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Unread postPosted: Tue Mar 31, 2015 12:06 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Sense Undead Cost: 2 feats


This feat represents people who seem to have an almost supernatural ability to sense undead. While the feat is called Sense Undead it's more of an educated guess, mixed with a feeling of uneasiness & physical discomfort. The symptoms are many and varied. Here's a short list of possible symptom while not inclusive it gives a general idea.

1. Queasy Stomach
2. Headache
3. Tingling sensation on fingers
4. Uncontrollable trembling
5. Vomiting
6. Lower Back pain
7. Blurring of the eyes
8. Uncontrollable Crying
9. Blinking
10. High Fever
11. Knees & legs becoming weak
12. Ringing in your ears

Notice that all these symptoms have 2 things in common

1. It's uncomfortable without being deliberating
2. These are all possible symptoms of poison & your body trying to warn you something is wrong or trying to remove the poison from your body.

In your case your body reacting to the undead like a virulent poison. In the beginning you won't know why you feel the way you do but as you go up in lvl, you'll be able to slowly correspond your symptoms with the presence of undead being nearby. In any case you'll never be 100% sure of your hunch is correct or just you're sick. But at least 75% of the time your system will correspond to an undead being near you. In game terms you start out being able to sense undead or being sick when a undead is within at a 10 ft radius of you, every other lvl the radius increase by another 10ft. Also your ability is not automatic, you start out at feeling sick in their presence at 5% & at every lvl it increase at another 5%.


Bonus: Your ability can't be fooled by magic, disguise or Psionic ability. You can't be turned into an undead.
Prerequisite: P.P.E of 20 or more or ISP of 40 or more or Chi of 50 or more, Undead Lore & Demon & Monster Lore & Acute Senses, or Intensive Training, Unusual Background
Limitation: This feat won't work through television or Computer screen, also you aren't a Geiger counter were you know what direction the undead is. All you know it's within a certain range.


Last edited by Shadowknight on Thu Apr 02, 2015 5:29 pm, edited 3 times in total.

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Unread postPosted: Tue Mar 31, 2015 10:36 am
  

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Palladin

Joined: Sat Sep 30, 2000 1:01 am
Posts: 8587
Location: Jewdica
Comment: Non Impediti Ratione Cogitationis
Nice, reminds me of the original Buffy the Vampire Slayer.

Buffy: Great. My secret weapon is PMS. That's just terrific. Thanks for telling me.


Daniel Stoker

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


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Unread postPosted: Tue Mar 31, 2015 10:42 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Last of My Kind Cost: 5 feats


This feat is possibly 1 of if not the most powerful feat I've ever created and to tell the truth the reason, I haven't put it up was trying to figure out a way to lower it's power lvl. But as hard as I try it feel better on the way I first envision it. It's therefore 1 of the main reason of it's cost the other reason unlike most of my feats that are designed for the less powerful classes, this feat is designed for Aliens, Immortals, Godlins & Demi-Gods. The second reason is that those classes are already extremely powerful as is, they really don't need this feat. Nevertheless I created this feat to stimulate certain Superhero Arch-types that otherwise wouldn't be represented. GM you 're under no obligation to allow this feat or for that matter any feat you feel that will wreck your game or it's power lvl you're uncomfortable with.

Having said this here the feat. First of all as the name states [you are the last of your kind] as far as you know. It's possible you can have 1-4 of your kind in the Universe or A WHOLE city up to 100,000 members of your race could still exist but they are unapproachable to you or they exist in a limbo dimension, trapped in a time warp, a shrunken bottle city, in suspended animation or they exist in a parallel time line, parallel Earth, or anywhere else that is extremely hard for you to interact with your race let alone free them, ect. You were sent away from your planet for several possible reasons

1. Your planet was due to explodes and your parents sent you to Earth as a baby
2. There was a war and your planet and race was losing so your elders sent you and other possible members of your race unto other planets so you can return avenge them, save them, free them or recapture the planet and repopulate it.
3. Your planet was invaded by a Slugorth slave warship basically same as above except your chance of success outside of finding a Mega powerful Artifact o force the Slugorth to return your people to their planet is slim and none
4. Your sun was going to go supernova similar to number 1
5. Your planet became a Cesspool due to Overpopulation or Pollution, they hope you'll find a solution and come back
6. Your galaxy or Universe is contracting basically number 4 except the effect is more universal, you come from a parallel Universe or dimension
7. Your planet was destroyed Eons ago could be for any of the reason listed above and your race has sent you & other like you out throughout the Multiverse o find a hospitable planet were your race can recover.
8.You come from a race of Conquerors, were they send babe out there to find new planets to conquer, rule, dominate and breed with
9. A Supernatural entity has conquered your race and twisted them (Vampires, Zombies, etc) Controls them and works them endelessly because it enjoys suffering, because it wants wealth and has the minimum needed to grow food has them in mines digging for (Gold, Silver, Diamonds, Emeralds, Rubies or some special metal extremely rare throughout the Universe but plentiful on your planet)
10. Due to a comet hitting your planet it exudes some radiation that makes males or females sterile so after you were born you were sent of planet to find a possible cure and find compatible race off planet and report back.
11. It is said Earth whether it's ( Rifts Earth, Nighbane Earth, HU Earth or System Failure Earth holds the solution to your planet delivery so you were sent to find it), unfortunately the Oracle is sort of vague on what you are suppose to get.
12. You are from a possible Future Earth were Earth will be conquered, enslaved or destroyed maybe ( Rifts, a Nightbane that occurs 25 yrs from now, SF, something similar to The Terminator film, Invasion of the Body Snatchers or the Movie 2012, Dead Reign, etc)


Whatever the reason you came here either as a baby, a young child 4 or less roll 1D4 for yrs, or born on Earth. It matters not what matters for the most part you consider yourself a child of Earth and you barely remember anything of your ancestors. That been said you have several advantage and technology from them. In Game Term you have an Equivalent of 1 of these the GM or you roll 1D6 to see what you gained.

1. a Tablet with over 10 Quadrillion bites of Information on your planet ecology, history, political system, music, art, movies, cuisine, martial arts, languages, fashion, technology. Everything else was destroyed including your ship.
2. A crystal same as number 1 except it shape like a large crystal. see Number 1 except your crystal can probably create other crystals to do other functions till it become the size of a small city.
3. A ship that brought you to Earth it could be as small as Moped or as large as a city or anything in between. It has everything Number 1 has plus weaponry, robots, gadgets
4. A near skintight Uniform with an A.R of 17 & 500 SDC. The Uniform will regenerate the damage 1D4 per hour if left on sunlight as long as it still has 1 SDC. Anytime it's reduce to 100SDC or less it's A.R drops to 14 at 50 SDC or less it's A.R drops to 12. Needless to say Gov't and Corporation would sell their soul to study and try to duplicate it. Never will happen but after 25 yrs they could probably create a lesser version of a Uniform that has A.R of 12 & 200 SDC.
5. A weapon choose which type that does 12D6 damage A.R 15 & 400 SDC, can only e damage if aimed for. Will regenerate 1 SDC per hour, as long as it has at least 10 SDC
6. a Fortress that a combo Headquarters & has all the abilities of 1-4


On top of the abilities you receive plus 1D4 to I.Q, P.S, P.P, P.E +25 to Hit Points & SDC

Additional Information: Your parents sent you to Earth for another reason 50% you look identical to Earthling, outside of Biopsy on extremely sophisticate medical test no one will ever guess your aren't from Earth. Another 25% of the time you look close enough to pass for a native, can be explained away as a mutation or disguised with a little make up or wig. (example Elf, Dwarf, Vulcan, ect). Final 25% You possess shape shifting powers, magic, psionic to minimize those difference (example Satyr would always wear long pants & specially designed shoes, if you have glowing eye wear contact lens, gills keeps hair long to cover neck area, etc}


Last edited by Shadowknight on Wed Jan 20, 2016 1:00 pm, edited 2 times in total.

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Unread postPosted: Thu Apr 02, 2015 5:55 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Prodigy Cost: 2 feats



Ever meet someone who seems to pick up and master something at a young age, that most adults struggle with or take yrs of study to reach a lvl of competence equal to these geniuses. Throughout the world there are Piano Prodigies, Baseball Prodigies, Basketball Prodigies, Chess Prodigies, Golf Prodigies, Math Prodigies,Computer Prodigies, Science Prodigies. The TV show Doogie Howser MD was about a Medical Prodigy. While rare do exist in real life in thousand of fields. This feat is an attempt at duplicating such an individuals, since they seem to populate the Comic Book SH World. I'm not going to create Chess, Piano, or Golf Prodigies since most players won't waste their time playing them. No matter what version you choose they all cost 2 feats. This 1 of the few feats you can take again to become a prodigy at a different field. In game term whatever prodigy you have it started developing at an early age usually at around 4 yrs old and by the time you were 12 yrs old you had the equivalent of a Doctorate in your particular specialty.

