette.
4. Overall specially the most powerful feats should be more advantageous to the lower powered character class or has restriction to the higher powered class from picking it
5. The feat should come with story or role-playing situation already built in.
6. There should be a reason this feat is created based on comic book history or a flaw in the system you see need corrected.

For the most part my feats meet all of those criteria if not at the very least 4 of 6 listed. Needless to say if anyone has any ideas, needs help in creating feats, criticism or explanation why a certain feat was created in such a manner. Just post your question or criticism, and I should be able to answer in a few hours if not in a day or 2.


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Unread postPosted: Thu Mar 19, 2015 9:24 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Read Body Language Cost: 2 Feats

This feat can be considered a primitive form of Empathy or ESP, have you ever heard someone say I just knew he was cheating on me or I just knew my life was in danger? Well whether that person knew it or not, that person was picking up subtle clues everyone gives out using body language. There are people who spend years studying body language, you happen to be a natural gifted at reading people. To be direct this isn't ESP where you know everything the person is thinking about, but you can generally sense emotions. For example (while you could use your RBL feat to tell if Joe Blow the Kidnapper is lying when he said he doesn't know anything about the kidnapping, you can't use it to know where he put the little girl he kidnapped.) in Game terms you receive +15% to any social skill like Interrogation, Seduction, Find Contraband, Streetwise or similar skill where social interaction is a major part of it. Because of your body reading skill when fighting 1 opponent you receive +1 to Hit, +2 to parry, +2 dodge, you also have automatic dodge.


Prerequisite: I.Q of 20, P.P of 20 & HTH Martial Arts or those from Ninja & Super Spies
Limitation: Your bonus only work when fighting 1 opponent, if a second opponent jumps into the fight you lose all bonus, when fighting anyone with Enhance P.P or SPD or Flight of greater than 50 mph you need to make a Perception roll of 16 or higher if your combined I.Q & P.P is higher than your opponent you add your P.P bonus to the Perception Roll, if your opponent combined I.Q & P.P is higher than your his P.P bonus is subtracted from your Perception Roll. If you roll a 16 or higher the bonus of fighting 1 opponent are given unto you, if you fail you receive no bonus. When fighting someone with Sonic Speed, Sonic Flight or can more faster than 500 mph, you only have a bonus of +1 to parry & dodge nothing else.


Last edited by Shadowknight on Thu Apr 02, 2015 2:04 pm, edited 1 time in total.

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Unread postPosted: Sat Mar 21, 2015 4:03 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Energy Resistance Cost: 2 feats

There are documented case of Normal people almost simultaneously recovering from 1 degree burns without any scars while extremely rare it does happen, some people are extremely resistant to Electricity, some to Cold look at the polar bear club that go jumping in Coney island in the middle of winter, while some people that lived on the edge of Nagasaki in 1945 survived the radiation while people less than 10ft from them died from the radiation. This feat tries to duplicate such resistance.

There's therefore 2 version of the feat, you must choose which version when the feat is selected. You can either choose to be resistant to all types of Energy Base Attacks which will cost you 2 feats or be resistant to only 1 type of EBA which will cost only 1 feat. In game terms if you choose to be resistant to ALL EBA the GM subtracts-1 from each dice of damage, nevertheless it must do at least 1 pt of damage per dice. (I.E 2 minion from of Dark Destroyer hits our hero Shadow Eagle with a laser rifle that does 4d6 damage, he rolls a 4, 3, 2, 1 for both minions, but because of the feat ER SE will only be hit with 3, 2, 1, 1 from both minions for a total damage 14pts instead of 20pts). Now as if in our hero SE had decide to have ER feat only for Laser the GM would have subtracted -2pts from each die, with the same limitation each die must do a minimum of 1pt damage. But if another 2 minions of Dark Destroyer has Plasma Rifles doing 5D6 each and they rolled to hit him he would take all the damage from the plasma attack.

Cold/Ice
Fire/Plasma
Laser
Lighting
Particle Beam
Plasma
Radiation
Vibration

Bonus: Cost only 1 feat for people who already have the feat Descendant of the Gods, Intensive Training or Unusual Background
Prerequisite: P.E of 22 or higher
Limitation: This feat can only be taken once


Energy Resistance Robotic Cost: 3 feats

ERR Works almost identical to the regular ER except it's limited to only 1 type of energy. The other difference is that you subtract 1d4 from each dice the GM rolls for damage, with the limitation you will take at least 1pt of damage for each dice no matter how well you roll. Basically you created a specific counter measure for that particular type of Energy attack, in a similar manner to the Glitter Boy Laser reflection that cuts the damage of laser attacks by half. Or you have in internal Heat generating on the outer skin of your Robot or Cyborg that counter acts Cold or Ice based attack. Or you can have an internal Refrigeration generating system on the outer skin of your Robot or Cyborg that counter acts Fire or Plasma attacks.