Bonus: Anyone with Analytical, Electrical, Mechanical Hardware pays on 1 feat for any 1 feat except Science Prodigy, Natural Genius pays only 1 feat for any 1 these feats.
Prerequisite: Min I.Q of 22


Electrical Prodigy

This person seems to have an instinctive grasp of Electricity and Electronics. In game terms whatever Electrical skill he choose he has +30% to add to skill roll. Furthermore they only suffer half the minus when rushed or working on something unfamiliar like something from the future or an advance civilization or alien. In addition you gain +35% to your budget if you are a Electrical Hardware Class, if you belong to another class you can create a electrical device (like a computer) 25% cheaper.


Mechanical Prodigy

This person seems to have an instinctive grasp of Mechanics. In game terms whatever Mechanical skill he choose he has +30% to add to skill roll. Furthermore they only suffer half the minus when rushed or working on something unfamiliar like something from the future or an advanced civilization or alien. In addition you gain +35% to your budget if you are a Mechanical Hardware Class, if you belong to another class you can create a mechanical device 25% cheaper

Robotic Prodigy

This person seems to have an instinctive grasp of Robotics. In game terms whatever skill he choose dealing with Robotics he has +30% to add to skill roll. Furthermore they only suffer half the minus when rushed or working on something unfamiliar like something from the future or an advanced civilization or alien. In addition you gain +40% to your budget if you're a Robotic or Cyborg class

Science Prodigy

This person seems to have an instinctive grasp of Science. In game terms whatever Science skill he choose he has +30% to add to skill roll. Furthermore they only suffer half the minus when rushed or working on something new or unfamiliar like an alien or an alien concept. In addition you can pick Science skills from Alien Unlimited or programs from AU without it costing you 2 skills selection or 2 skill programs.

Bonus: It only cost the Natural Genius, Hardware class or someone with the minor power Extraordinary I.Q 1 feat to have this ability. You also gain a +2 to I.Q & +10% to your education roll.


Last edited by Shadowknight on Wed Jan 20, 2016 1:09 pm, edited 2 times in total.

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Unread postPosted: Sat Apr 04, 2015 1:19 am
  

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Dungeon Crawler

Joined: Fri Jan 23, 2009 2:10 am
Posts: 207
Isnt last of your kind a superman conversion?


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Unread postPosted: Sat Apr 04, 2015 1:51 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
ScottBernard wrote:
Isnt last of your kind a superman conversion?
Only in the most general terms, unless you believe a Slugorth invading a planet, a Sun going Super nova, a race of conquerors or your race being turned into Vampires or Zombies is part of the Superman Mythos.


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Unread postPosted: Sun Apr 05, 2015 1:50 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
GM let me state categorically you' re under NO obligation to allow this feat or any other feat you feel will unbalance your game. Since this feat will tend to make people who has the Martial Arts HTH skill a lot more dangerous. If a hero has this feat there's nothing wrong with having the villain have the feat also. Nevertheless this feat is relatively rare in Comic Book superhero world. While it's not forbidden I would strongly discourage anyone with Superhuman Strength or Supernatural Strength from taking this feat to me it's a rule rape pure & simple. It goes against the spirit of the game if not the letter. Should the player not listen and pick it anyway it should cost him at least 4 feats




Pressure Points 1 Cost: 2 feats


This feat represents people who are great at Pressure Points attacks but don't have Atemi abilities from Ninja & Super-spies. This feat give you +1 to your critical number and +1 to your critical multiplier. ( For if you normally do a critical with a natural 20, you now do it with a natural 19) also (if you naturally do 2X normal damage with a natural 20 you now do 3X damage with a natural 20, but only 2X normal damage with a natural 19). If you roll a natural 15 or higher, HTH you also do an additional 1d4 damage from any HTH attack.

It can also be used to paralyze people. But the use of such an ability cost 2 attacks per use. In game terms it works like this before you roll you tell your GM you are attempting a paralysis attack on your opponent. If you roll a Natural 16 you roll 1D6 to see how much to you temporary remove from their P.P but you do no other damage, if you roll a natural 15 or Less you do no damage period. You can do only 2 paralysis attacks per round. Your opponent must make a natural 16 roll to resist the paralysis attack. The GM rolls 1D4 to see how many rounds the parallelization attack last. People with Enhance Healing, Healing Factor or Regenerative powers or abilities are affected for half as long.


Bonus:It cost only 1 feat for anyone with Analytical Genius, Physical Training, or the feat Intensive Training or Unusual Background
Prerequisite: Min I.Q of 20 & P.P of 20, +the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
Limitation: This feat won't work on anyone with Alter Physical powers, the bio Armor power, Create Force Filed unless they haven't turned thodr power on, or the Invulnerability power. This ability also won't work on Robotic & Cyborg classes. This feat won't work on Undead. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, ect) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, ect) basically anything with a short blunt point.
Further Limitation: This feat can only be used on( Humans, Mutant, Experiments who started at as humans and any race that can breed with Humans, like Orcs, Neo-Humans, Godlins, Demi-Gods, Atlantians, Lemurians, Sea Titans, ect). On races that resemble ( Humans like Elves, Dwarves, Giants, Gnomes, Titans, Rahu Men, ect) you need to make a Natural 12 or higher for each attack to see if the Pressure Point you hit on the race corresponds exactly to that of a human, before rolling damage on top of the Natural 15 or higher to do extra damage or any other special attack.


Pressure Points Animals II Cost: 2 Feats


This feat represents people who are great at Pressure Point attacks but don't have Atemi abilities from Ninja & Super-spies the major difference from this feat and the preceding is the fact this feat is designed to work on Animals specifically mammals. Why ? Several reasons, among them is the historical fact that an Ancient Indian manuscript describes about 108 pts on Elephant to paralyze and kill them. Acupuncture has been used on horse, dogs and cats. As everyone knows Acupuncture & Acupressure are virtually identical except it's done with needles the other with fingers, as for Pressure Points attacks it's basically the dark mirror to Acupressure 1 is used to heal the other is used to hurt. Anyway This feat give you +1 to your critical number and +1 to your critical multiplier. ( For if you normally do a critical with a natural 20, you now do it with a natural 19) also (if you naturally do 2X normal damage with a natural 20 you now do 3X damage with a natural 20, but only 2X normal damage with a natural 19). If you roll a natural 15 or higher, HTH you also do an additional 1d4 damage from any HTH attack.

It can also be used to paralyze Animals. But the use of such an ability cost 2 attacks per use. In game terms it works like this before you roll you tell your GM you are attempting a paralysis attack on your opponent. If you roll a Natural 16 you roll 1D6 to see how much to you temporary remove from their P.P but you do no other damage, if you roll a natural 15 or Less you do no damage period. You can do only 2 paralysis attacks per round. The Animal must make a natural 17 roll to resist the paralysis attack. The GM rolls 1D4 to see how many rounds the parallelization attack last.


Bonus:It cost only 1 feat for anyone with Analytical Genius, Physical Training, Special Training or the feat Intensive Training or Unusual Background
Prerequisite: Min I.Q of 20 & P.P of 20, Pressure Point feat + the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
Limitation: This feat will only work on mammals, basically you can't pressure point a crab, a fish or bird. This feat won't work on Undead Animals. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, ect) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, ect) basically anything with a short blunt point.
Further Limitation: This feat can only be used on( Mammals or Animals descended from mammals likes Saber-tooth Tiger, Wooly Mammoth) it can also be used on animals that's been modified like Dog Boys, Characters from After the Bomb or creature like the 3 headed dog that the Gene Slicers created. Depending on the GM it can be used of a Pegasus, Unicorn and other Supernatural Animals that are resemble normal animals. But no way can it be used on magical or Supernatural creatures even if' it's a dragon that shape shifted into a human being or a cat.



Pressure Secrets III Cost: 2 feats

This feat is basically a more advance version of the Pressure Point feat therefore it's required before picking PS feat. This feat adds another +1 to your critical hit number and +1 to your critical hit multiplier. ( For if you normally do a critical with a natural 20, you now do it with a natural 18) also (if you naturally do 2X normal damage with a natural 20 you now do 4X damage with a natural 20, but only 3X normal damage with a natural 19 and 2x normal damage with a natural 18). If you roll a natural 15 or higher, HTH you also do an additional 1d4+1 damage from any HTH attack.
It can also be used to temporarily blind & deafen people. But the use of such an ability cost 4 attacks per use to temporarily blind someone or 3 attacks to temporarily deafen someone. In game terms it works like this before you roll you tell your GM you are attempting to blind or deafen by using PS attack on your opponent. You must tell the GM which type of sense removing attack before hand it is since it requires either 3 for deafen or 4 for blind. You can't choose to blind someone and you miss on your 4 attack and say oh I missed therefore my opponent is deaf instead of blind. The feat doesn't work that way and Pressure points to blind someone is completely different from those required to deafen someone. If you decide to use the feat it works like this. If you roll a Natural 12 or higher 4X consecutively you do only 1 pt of damage per hit no matter what your strength, if you roll a natural 11 or Less you do no damage period. If you ever miss from any of the 4 attacks you do no further damage that round. It's exactly the same when you attempt to deafen someone except it requires 3 consecutive attacks to hit your opponent with a Natural 12 or higher, you do only 1 pt of damage no matter what your strength, as always a Natural 11 or less does no damage period.
The Blinding or Deafen attack can only be used once per round on an opponent no matter how many attacks you have. You also can't attempt to blind someone the same round you tried to deafen him or vice versa, whether you are successful or not you have to wait 1 round later to try the sense removal PS attack. But you can try the PS attack on another opponent that same round if you have another 3 or 4 attacks but it must be the same type as the one you used on your first opponent regardless if it was successful. Now assuming your opponent didn't parry, dodge or roll with a blow on any of your 3 or 4 attacks, he needs to make a roll vs lethal poison of 14 or higher using his P.E bonus. If he make the roll he takes only 4 pts of damage or 3 pts of damage depending on what type of PS attack you attempted, if he failed his saving throw he suffers the penalty of blindness or deafness identical to Bio-Manipulation Psionic Power Blindness or Deafness. The only difference you opponent rolls 1d4 to see how many rounds he stays blind or deaf.



Bonus:It cost only 1 feat for anyone with Analytical Genius, Physical Training, or the feat Intensive Training or Unusual Background
Prerequisite: Min I.Q of 22 & P.P of 22, Pressure Points feat +the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
Limitation: This feat won't work on anyone with Alter Physical powers unless they haven't turned the power on, or the Invulnerability power. This ability also won't work on Robotic & Cyborg classes. This feat won't work on Undead. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, ect) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, ect) basically anything with a short blunt point.
Further Limitation: This feat can only be used on( Humans, Mutant, Experiments who started at as humans and any race that can breed with Humans, like Orcs, Neo-Humans, Godlins, Demi-Gods, Atlantians, Lemurians, Sea Titans, ect). On races that resemble ( Humans like Elves, Dwarves, Giants, Gnomes, Titans, Rahu Men, ect) you need to make a Natural 12 or higher for each attack to see if the Pressure Point you hit on the race corresponds exactly to that of a human, before rolling damage on top of the Natural 15 or higher to do extra damage or any other special attack.



Pressure Points Mastery IV


This feat represents the ultimate knowledge of Pressure Points outside of someone studying Ninja & Super-spies Atemi abilities. This lvl of skill is a results of yrs of intensive study most heroes don't have the time to dedicate to one subject. The only people that can have this lvl of skill is Natural Genius, Physical Training, Ancient Master, the Dedicated Martial Artist or Worldly Martial Artist from Ninja & Super-Spies This feat adds another +1 to your critical hit number. ( For if you normally do a critical with a natural 20, you now do it with a natural 17). This lvl of skill is the minimum of what required for things like the deadly 5 Star Heart Rending technique or the Red Sand Palm. While I won't get into what these technique will do due to their deadly nature and potential abuse by player characters. Here's a playable version of what they're capable of with this feat, you roll 1d4+1 for the number of attack required. You then need to roll a Natural 14 or higher on each attack that does only 1d4+1 damage no bonus for P.S if all 1d4+1 attacks hit your opponent that round it completely removes all current SDC from them no matter if they have 25 SDC or 500 SDC. Should you miss or your opponent parry or doge any of your attacks that round you do no further damage but it still cost you 1d4+1 of your attacks. Should you fail this feat can only be attempted vs the same opponent every 3 rds except now you need a Natural 16 of higher because he realize you are attempting to do something extremely dangerous to him. The SDC will recover 20 points per day normally or will recover after 1D4 hour after getting treatment from an Acupuncturist, a practitioner of Chi Healing or Moxibustion.

Bonus: At this lvl of PPM you can reverse the effect of Pressure Points, Pressure Secrets parallelization, blindness, deafness or Pressure Points Mastery SDC removal, not the extra damage that was done. It requires the Pressure Points Master to spend 2 attacks hitting certain Pressure points to reverse the effects. It's done automatically if the individual is sitting or lying down. If done in the middle of combat, the PPM needs to hit his patient with 1d4+1 touches of a Natural 14 or higher that does no damage to reverse the effect. Should he roll less than a Natural 14 even once he still waste 1d+1 of his attack anyway. But he can attempt it again next round for another 1D4+1 attacks. Finally because of the PPM feat & his high knowledge of biology when someone is under his care they recover from damage as if they were under professional treatment from a Doctor. If already under a Doctors care a Pressure Point Master increase the person Healing rate an additional 1D4 points per day.
Prerequisite: Min I.Q of 22 & P.P of 24, Pressure Points 1 feat, Pressure Secrets III feat +the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
Limitation: This feat won't work on anyone with Alter Physical powers, Bio Armor, Create Force Field unless they haven't turned the power on, or the Invulnerability power. This ability also won't work on Robotic & Cyborg classes. This feat won't work on Undead. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, ect) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, ect) basically anything with a short blunt point.
Further Limitation: This feat can only be used on( Humans, Mutant, Experiments who started at as humans and any race that can breed with Humans, like Orcs, Neo-Humans, Godlins, Demi-Gods, Atlantians, Lemurians, Sea Titans, ect). On races that resemble ( Humans like Elves, Dwarves, Giants, Gnomes, Titans, Rahu Men, ect) you need to make a Natural 12 or higher for each attack to see if the Pressure Point you hit on the race corresponds exactly to that of a human, before rolling damage on top of the Natural 15 or higher to do extra damage or any other special attack.


Last edited by Shadowknight on Thu Jul 23, 2015 9:21 pm, edited 11 times in total.

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Unread postPosted: Mon Apr 06, 2015 10:30 am
  

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Palladin

Joined: Sat Sep 30, 2000 1:01 am
Posts: 8587
Location: Jewdica
Comment: Non Impediti Ratione Cogitationis
Shadowknight wrote:
ScottBernard wrote:
Isnt last of your kind a superman conversion?
Only in the most general terms, unless you believe a Slugorth invading a planet, a Sun going Super nova, a race of conquerors or your race being turned into Vampires or Zombies is part of the Superman Mythos.


It's also a 'standard' option for the Alien category.


Daniel Stoker

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


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Unread postPosted: Mon Apr 06, 2015 1:35 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Daniel Stoker wrote:
Shadowknight wrote:
ScottBernard wrote:
Isnt last of your kind a superman conversion?
Only in the most general terms, unless you believe a Slugorth invading a planet, a Sun going Super nova, a race of conquerors or your race being turned into Vampires or Zombies is part of the Superman Mythos.


It's also a 'standard' option for the Alien category.


Daniel Stoker
Goku from Dragonball Z fame was also rocketed to Earth as a baby & I sure if I google it I can find at least another half dozen examples


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Unread postPosted: Thu Apr 09, 2015 1:53 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Arch Nemesis


While most feats helps the player more then the GM, this feat is designed to help the GM more than the player. So why would a player pick it for several reasons.

1. It's cheap it only cost 1 feat
2. It gives the player some impressive bonuses
3. For unparalleled role playing opportunities.


Ever wondered why some superheroes Nemesis never seem to stay in jail, die or suffer more than a temporary defeat and then come back to plague him again. Well this feat is a major reason why. First lets distinguish between a rogue or a rogues gallery & a nemesis, a Rogue for the most part has no personal animus toward a particular hero or heroine. He or She just wants to commit their particular crime get away with it and go on with their life. A Nemesis or an Arch-Nemesis is after the hero or heroine to make their lives hell, humiliate them, arrest them or kill them. Another major difference is that Rogues or Rogues gallery are clearly criminals, psychopaths, world conquerors, tyrants and some of them are after Universal Armageddon. An Arch-Nemesis for the most part has a logical, reasonable explanation why they want to kill you, arrest you, destroy you or humiliate you. Maybe it's jealousy, maybe they actually believe you're a menace to society that only they can see, (maybe you're next in line for the throne, promotion, inheritance, chairmanship, presidency, governorship, ect).

Regardless of their reason, what makes them so dangerous and so hard to stop at least in the beginning is their ability to sway other people to their point of view and their ability to appear normal and above board. The other major difference is for the most part Arch-Nemesis can't be stopped by simply punching or blasting them into submission. Since they either operate in a manner that seems above board or has powerful protection like (being of royal blood therefore can't be killed or arrested only exiled, maybe it's diplomatic immunity, maybe they have legion of lawyers to make everything on the outside they do appear white as snow even-though on the inside they are dark as night, maybe they are a 4 or5 star general with an impeccable reputation, maybe they' re a newspaper publisher that can write any slanted story they want about you as long as the basic facts are right, maybe they own have the buildings in town & therefore are practically above the law, maybe they own a significant members of the police command structure like a captain of a precinct or above, maybe they're the head of a scientific think tank with 3 or more PhD after his name and a world wide reputation, maybe they have a certain percentage of the media in their pocket, maybe they have a teleporting machine, ect).