Cold/Ice
Entropic
Fire/Plasma
Laser/Sunlight
Lighting
Particle Beam
Radiation
Shadow
Vibration

Bonus: Cost only 2 feat for people who already have the feat Prodigy , Advanced Technology or Futurist
Prerequisite: Must have I.Q of 22 or higher & a Master Degree in Robotics or Weapon Engineer or Electrical Engineer.
Limitations: This feat can only be chosen by Robotic or Cyborgs, also while this feat can be chosen more than once each time it's taken it increase the Robotic creation budget or the Cyborg creation budget by 15% to install the specific counter measure to that type of energy.


Last edited by Shadowknight on Thu Apr 02, 2015 2:05 pm, edited 1 time in total.

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Unread postPosted: Sun Mar 22, 2015 5:34 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Sorry while I thought I'd be finished roughly at 50 feats, but I have at least another 25 feats bubling in my head if not 50 feats. Unless there's a demand I plan on finshing the ones that are undone and cutting the list short around 60 feat.


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Unread postPosted: Mon Mar 23, 2015 6:23 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Danger Room Cost: 1 feat per member of team or 3 feats for yourself


Most teams after they been together for a while in Comic Books create a Danger Room where they practice teamwork, how to beat certain foes, how to survive different environments or live action workout designed for each member. This feat attempts to duplicate such environment. So why 2 different cost it depends on what it's designed to do & the fact a DR designed, tailored & built for 1 character is both rarer and gives more bonus then 1 designed for every member of the team. In game term any member team who which to receive the bonus must pay for 1y by using 1 feat.
Otherwise while can practice with the team in the DR he doesn't receive any bonus to his attack, defense or any other benefits. If he does contribute the 1 feat, every member of the team receives 1 additional attack every other round when fighting someone the team has fought before and his attack and powers have been programmed into the DR computer system and attack simulation. This is how it works team meets { Fights Dr Destroyer it's televised} the team goes into the DR program all the information on Dr Destroyer, all videos, tactics they used and powers they used, tactics and powers he used, his mental make up ect. The computer then creates a simulacrum in the DR of the fight and the team can practice different tactics to see which ones are more effective against Dr Destroyer. In game terms each lvl you can problem 1 new Super Villain tactics, Powers & strategy into he DR and your team receives 1 additional attack every other round when fighting him, your team also receives +1 to Hit & damage when fighting him not his minions. Or the team can program Survival skills into the DR simulation & at every new lvl members of the team who contributes 1 feat can gain 1 new survival skill. Here's a short list on possible environments

Arctic Survival
Alpine Survival
Desert Survival
Island Survival
Jungle Survival
Sea survival
Space Survival
Swamp Survival
Tundra Survival

NO matter which one is chosen, the majority rules, when the team reaches a new lvl it can set for fighting or continue on the setting of survival. If the DR is set for Survival next time the whole team goes up a lvl every gets a free Survival skill from the list, if it's set on fighting when the whole team gets up a lvl everyone who contributed 1 feat for the DR gets 1 additional attack every other round against the new programmed Villain &+1 to hit& damage.

So what the advantage of paying the 3 feats for yourself instead of being part of a team psyimg only 1 feat.

1. you receive all the bonus of the team set up & there's no voting so if you want to set up your DR for Survival the next time you reach a lvl you do it.
2. In addition you can set it up to give you a work out & you can gain +1 on 1 stat only per lvl instead of the bonus when fighting a Villain or Survival skill. It can be P.S, P.P, P.P, + 1d4 to SPD or +1d4 to SDC