No matter what or how it applied, 1 thing is as certain as rain at least once per lvl your Arch Nemesis will make an apperance and try to make your life hell. The other major difference from a Rogues gallery is for the most part his Animus is directed at you, not your friends, family or teammates, that's unless you bring them into the situation then it becomes an escalating war when he start bringing your team mates enemies into the situation or tries to kill your family or friends to hurt you. Therefore most SH try not to involve family or friends into the situation. Also your AN doesn't automatically break the law, most AN are Aberrant and specialize at working within society framework, like calling you a menace on the radio, television or newspaper basing mostly on facts but twisted to make you look as guilty as possible then sitting back and letting the police or other SH track you down and arrest you. While it gets fustrating for the SH {eventually your AN will slip up, give himself away and go to jail, lose his fortune, reputation, career, position of influence, ect}. But it will require months if not yrs of role-playing and gathering irrefutable evidence of his misdeeds and twisting of facts.

So why pick this feat, like I said before unparalleled Role playing, the second major advantage because of your AN feat anytime he directly confronts you are entitled to a bonus 10% more in experience points for that adventure, the 3rd advantage is because of your AN continual harassment, you have manage to develop your powers or your stats better. You can basically choose but only 1 of these abilities, once chosen it can't be change later on or when you gain another lvl..

1. Raise 1 of your stats by 20% but only when confronting your AN, his minion, stooges, or friends
2. Raise 1 of your stats by 10% permanently
3. You gain an additional 25% to your Hit Points & SDC, but only when confronting your AN, his minion, stooges, or friends
4. You gain an addition 15% to Hit Points or SDC permanently
5. +25% to any 2 skill or fight HTH 2 lvl higher, but only when confronting your AN, his minion, stooges, or friends
6. You gain +15 to any 1 skill or receive +1 to hit, parry & dodge permanently
7. Receive +2 to all saving throws, but only when confronting your AN, his minion, stooges, or friends or the result of fighting them.
8. Receive +1 to one saving throw of your choice permanently














Combat Monster Cost: 2 feats


While most of my feats are designed with role-playing in mind, the Combat Monster feat is designed for people who like combat & rolling dice for combat. Simply put a CM pure &simple. Here's how it works have you ever create a character were the high stats are on things that have no relevance on combat or survival like I.Q, M.A, P.B, SPD instead of P.S, P.P, P.E, M.E and wished you could switch or rearrange your stats. Well with this feat you can. With the GM permission for every 2 points you reduce a non combat stat like I.Q, M.A, P.B, SPD you can raise a combat stat like P.S, P.E & M.E. by 1 point. For example (Shadow Eagle has an I.Q of 24 he decides to reduce it to 12 points that means the player has 6 points to put on 1 stat it can't be divided, it has to all go to 1 stat) now any stat of 12 or less can be further reduce but a stat of 8 is the minimum allowed. Also any stat of 12 or less you must reduce 3 points to raise a combat stat 1 point. The only exception is P.P it takes 3 point to reduce a stat to raise P.P by 1 point, For example (Shadow Eagle has an I.Q of 24 he decides to reduce it to 12 points that means the player has 4 points to put on the P.P stat it can't be divided, it has to all go to 1 stat) now any stat of 12 or less can be further reduce but a stat of 8 is the minimum allowed. Also any stat of 12 or less you must reduce 4 points to raise the P.P stat 1 point.

Now you might ask why does P.P cost so much more than the other stats? Answer is simple combat monster are notorious for being strong & tough but not very agile. This feat tries to duplicate this Arch type.

Bonus:If Superhuman Strength or Supernatural Strength is chosen or rolled for you receive a bonus of +10 to STR
Limitation: This feat severely weakens the power selection to those that are directly applicable in combat.

1. No major powers with a long range attack
2. No Alter Physical powers that has Enhance SPD or Flight as part of it's power set
3. Only 1 minor attack power can be picked or roll for, you can have other minor powers as long as it enhance your stats in some fashion like ( P.E, Hit Point, SPD, SDC, saving throws ect.)
4. No powers that lets you disguise or change your appearance including (Stretching or Alter features)


Last edited by Shadowknight on Mon Apr 20, 2015 10:04 pm, edited 1 time in total.

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Unread postPosted: Thu Apr 16, 2015 5:32 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Iron Bones training Cost:2 feats


Anyone who watches Kung Fu or karate movies regularly noticed a few things. They tend to spend an ordinate number of time hitting boards wraps in rope, makiwara boards, wooden post, wooden training dummies, trees with their legs, feet, hands, arms or training with hot sand, pebbles, iron pellets or rocks in order to increase their striking power of their blows. The theory after yrs of such training the bones on your hands, feet , knees, forearms and elbows become as hard and dense as steel.This feat tries to duplicate that training and the results of such training. Anyone who undergoes such training has certain advantages and some minor drawbacks. On the plus side you start out doing an extra +1d6 damage on any HTH attack, 4 lvls after when you receive this feat you do another +1D6 damage to HTH attacks and at another 4 lvls you do another +1D6 damage.





Bonus:This only cost 1 feat for Physical Training, Ancient Master, Dedicated Martial Artist & Worldly Martial Artist. Other Special Training, Natural Genius, Super Soldiers, Hardware and other characters from Ninja & Super-spies can have this feat at normal 2 feat cost. No other class can have this feat.
Limitations: You receive -5% to any skill that requires fine hand manipulation like Pick locks or pick pockets, ect. the second negative your knuckles on your hands is quite noticeable 10-15% larger than normal due to your training. Most people won't notice it, but it's a dead give away to anyone who studied or has HTH MA or any of the special HTH styles from Ninja &Super-spies or Mystic China.
Prerequisite: The feat Intensive Training, or Unusual background or Trained by a Master + P.S 16, P.E 16 at least HTH MA, HTH from Physical Training or HTH from Ninja & Super-spies


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Unread postPosted: Fri Apr 17, 2015 11:46 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Knock-back Cost: 2 feats


This feat represents an common aspect of superhero fights that's knock back from a Blow or an Energy attack. Here's how it works for anyone who has a P.S of 20 or higher when he punches or kicks someone, can also knock him back a number of feet. In games terms it works like this any attack that does over 20 points of damage has the potential to knock back someone a number of feet equal to the damage done. The hero can decide to only do half damage from his blow & his opponent travels a full 1 feet per point of regular damage it would have done, or the hero can decide to do full damage and his opponent travels half the distance in knock-back. The hero must tell the GM what he choose before rolling for damage. Now the distance traveled usually does no damage unless they hit an object that stops their backward progress. Then you multiply the number of feet left to travel by 1d4 and that the additional damage suffered by your opponent and the object. Below I have listed a representative of common objects that's usually in the way in during superhero slug-fest. This is the amount listed in SDC is the damage require for it to have a hole 2-3 ft for your opponent to continue his backward progress. Now this doesn't mean the object is destroyed, it requires 2X to 3X the number listed to destroy the object. It simply means you damage it enough that it didn't stop your backward progress. If your opponent & the object takes more damage then it takes to make a hole in it to continues it's backward progress if the opponent & object suffers less than the amount the backward progress is stopped. Characters with Superhuman Strength will cause a knock back 2X as far in feet as their damage rolls & characters with Supernatural Strength will cause a knock back 3X as far in feet as the damage rolls. Finally Mega Heroes will cause a knock back 5X as far in feet as the damage rolls this is often the reason in superhero comics when 2 Mega heroes fight it resembles a ping Pong tournament and having their bodies fly through half a dozen walls if not several buildings.

The person is traveling backward roughly at 40 mph, so anyone with Enhance Speed, Flight, Sonic Speed or Sonic Flight can fly and stop an opponents backward progress to stop him for example from hitting an innocent bystander but the person stopping them must have Initiative & lose 2 attacks when doing so. No you can't punch, kick or blast someone into hitting another opponent and both of them taking knock-back damage, unless the other person was directly behind him. The Knock back can't be aimed except in the most general terms, the person either goes


1. straight back this usually happens when anyone having normal strength to Enhance P.S punches or kicks his opponent & does less than 50 pts of damage
2. go up at a 45 degree angle this usually happens when anyone having Superhuman P.S or doing over 51 pts of damage
3. goes straight up this usually happens when anyone having Supernatural P.S or doing over 250 pts of damage

Someone having Superhuman P.S can choose to have his opponent fly straight backwards or fly up at a 45 degree angle, someone having Supernatural P.S can choose any of the 3 possibilities. The advantage of having someone flying backward at a 45 degree angle is the greater chance of hitting walls or buildings. Also anyone flying backward at a 45 degree unless he has the Invulnerability Super power or some type of Enhance Healing and hits a wall must make a saving throw vs being stunned for 1d4 rounds, even if he makes it he lose initiative. The advantage of punching someone straight up, is your opponent is removed from combat for 1 round for each 100 pts you've inflicted they also must make a saving throw against being stunned for 1D4 rounds when they land. Also while punching someone straight up usually doesn't cause any damage while in the air, unless they have flight they take 1D6 pts of damage times the number of feet they flew up in the air and then fell. If they have some type of Flight power they only take 1D4X the number of feet they fell In other words gravity hurts a lot.


Chair 10 SDC
Table wooden 20 SDC
Bed 25 SDC
Large Appliance ( Refrigerator, Stereo System, large Television, large Computer System) 40 SDC
Glass Wall or Partition 35 SDC
Wall Wood, Plaster or Cement 45-75 SDC
Motorcycle 50 SDC
Car 85 SDC
Reinforced Car 150 SDC
Truck 100 SDC
Reinforced Truck or 18 Wheeler 200 SDC
Wall Steel 250 SDC





Bonus: Explosion including grenades, rockets and bombs does 2X knock-back damage
Limitation:Bullets, Energy Attack including Magic and Psionic blast does half the knock-back damage of a punch or kick. Anything including opponents weighting at least 300+ lbs suffer only half knock back damage, any opponent weighting at least 700 lbs suffer only 1/4 knock back damage.
Prerequisite: P.S 20


Last edited by Shadowknight on Mon Apr 20, 2015 10:02 pm, edited 1 time in total.

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Unread postPosted: Sat Apr 18, 2015 9:52 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Signature Weapon Cost: 2 feats


Signature Weapon is basically the High Tech equivalent of Unique Weaponhis feat represent someone who has a Signature Weapon which only works for him. In game terms you inherit or build a Special Weapon (Gun or Rifle) that you seem to bound to it has a A.R of 17 and 1D4X50 SDC. The weapon can be damaged or broken only when specifically targeted. In your hands the Weapons is is +5 to Hit, +35% to range & you have 1 additional attack when using the Weapon + the weapon does an additional + 2d6 damage of it's type. To someone with knowledge of Guns or Rifle the weapon will appear to be a extremely well crafted + beautiful but nothing else. While your Weapon can be stolen but in the hands of any one else but you it's only an exceptional quality weapon but they won't be able to fire it, it's like it has an invisible gun lock. It works on a principle that's partially electronics palm print, partially psychic imprinting your bio aura on the weapon. The weapon isn't magical but 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 feat.



1. For some unexplainable reason metal detectors, including Airport metal detectors, X ray machines or mass detectors won't detect it as long as a small part of the weapon it's touching your skin. But a bomb sniffing dog or someone looking inside your jacket will see it or smell it.
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.


Bonus:It only 1 feat for Secret Operative from Special Training & Hardware (weapons)
Prerequisite: must have a valid reason why you have such a weapon. It can't be you have the feat & therefore you have it. It could be Aliens gave it to you, you belong to a Super Spy organization, you come from the future, you own or stole or work for a high tech company and you have a prototype. You just can't steal a SW and force it to bond to you the feat doesn't work like that.
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 futuristic process not taught using traditional Weapon Gun manufacturing. If destroyed it can't be recreated again baring an Alien from the future 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 in Secret Agencies or in special cutting tech labs only with extremely high clearance in some super spy organization or high tech lab even knows such weapon exist & even if you find another 1 it won't be tuned to your particular palm print or your brainwave. Reason simple the weapon is made out of a Psycho reactive metal extremely rare, think Uranium but 1000X rarer.l Not only that these weapon takes yrs to create & are given to the Agencies or Corporation most Elite, trustworthy & loyal agents. They don't have any to spare for anyone who isn't part of their particular group no matter what the hero reputation is. To tell the truth they might be extremely pissed that something they consider proprietary information or technology is out there and if you bother them asking for a SW they might come after you to silence you.

Further Limitation: Only some who normally use guns or rifle as weapons like, Special Training, Super Soldier, the Hardware (Weapon). Character from Ninja & Super-spies or something similar. Basically anyone who relies or uses guns as part of his class skills and that doesn't have any powers, isn't a Magic, Psionic, Robotic or Cyborg can have this feat.


Last edited by Shadowknight on Sun Jun 14, 2015 11:38 am, edited 1 time in total.

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Unread postPosted: Mon Apr 20, 2015 10:00 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Light Skill Cost: 3 feats


At first I wasn't sure whether to include it or not. Since this feat fits a martial arts heavy campaign like Ninja & Super-spies or Mystic China more than a Hero Unlimited campaign. But given MA is part & parcel of any decent HU campaign and a good 30% of my feat are influence by MA books, legends & movies I decided to included it. Light Skill is broad term in Chinese Kung Fu movies that describes 3 different but interrelated skills

1. Jumping real high and long
2. Running faster than humanly possible
3. Walking up wall & at the highest level walking on running on water on water


While I intend to go into details of each part of the skills but for now let me concentrate on given examples of the skill. Anyone who spends any decent amount of time watching kung Fu movies will see that most MA movies based on times Before the Boxer Rebellion seems to have people who can jump up anywhere from a 6 ft wall to over 50 ft high & 5X as long. As for running faster than humanly possible I would recommend (Jet Li) Fong Sai Yuk 1, as for walking up walls watch film that have Ninja but unfortunately they tend to have them use claws on hands & feet, a movie that has no claws uses at all is the 5 Deadly Venom's Specifically the Actor who practices the Lizard style or Bruce Lee most famous film Enter the Dragon where Jim Kelly is practicing outside at night and he see Bruce dressed in black basically walk up 80% grass hill.


1. The usual way but not the only way to develop jumping ability is to but iron ring, weighted sand bag or bag with lead pellets around your ankles till you can barely walk and then try to walk, run & jump as high and as fast as you can. You do this for weeks, months and probably yrs. When you take the weights off you can jump Olympic level distance with ease. There's more to it than that it requires some lvl of Chi manipulation & strengthening the tendons around your ankles. In game term you can jump at least your P.P stat in feet up and 1d4+1X your P.P score across. But unlike the Enhance Leaping minor power from Powers Unlimited 1 it cost you 15 SDC for each leap you do that day after the first 1 due to fatigue. Frankly because your forcing your body to do something normal human body can't do & because without the limitation the Enhance leaping minor power become superfluous.


2. The same training regiment as Number 1. is also suppose to give you incredible running speed, to the point you can run backwards faster than most people can run forward. In game terms you can run backward at your normal SPD+5, but you can run forward at your SPD X1D4 for as many round a day as your lvl. Anytime beyond that you suffer 15 SDC each round because to stress your body beyond human capacity.

3. The third ability is usually develop 2 possible ways but not the only ways. 1 is getting large man size vase made out of intertwined straw fill it with large rocks and walk and then run at the edge of the vase without collapsing it. Once you demonstrated you can accomplish such a feat, the rocks are gradually removed over months & yrs until you can walk on the edge of the straw vase without collapsing it. At that lvl you can usually can walk up walls also. The Shaolin method is to put rice paper on the floor and you walk across it without tearing it or making noise. It you can do such a feat legend as it the rice paper is then wet and if you can walk across it without tearing it, you can walk up a wall with ease. So what are the advantages of such training

1. You can walk up a wall or run up a wall at normal SPD (that is just your Normal SPD stat not the bonus you receive for light skill) for 1 round for every 5 lvl, any duration beyond that you fall.
2. You don't set off pressure sensitive alarms even one set to go off when a feather drops on it, you can create amazing feat like standing on a sword while someone is holding it straight out or swinging it, standing on top of a spear point or walking on top of broken glass on your bare feet, walking or running on top of just poured out wet cement without sinking or leaving any footprints.
3. You can jump across water in a similar manner as skipping a stone but only for 1 round.




Bonus: The training is incredibly arduous you receive a +2 to P.S & +15 to SDC, it cost only 2 feats if you have Trained by a master, Intensive Training or Unusual Background feat, it cost only 1 feat if you have 2 of those feats already.
Limitation: This feat can't be learned by anyone with powers, magic, psionics or the by the rules learn martial arts from Ninja & Super-spies
Prerequisite: P.P of 14 or higher, Chi of 20


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Unread postPosted: Fri Apr 24, 2015 1:20 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Connected Cost: 2 feats per Mafia Family



Is the flip side of Military Rank feat only it's directed at the criminal elements. In the U.S there's basically 10 major gangs or families. There's other like the Pakistani/Indian Mafia and the Israeli Mafia but for the most part they are small potatoes in the U.S, but big in some other countries like Canada. 90% of the time your friend knows your Secret Identity but he doesn't care as long as you don't betray the friendship but he'll leave some information on who you're should something happen to him & you fail to help him or avenge him.