Bonus: If you have Advanced Technology, Prodigy feat, has the power Extraordinary Intelligence. is an Analytical Hardware or Natural Genius the feat only cost you 2 feats
Limitation: The most you can gain on 1 stat is +3 no matter how you long you train in the DR, the bonus gain against the 1 villain doesn't go up no matter how many lvl you train against him, you must program the DR against another villain to receive a +1 to Hit & damage vs another villain.
Prerequisite: You must have the Wealth feat or Roll Wealthy in character creation, you must have a min of I.Q of 22 & a Master Degree in either Electrical Engineering, Robotic, Mechanical Engineering, Physics, Laser or Computers. Needless to say your DR is personal it designed for you no one else. At best if you have a teen sidekick who trained under you and has the same mindset, powers and Class as you could uses it but he would have to pay 2 feats to get the bonus designed for you. As a GM at most I would allow is 2 teen sidekicks who are half your lvl to use the DR and get the bonus anytime he gains more than half your lvl he needs to create his own DR since the only benefits he will now receive is bonus Survival skills. If built for a team the team members must have such skills and have at least 1 member with the Wealth feat or roll Wealthy in the character creation. Finally if created by a team the smallest number must be 4 member who all contribute 1 feat & ant new member must also contribute 1 feat in order to receive the advantage. It goes without saying if 4 members create a DR at 3 lvl a new team member joins the team joins when the team is at 5 lvl and contributes his or her 1 feat, all the bonus vs Villains the team fought or Survival skill is not gained by the new member. He only gets bonus vs new Villains or new Survival skills.


Last edited by Shadowknight on Thu Apr 02, 2015 3:07 pm, edited 2 times in total.

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Unread postPosted: Tue Mar 24, 2015 12:34 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Impressive Costume


First let me say there are hundreds of costumed Superheroes out there without this feat. But if you take this feat it give some nice bonus. Have you ever noticed how some female heroine tend to have a costume that seem to accentuate every positive feature in their anatomy well this feat is a way of explaining it. How about the fact that some dark heroes tend to melt into the shadows and move silently this feat is a partial explanation of those abilities. Finally there's the patriotic hero or heroine whose very presence seem to exude charm, trustfulness and safety this feat is a way of explaining such abilities. There are basically 3 versions of this feat you can only choose 1 only.

Patriotic Cost: 2 feats

These costume tend to have a slight military feel to them, but they all tend to have a Motif that stress or shows off some aspect of who the hero represents. Usually an Eagle or Star & Stripes somewhere in the costume to represent the USA, a Maple Leaf to represent Canada, a Fleur De Lis for France, a Union Jack for England, a Hammer & Sickle to represent Russia, an Almond Tree for Israel, ect. Most of these Heroes & Heroines tend to have military titles attached to their name like Captain being used 75% of the time, but Major, Colonel, Commander or General is also used. In game terms whenever fighting for a cause, for country ideas or their countries interest they receive +1 to Awe factor and +1 to sv vs Fear or Horror Factor, +1 to Hit & Damage, +2 to sv vs Mind Control. Let me state clearly they must e fighting for their countries national interest. It can't be when they are stopping Joe Blow the bank robber, the purse snatcher, drug dealer or pimp.(I.E But if they are trying to stop the Master of Nations from blowing up the Israeli Embassy in Germany Major Masada would receive those bonus while fighting inside the Embassy to stop MoN and his minions]. It also goes without saying the patriotic hero has 1 Courtesy Rank in either the National police force of his country in the U.S that usually means the FBI in some other countries all police have jurisdiction all over the country but they are just assigned to certain cities or 1 military branch equal to his name for free. Should he desire it to be greater or have in more than 1 military branch he must pay for the Courtesy Rank feat like anyone else.

Bonus: While fighting in his home country or for his country or world survival he seems to feed off the hopes of his nation. He receive a Bonus +20 to SDC, + 20% to save vs Coma/Death. 50% of the time their costume is also armored add an additional +2 to A.R
Limitation: Patriotic SH are usually under orders, at the very least are given suggestions or influenced by their countries leadership like President, Prime Minister, King, Queen or Military Elite like the Joint Chief of Staff. Once every 5 lvl the GM can influence the Patriotic Hero to perform a mission for the Gov't. While refusal won't get him arrested but he loses ALLCourtesy Rank he had even those he paid with his own feat, a second refusal when he's another 5 lvl higher will cause the Gov't to attempt to blacken his name or try to frame him for a minor crime. More likely than not the Gov't won't send him to jail for more than 6-9 months but it will tar his reputation in his own country

Powerful, Handsome & Sexy

This costume seems to accentuate the masculinity & the sexiness of the said hero or heroine. In the male hero it's usually very bold primary colors like Blue, Red, Yellow, White & he has a capes. No matter the color combination the hero usually seems an inch or 2 taller, more muscular, handsome. In the heroine her costume is usually a variant of a skin tight swimsuit in primary colors that seem to accentuate her breast, legs & round butt, unlike the male who tend to favor cape the female version is usually without a cape but instead has boots. Like the male version she seems taller & prettier in her costume as if there's an invisible spotlight on her. In game terms whenever the hero or heroine is in uniform they receive +1 to M.A, +2 P.B for the first 10 minutes of contact with the public, in addition they receive +1 to Awe Factor and they appear 2 lvl higher than they are. Finally minions fighting said hero or heroine needs to make a saving throw of 8+ character lvl or lose Initiative & -1 to hit the first round when fighting him or her.

Bonus: This type of hero or heroine tend to have a fan base, and people usually think only the best of them, unlike most other heroes they don't have o divulge their secret identity in court to testify.
Limitation: In a like manner they tend to attract a rogues gallery who want to take them down, because they are so handsome or pretty in other words jealousy. They also tend to attract people who to show the world they are more powerful then said hero or heroine. Most of the time the strongest or most powerful opponent choose them to take out first in a Superhero brawl.

Shadowy or Dark Cost: 2 feats

This type of costume tend to help the character blend in shadows or night, this usually the hero or heroine without powers like Physical Training, Special training or Natural Genius. Their costume tend to accentuate Dark colors like Black, Grey, Brown, Red, Blue and rarely White. In a like manner their Superhero name tend to imply Darkness, Night, Shadow or an Animal that comes out at night.{ I.E Shadow Eagle}, In game terms they receive +10% to Rogue & Espionage skills, +2 to Awe Factor and when fighting criminals in the Dark, Shadows or at Night he seems to melt in the Darkness. Unless the criminal has Night-sight, Infra Red Goggles or the power they receive -2 to Hit him.


Bonus: The uniform is usually bullet & fire resistant add +2 A.R to whatever armor the character has built into his uniform, also his uniform has built in Infra Red lens, Telescopic lens, Built in Police Radio receiver only and amplified hearing. If you already have Shadow Skill feat this will only cost 1 feat to purchase. Finally the extremities like knuckles, knees, feet, elbows, fingers are reinforced any strike will do an additional 1D4 Damage.
Limitation: This type of hero or heroine tend to attract crazies who either want to kill them, or their families to prove they aren't scared of him or her. Finally Dark heroes tend to have a love/hate relationship with authorities like the police, While they might appreciate and thankful he's around to help them, at least 10%-15% of the Police Force resent him as a show off or glory hound. 90% of the time it's the corrupt or lazy cops who should never have been PO in the first place who feels that way, but good luck proving your innocence when such a cop tries to frame you.


Last edited by Shadowknight on Thu Apr 02, 2015 3:21 pm, edited 3 times in total.

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Unread postPosted: Fri Mar 27, 2015 11:01 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
Shadow Skill Cost:[b]3 feats[/b]

This feat represents heroes that seems to have almost Supernatural ability at stealth but doesn't use powers as his base for those abilities. You talk with them and in darkness they disappear, they seem to move without making a sound or they seem to be one with the dark. So how do you explain those abilities, this feat is a partial explanation on how it could be done. In game terms they receive plus 15% to Surveillance System, Disguise, Escape Artist, Pick Lock, Pick Pockets, Tracking, Concealment, Palming, Prowl, Streetwise & Ventriloquism. In addition they seem to be more effective in the Dark, Night or Shadow, in those situation unless the person he's fighting have Night-vision or infra Red Vision they have -2 to Hit him, but he receives +2 to Hit, parry & dodge. In addition he gains +2 M.A for Intimidation purpose only, if has has an Awe Factor that also goes up by +2. {i.e. Unless combat is involved the hero could be talking to a Police Lieutenant on top of the roof with lock door and disappear from sight.} The hero would still need to make his Pick Lock roll, Prowl roll but for all intents and purpose he would disappear almost instantly and if he made his roll it would appear he has a mystical ability to vanish in darkness.

In many ways this feat can be considered a lesser form of the Invisibility abilities for Ninja & Super-spies used in a modern setting. Here are the 4 main abilities.

1. Be Unrecognizable
2. Be a Shadow
3. Be Impressive
4. Recognize Weakness

1) Be Unrecognizable: This sub-feat depends on controlled breathing, pulling & relaxing certain muscles in the face & spine to change your posture and facial structure. Done correctly it adds another +10% to Disguise skill, unlike the straight disguise skill this ability will fool even facial recognition software. The character depending on the need of the situation can vary his height by 4 inches upward or downward. In other words he can vary his height as much as 8 inches.