1. Cosa Nostra -Italian Mafia=they operate in major cities (NYC, Newark, Jersey City, Baltimore, Boston, LA, SF, New Orleans, Chicago, Detroit, Atlanta, Dallas, Las Vegas)
2. Bratva -Russian Mafia=they operate mostly in the (Upper East coast, Florida, Chicago & California)
3. Triads-Chinese Mafia=they operate mostly in Chinatown throughout the U.S & Canada or other Asian communities.
4. Yakuza -Japanese Mafia=they operate where there's a large Japanese population mostly inn the (Upper east cost, California, Oregon, Washington & Hawaii)
5. Mexican Cartel-Mexican Mafia=they operate where there's a large drug demand, near border states or wealthy cosmopolitan centers (NYC, Los Angeles, Washington DC, Chicago, Dallas, Miami, ect)
6. Outlaw Motorcycle Gangs-Biker Mafia=They operate mostly in places where there's a large freeways (California,the Midwest and Southern states)
7. Aryan Brotherhood-White Racist Prison Mafia+outside of prison the tend to congregate in large cities with a large white majority, are sometimes confused with Outlaw Motorcycle gangs
8. Cartels-Colombian Mafia=they operate where there's a large drug demand, near border states or wealthy cosmopolitan centers (NYC, Los Angeles, Washington DC, Chicago, Dallas, Miami, ect)
9. Posse-Jamaican Mafia=they operate where ever they can blend with the black population
10. Westis -Irish Mafia= they operate in (Northeastern U.S)

For some reason you're connected to one to 1 of the 10 major criminal organization. You must when you choose such a feat give a reason to your GM how this became possible. Here's a few possible reasons

a. You were childhood friends with someone who grew up to be a Captain in one of the criminal gangs
b. You dated or was once engaged to a daughter, sister, cousin, niece or favorite goddaughter to the near head of the criminal organization and even-though your relationship is over you still care for each other.
c. You were college roommates & belonged to the same fraternity, got drunk together and stayed at each others houses during spring break to someone who became a Captain in the Organize Crime family.
d. You are related to someone high in rank in the criminal organization anything from Brothers, Half brothers, Cousins, Godson, Nephews to third cousins
e. You serve in the Special Forces that's an Elite Military Organization ( Green Beret, Special Force, Marine Recon, Seals, ect,) and saved each others lives numerous times
f. You took the blame & was punished for something your friend did, and you never talked to lessen the punishment
g. You saved the life of 1 of his near relatives or you got them of drugs or out of prostitution
h. You know a dirty secret that could have sent them to prison, have them assassinated by their family or another criminal organization or derialed their rise to a position of power in the Criminal Organization but you kept your mouth shut.

See the movie " Analyze This" while it a comedy it give a livid example on how somehow who's not a member of organize crime could become connected or have friend in OC. It should go without saying if for example{your conncted to 1 of the NYC 5 major Mafia families, you're not connected to all of the 5mafia families)]. It should also go without saying loyalty is a 2 way street. While a capo might tell you of a armored car heist a rival family is involved in, you can't use that information to blackmail him or tell the police I have an informant in such & such family. You are signing a death warrant on your informant, there's a 10%-15% chance the OC either have an informant or a mole inside the police force in position of authority (see the movie" The Departed" or the Chinese Movie " Internal Affairs") and you'll lose your feat. What you can do with the information is use it to stop the crime yourself in your superhero identity. In game terms it work like this.

Once a month or once per lvl depending on the GM you can ask your OC connection about a crime that he knows about, but won't get back and hurt him, but it has to be on his sphere of influence. A Mafia Capo might know about a rival Mafia family Highjacking operation, but he doesn't know about Outlaw Motorcycle gang Estacy lab 3 states over. Or you can request a favor once a month could be Weapons or other services

Knowledge reliability

Knowledge about a rival Mafia Family of the same genetic ancestry for example (Mexican Mafia Sinaloa Cartel knows about the Juarez Cartel) but their knowledge of the Jamaica Posse is slim.

70%+2% per lvl

Knowledge about a rival Mafia Family in nearby state of the same genetic ancestry

50%+ 1% per lvl

Knowledge about a rival Mafia Family in another state of the same genetic ancestry

40%+1 per lvl

Knowledge about another genetically different family in the same city

45% + 2% per lvl

Knowledge about another genetically different family in the same state

40%+ 1% per lvl

Knowledge about other crimes unrelated to organize crime in the Campaign city(Kidnaping, Terrorist, Cyber crime, mid street lvl drug dealers, Computer hackers)

25% + 1 per lvl

Other services

Weapons Can get you any normal gun and ammunition 50%-75% off book cost

Special Weapons & experimental weapons can get it for you if available 60% once at -20% cost, after that -10% when available usually once every 1d4 lvl a 30% chance per lvl

Cybernetics, Cyborg & Robotics underground operation and repair only 25% availability check once each lvl and now you owe them a big favor in which they will collect.


Repair & Medicine

A lot of players forget bullets hurt, and you can't just go to a hospital to have the bullet removed. because by law the doctor or Hospital must report it to the police. So the mafia has their own Doctor that can remove the bullets without reporting the incident to the police. or they have their own garage where you can get your suit, car or robot suit repaired. You still have to pay for the repair, medicine and parts. but you don't have to worry about police showing up and wondering where & how you receive the bullets in your body or how is it your car looks like it's been in a war zone.


Papers & New Identity & Money laundering

People tend to forget, why SH tend to wear mask, gloves or have headquarters, your mafia contacts can get you those type of papers and 90% of the time it will pass Gov't muster. How about you just busted a major Colombian Drug dealer you turned him over to the police. Your connection helps you launder the money you found to give to charity or if you're an anti-hero for yourself or your fight against crime. Guess what sometimes crime pays except you don't want the Gov't knowing where you got the cartier watch. Your connection can help you launder the money.


Bonus: Physical Training, Special Training, Ninja & Super-spies can have the feat at a cost of 1 feat
Limitation: you can't have Military Rank feat & Connected feat it's one or the other. This feat requires heavy role-playing and you can't betray your Connection, should your Connection be kidnapped or killed you must rescue them or avenge them. Should you fail to do this other people in the organization will either have a contract put out on you, frame you for a crime or have your secret identity known. It goes without saying no matter how much your connection might like you he won't betray his OC family or give you information that will destroy his OC family only other rival families or different ethnic OC families.


Last edited by Shadowknight on Sun Apr 26, 2015 9:26 pm, edited 1 time in total.

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Unread postPosted: Sat Apr 25, 2015 3:39 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Flying Sword Cost: 2 feats[

This feat represent a rare but beautiful technique used in some Chinese MA style called Flying Sword where the weapon continue to spin in the air even after you are no longer holding it. In game terms as long as you are 6ft from the weapon the weapon will attack anyone who come within range to attack you. So while it's called Flying Sword, it actually can be used with any number of light 1 handed weapon including (axe, curved broadsword, short staff, butterfly knives or knife).

You can use this feat every 4 rounds, and the FS feat and it attacks anyone who comes withing striking range of you. You must have initiative to use it and it use up all your attacks except 1. It attacks with all you plus to hit, but it only has half your attacks and you add no P.S bonus if it hits. Nevertheless the FS can only attack it can't parry for you. You must pick up the weapon at the end of the round, otherwise it falls to the ground and you lose 2 attacks to pick it up. So why have it.

1. It gives you 1 rd to bind your wounds or run away
2. It gives you 1 rd to go help a team mate
3. Anyone who tries to attack you without a long range weapon gets attack 2x per attack they try to inflict on you, once per feat ability and once as they try to get out of range of the weapon.

Bonus: at 6 lvl you can add your P.S bonus to damage, at 12 lvl you can have it last a 2rd before needing to pick it up with your hands
Limitation: This feat is limited to people who HTH MA or one of the Styles from Ninja & Super-spies or Mystic China. Only people who rely on HTH combat not powers, magic or Psionics can have this feat. That means only Physical Training, Special training, Ancient weapon Master and Characters from Ninja & Super-spies and Mystic China are allowed to choose this feat.
Prerequisite: P.P of 18 & Trained by a Master or Unusual Background feat


Last edited by Shadowknight on Sat May 23, 2015 9:13 pm, edited 1 time in total.

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Unread postPosted: Tue Apr 28, 2015 11:16 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Let me first say again GM you're under NO obligation to accept this or any feat that you feel will unbalance your game, having said so this feat while extremely powerful come with enough drawbacks and role playing ideas I would allow it for a mature role player but not to a Munchkin.


Unique Weapon Gods Gifted II Cost: 5 Feats


This feat is arguably the most powerful or the second most powerful feat I've ever created second only to the Omni -Resource Feat. It represent someone who has a Unique Ancient Weapon that was gifted or created for him or his or her bloodline. In game terms you inherit a Special Weapon or Item that you seem to bound with this weapon has a A.R of 17 and 1D4X1000 SDC, Item has a A.R of 19 and 1D6 X 1000 SDC. The Weapon or Item can be damaged or broken only when specifically targeted not when parrying an attack. In your hands the Weapons is is +3 to Hit, +3 to Parry, you have 1 additional attack when using the Weapon & the weapon does an additional + 5d6 damage. An item is +2 to hit, + 4 to parry, you have 1 additional attack when using the Item, the Item does an additional + 1D8 damage, the Item has more abilities besides doing damage. While your Weapon or Item 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 given them + 1 to Hit & +1 to parry. If an Ancient Bow is chosen it gives it user +2 to parry when using the Bow, +4 to Hit, + 4 additional attacks when using the bow, it has 3x normal range for that bow, an additional 4D8 damage when using the bow to shoot arrows, the bow comes with a quiver of 100 arrows which does an additional 7D6 damage these arrows can only be used once and than are broken unrepairable, so once these arrows are gone there no more. These special arrows have the feat of Knock back feat. The Weapon or Item is 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 10 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 Item up to 15 yd per lvl but can't narrow what direction it's hidden
3. It does full damage and slows down the regenerative ability of anyone whether it's by powers or Supernatural. if the creature you hit use to regenerate every round, now it does every minute, if it was every minute it now does every hour, if it used to go it every hour now it does it every day, if it does it every day now it does it every week. this slow down of regenerative ability last until the creature is back to full after that it regenerate as usual. Needless to say Vampires fear such a weapon besides slowing it's ability to regenerate if the vampire is reduce to -30 Hit Points it dies and can't regenerate further.
4. If taken to Rifts will do MDC damage equal to it's normal SDC damage.
5. The Weapon or Item gives the ability to fly as the minor power Flight Wingless, you don't receive the SDC bonus or bonus to dodge or anything else except to ability to fly, Or you receive the Minor Super power Enhance Leaping.
6. +10 to P.S which is considered Supernatural, this STR bonus last as long as the Weapon or Item is within 100 ft from your body.
7. It increase the owners lifespan by at least 3X
8. It givens it's owner a bonus +50 Hit Points & 100 SDC
9. Roll 1d8 yo see what minor power you gain, while the Weapon or Item is in your hand. The power only last as long as the Item or Weapon is physically touching some part of your body, while it will work through clothes or leather. But not Metal or plastic thicker than 1/8 of an inch thick. Should you be separated for more than 1 minute you lose the bonus power.

a. Danger Sense
b. Energy Resistance
c. Hardened Skin
d. Healing Factor
e. impact Resistance
f. Impervious to Cold & Freezing
g. Physical perfection
h. personal Force Field

10. Extremely resistant to Illusion whether it be Psionic, Technological or Magical. As long as you are holding your weapon in your hand you save vs Illusion with a 12 or better.
11. Once a day you can dimension teleport yourself or your opponent to a different dimension, it works automatically for yourself. But you need to roll a natural 15 or higher to send your opponent to another dimension otherwise you used your ability for that day but he wasn't banished to that dimension. Nevertheless your opponent has a chance to dodge or jump back home before the dimension close, but there are 2 limitation 1 he must have at least 1 attack left & he must roll a natural 16 or higher. If sent to a different dimension, your opponent needs a way to get back or he's stuck there. If you visited the Dimension already you can choose what Dimension you sent him, otherwise you need to roll 1D6 and compare the result with the list. The only limitation the Dimension must be able to Support Humanoid lifeforms.

Possible Dimension

1. Alternate Earth (Use your imagination) but usually where things are backwards or different Germany won WWI or WWII, South won the Civil War, British Won the War of 1812, Clinton was defeated by Bush, The Watergate Mole was found & silenced therefore Nixon never resigned in disgrace, ect.
2. Nightbane
3. Dead Reign
4. System Failure
5. Rifts
6. Mechanoid Earth
7. Chaos Earth
8. Hell


Possible Length of time stuck in the dimension roll 1d6 and compare the number to list

1. 1 hour per lvl of Character who sent him
2. 1 day per lvl of Character who sent him
3. 1 week per lvl of Character who sent him
4. 1 month per lvl of Character who sent him (GM it's not fun to permanently remove a player character from a game anytime such a situation happens, I would strongly recommend to the player character to go to that Dimension and retrieve his opponent, or have someone else do it)
5. 1 year per lvl of Character who sent him(GM it's not fun to permanently remove a player character from a game anytime such a situation happens, I would strongly recommend to the player character to go to that Dimension and retrieve his opponent, or have someone else do it)
6. 10 yrs per lvl of character who sent him(GM it's not fun to permanently remove a player character from a game anytime such a situation happens, I would strongly recommend to the player character to go to that Dimension and retrieve his opponent, or have someone else do it) The only time I would personally accept someone being banished to a different dimension so long was if it was a mega powerful villain the group had no other way of defeating and the fate of the world depended on it. Lets not forget you just banished an extremely powerful Villain from the HU Earth what's to stop him from making common cause with Nightlord and finding a way to comeback with their help with a small army of supernatural creatures at his beck and call or a Night Prince.


Bonus: While normally the Immortal class wouldn't have enough feats to qualify to receive the feat. A GM can give it to an Immortal Class character a 12 lvl but explain the Gods of your Pantheon gave it to you due to your yrs of loyal service, worship and serving their interest. But if you should ever betray them or turn evil them will strip you of the weapon or Item even if you paid 3-5 feats.
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. Basically the Gods of your Pantheon gave it to you, make it clear to your players this isn't a party favor that can be passed around that's 1 character retiring and his brother, son, sister, niece or nephew, ect inheriting it. it doesn't work like this ]IT MUST BE EARNED not just by paying for the 5 feats but by yrs of loyal service to the pantheon you worship and serve.
Limitations: The feat Can't be taken again, if broken it takes at least 1d4+2 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 World could have such a feat. At most there exist 100 such weapons throughout the Galaxy buried in Ancient Ruined World, museum, secret orders or in special families useable only by someone from that bloodline. Reason simple the Weapon or Item is made from a metal unavailable for the past 800+ 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, Ancient Master, Ancient Weapon Master, Character from Ninja & Super-spies or something similar. Also certain Immortals from Powers Unlimited like Angels, Avatars, Demi-Gods & Godlin can have this feat. Unlike normal feats this feat is given to you by Gods of a particular pantheon you must serve or be their champion, it doesn't matter if you paid the full cost of the feat, betrayal or disobedience will cause the Gods to remove the Weapon or Item from you magically. Having said that as a GM I'm more likely to forgive minor disagreements from a player that paid the full coast that is 5 feats, than from an Immortal that only paid 3-4 feats and the Gods of the pantheon putting the last feat or 2 feats.

Final Limitation: This feat is extremely powerful making any character with this feat the equivalent of being an Enchanted Weapon character class. Therefore should one pick this feat he know goes up and is considered a Mega Hero. The Hero forgoes all the ability of the MH, because he gained the ability of the Unique Weapon Gods Gifted instead. The GM should compare his current Experience Points and see where they fit in the Mega hero experience table. What happens is he doesn't lose a lvl now that he's a Mega hero, but he no longer goes up any lvl until his MH experience points bring him to the same lvl he was before a became a MH. I. E ( Shadow eagle is an 8 lvl Physical Training checking of the table Experience table of a MH the GM see SE would be considered a 6 lvl ME. So SE wouldn't go up any more until he accumulate enough experience points to make him a 9 lvl ME). If already an Immortal Class (basically a Mega Hero) he pays instead an additional 10% experience points penalty to go up any lvl.


Last edited by Shadowknight on Mon Jun 01, 2015 11:00 am, edited 3 times in total.