2) Be a Shadow: This sub-feat ability is similar to the minor Power Bend Light in HU pg 229 blank spot except instead of bending light around him to remain invisible to Infra Red or Ultraviolet. The character lowers his heat signature to equal to surrounding shadow. The other main difference from the power Bend Light the Blank Spot ability can only be create in a shadow or in darkness, outside of that it works as the ability

3) Be Impressive: This sub-feat relies on human Psychology. It's a know fact no matter what culture, religion or nationality, people tend to fear the unknown, the invisible and darkness. That's 1 of the main reason most scary have most of their scenes either in night or in the dark. This relies on this factor, with proper breath control you create an aura of not exactly menace but of being dangerous. But like the preceding Be a Shadow this sub-feat can only be used while in shadow, darkness or unlit area. You roll for Prowl skill if you succeed, your opponent or bystanders must make a Perception roll of 12+1 for every 2 lvl you possess, if they fail they must make a H.F or Awe roll of 14 plus however much the missed their Perception roll I.E ( if they missed their Perception roll by 2, they would need to make an AWE roll of 14+2) if they fail they lose Intiative, 1 attack and if you hit your opponent on your first attack they can't parry or dodge. In addition unlike the normal H/F or AWE factor your opponents need to make another PER roll the following round the only difference is it's 11+1 for every 2 lvl you possess. If they fail they must make a h.F or AWE of 14 like before with the same negatives based on much they missed by. This can continue up to 5 rounds.

4) Recognize Weakness: This sub-feat relies on Read Body Language feat. When fighting in shadow, in the dark you seem to instinctively know where to hit your opponent to do the most damage. Every round you fight 1 opponent to do the most damage. In game terms you lose 1 attack, to make a Perception roll of 15 or higher. If you succeed ever attack you make that round will do an additional 1d4 damage. If you fail you lose 2 attacks & you can't used this sub-feat against this opponent this fight. If you succeed the following round you can make another PER roll to see if you found the weakness again. Except this time you need to make a PER roll of 14 or higher. If you succeed you no do an additional 1d6 damage on any attack that hits your opponent. You can continue to make PER roll each round and if you succeed your success number drops by 1 each following round, the additional damage you do increase by 1 also I.E ( the third round you'd do an additional 1d6+1). This ability can only be a maximum of 5 rounds per opponent.

Bonus: The hero has Night-vision similar to the Psionic ability except for him it's not a Psionic power. If the Hero has the Intensive Training feat or Unusual Background feat SK feat only cost 2 feats
Limitation: This feat can only be taken by Natural Genius, Physical Training, Special Training, and characters from Ninja & Super spies. Sub-feat #3 area effect is 10 ft radius per lvl, Sub-feat #4 can only be used when fighting 1 opponent, should you which to a different opponent the PER roll # go back up to 15. Sub-feat #4 doesn't work on Undead, Robots or Cyborgs, but if you make a PER roll of a natural 16 or higher you'll recognize what they are unless they use magic or Psionic to disguise themselves. Finally people with the super power Alter Physical (anything) or Invulnerability are Immune to Sub-feat #4.
Prerequisite: P.P of 20 or higher, Yoga & Contortionist skill fro Rifter magazine+ Breath Control , Read Body Language feat


Last edited by Shadowknight on Sat Jul 25, 2015 12:20 am, edited 9 times in total.

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Unread postPosted: Fri Mar 27, 2015 11:26 pm
  

User avatar
Hero

Joined: Sun Nov 17, 2002 2:01 am
Posts: 1363
Location: Out of sight, Out of Mind
Comment: Greatest Rune Gardenweasel
I think you need to take a second look at the power levels of the average super soldier (unless you are talking about the ones from the main book, not PU2)...

Interesting stuff...
:fl:


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Unread postPosted: Fri Mar 27, 2015 11:42 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
acreRake wrote:
I think you need to take a second look at the power levels of the average super soldier (unless you are talking about the ones from the main book, not PU2)...

Interesting stuff...
:fl:

Thank You


Are you saying they are more powerful than were I placed them or less powerful?


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Unread postPosted: Sat Mar 28, 2015 5:34 pm
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4253
Location: Québec
What about feats for aliens?


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Unread postPosted: Sat Mar 28, 2015 10:22 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
gaby wrote:
What about feats for aliens?
An Alien in HU has a class, whether it's Mega Hero, Psionist, Robotic or Hardware or whatever it still has a class. Therefore unless the feat has a limitation on his class he can pick it. Immaterial whether he's born on Earth or not.


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Unread postPosted: Sun Mar 29, 2015 5:29 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 217
gaby wrote:
What about feats for aliens?
Eventhough I still think an Alien can & should use mopst of the feats already listed. I've thought about & I plan on posting between 3-5 feats specially designed for Alien in mind. Just realize these feats will be overall more powerful than regular feats. I plan on posting the Alien feat Last of My Kind before 6pm April 1 give a comment on how you like it.


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