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Unread postPosted: Mon May 04, 2015 9:30 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Halfbreed Cost 2 feats



While Palladium Games frowns on halfbreed like Half/Elf or Half/Orc. It part & parcel Superhero comics to have Halfbreeds from Half merman, to people who had an otherworldly parent, in fact most ancient religions aren't complete without a few gods or goddess mating a a mortal they fancied and bearing them a child, and who haven't heard of angels or devils mating with humans. So how do you create such a mixed breed without creating 10 thousand or so variation of a human being. This is my attempt. First they must be able to have sexual congress and both race be able to bear a child. Secondly they must have a genetic similarities. So a Half/vampire isn't possible since Vampire can't bear children, nor is a Half/Dragon since Human are descended from Primates and Dragon from Dinosaurs. While a titan and Human have genetic ancestor the fact is a Titan is 3X the size of a human so sexual congress is impossible, so no half/titans either. So what does that leave? On top of my head

Half/Elf
Half/Ogre
Half/ Angel
Half/Devil
Half/Alien





Having said that how for example would you create a (Half/ Elf)? Simple a Elf has these stats I.Q. 3D6+ 1, M.E. 3D6, M.A. 2D6, P.S. 3D6, P.P. 4D6, P.E. 3D6, P.B. 5D6, SPD 3D6. This is how I strongly recommend. The I.Q of an Elf is usually 1 point better than for an Equivalent human. So I would simply give the Half/Elf +1 to I.Q just like 1 of it's parents, M.E of an Elf is identical to a Human so there's no change. But now here comes the tricky part the Elf M.A is 2D6 the Human is 3D6 so what would be that of an Half/Elf? Simple Anytime there's a dice or more difference in stats difference you add both parents dice together and divide by 2. So in this it's 5D6/2=2D6+3 so a Half/Elf would roll a 2D+3 for M.A but he would roll 1's over. This way he would clearly have a better M.A than His or Her Elf parent but most of the time slightly inferior to his or her Human parent. Using this rule you would have 7D6/2 or 3D6+3 for a Hal/Elf P.P & 8D6/2 or 4D6 for a Half/Elf P.B. in a like manner yo can create a Half/Orc, Half/Angel and so on. Needless to say the Half Human breed would resemble both his or her parents. So a Half/Elf would have slightly pointy ears but not to the same degree as a full Elf, a Half/Ogre would be taller than a regular human but not as tall as a full Ogre. The negative aspect of the Half Breed is it would inherit most of it's parent weakness or strength but at a lesser intensity. For example an Elf lifespan is 600 yrs by Palladium Books, so a Half/Elf baring getting killed would live to 300 yrs old, but any potion, magic or magical tattoo would work or affect them in a similar manner as if they were an Elf but to a lesser degree. So a Magic Tattoo would give a Half/Elf half the minus and aging penalties that a full Elf would receive.

Natural abilities: As long as they aren't magical I don't have a problem given them the best natural abilities of the parent race, like an Elf +5D6 P.P.E since it doesn't unbalance the game. But warn them if a race has a racial enemy they would consider you an enemy also even-though you are a halfbreed.


Bonus: As a half Breed you re-roll any 1 that you rolled for stats when creating your character
Limitation: 2 different Halfbreed can't mate unless they are the same Halfbreed. So a Half/Elf can't produce children with an Half/Ogre. But 2 Hal/Elves could breed or for example the Half/Elf could breed with a Full Elf or Human. For all intents in purpose there's no such thing as a 1/4 breed such a creature would have no advantages from his grandparents race except having slight resemblance to its grandparents.


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Unread postPosted: Tue May 12, 2015 11:39 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Multiple Vehicles Cost: 3 feats

This feat represents the street lvl hero or heroine who seems to have a vehicles for whatever environment he finds himself or herself in. In game terms you gain an additional super vehicles every 3 lvl. The hero starts with 1/2 million to create his or her super vehicle, he use the HU main book pg 136-143 or he can divide the money in half and create 2 vehicles but they have to be the same he basically has a spare one should it be destroyed or damaged. The beauty of creating 2 vehicles, it every peace including serial number for Engine or any other identifying manner is identical. 3 lvls later he gains another 1 millions dollars & can create another super vehicle. After that every 3 lvls the hero gains 2 million dollars to spend on vehicles. If for example he doesn't have enough money to create a custom built vehicle. The hero can save the money till the next time he receives another 2 million to add so he can build his vehicles, he can do this up to 3X. It goes without saying a vehicle designed for smooth highway driving is built completely different than one built for off road or mountainous terrain.


Car or Motorcycle
Truck or Van
Boat
Helicopter
Mini Sub
Jet Airplane

Bonus: If the hero or heroine has Mechanical Engineering, Advanced Technology feat or Prodigy Feat it coast only 2 feats. An Analytical Hardware or a Mechanical Hardware with this feat can create a Super Vehicles for Himself or herself 10% cheaper/ This advantage applies only to himself not a team member or team vehicle.
Limitations: The Hero must have be Wealthy or have the Wealth or Inheritance feat. The money for a vehicles can't be used for anything else except Improving, repairing or building a Super vehicles. Should a super vehicle be destroyed or stolen you have to wait till you reach the lvl where you recieve the money to build or create another one/
Prerequisite: I.Q of 20 or higher, Mechanical Program

Further Limitation: For anyone with powers, magic, psionics, robotics or cybernetics this advantage cost 4 feats.


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Unread postPosted: Sat May 16, 2015 11:19 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Twin Fighting Cost: 2-4 feats



This is one of the few feats I've created that requires 2 characters to choose the feat to get the advantages the feat brings about. The advantage or feat is mostly seen in street lvl heroes. Usually Physical Training character & his teen sidekick but it's sometimes seen with Mega Heroes fighting alongside a street lvl hero. The advantages of this feat is obvious as long as you're within 6ft of each other (the other person that has the feat) you gain an additional attack, plus to attack & parry, plus the Danger Sense minor psionic ability only it cost no ISP. In Game terms it works like this you & the other person that has this feat as long as you are fighting 6ft from each other receives +3 to parry but only at attacks directed at your partner that has the feat also, +2 to hit & 1 additional attack per rd. It goes without saying that you need to take the feat again for each additional person you have the ability for Twin Fighting. It would cost 2 Physical Training individuals 2 feats each to have the Twin Fighting feat with each other. But it would cost someone with powers, magic, psionics 3 feat selections to have this feat with a PT individual the reason is simple their style of fighting is completely different. And it would cost 4 feats for anyone else to have the feat if they're not using it with a PT or AM individual.



Bonus: Anyone who already has the Danger Room feat lowers the cost of this feat by 1 feat. The normal range for this feat is 6ft or less, but as long as 1 of the people that has the feat is AM or PT the range is 10ft.
Additional Bonus:When the PT or the Ancient Master class has students or sidekicks it only cost 1 feat instead of 2 to have Twin Fighting but for that to happen their student must be a PT or AM class also.
Prerequisite: P.P 22 or higher, HTH Martial Arts, the Ancient Master class or the Special MA of Physical Training or Ninja & Super-spies MA. Must known gone up or trained together at least 4 lvl before this feat can be taken.


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Unread postPosted: Sun May 17, 2015 8:45 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Undead Bane Cost: 3 feats



This feat represents someone who suffered or someone in their family suffered from an Undead Attack sometimes it's recent past, sometimes this is a family curse or profession that been passed down for dozen of generations. Whether it's recent or something that happened centuries ago, the people with this feat has trained, studied and has benefited from this ability to send undead back to their graves. They usually train for yrs by distant relatives and they 're tested for weakness that may allow them to succumb to Undead wiles, threats or bribes. The washout rate is over 75% due to hardship of the training, dying during the training and simply not having the make up and discipline to continue past human breaking point.

The training is part physical, part mental, part spiritual. Since Undead will attack wherever your weak at. Nevertheless for those who finish the training can consider themselves among the Elites of the Elites. Imagine Seal, or Marine Recon training except this one last 4-6yrs straight. Here some of the bonus you receive after 4 yrs, +3 to P.S, P.E, M.A, M.E, also +10 to P.P.E. You need these benefits specially the P.P.E since it the P.P.E that feeds your special abilities.

Special Abilities


Damage Undead= cost 5 P.P.E every other round-with this ability you can punch, kick or strike an undead and cause damage even if the undead was normally immune to said attack I.E (The hero White Knight s Physical training hero is fighting a Master Vampire with a High Quality Long Sword, while normally it would do no damage but because WK channeled 5 PPE into the sword it does damage as if WK is fighting him with a silver long sword). So every other rd you need to channel another 5 PPE if someone already has a weapon that can damage undead the channeling does double damage on every hit.

Undead stays Dead= cost 10 P.P.E- The major problem with Undead is their ability to regenerate, when you channel this ability you temporarily slow down or stop their regenerative ability for 1 rd per lvl. Which should give you & your team mates enough time to kill them, should they be killed while their regeneration is temporarily stopped they stay dead. It cost 10 PPE for each undead you want to temporarily stop its regenerative ability. The undead gets a saving throw of a natural 16 or higher. Should he make his save he regenerate damage done to him at half his or her normal rate. You must physically touch an undead with your hands or a weapon for this ability to manifest and it takes half your attacks that rd.

Strength of the Living= cost 8 P.P.E- Another problem with some undead is their STR, which is usually considerably stronger than their opponents. This ability channels Mother nature strength into your body. Your P.S increases by 10 points which last 5rds and is considered Supernatural anywhere their an abundance of nature like parks, zoo, beach, flowing river, ranch, ect. Your P.S increase by 5 points which last 5 rds in a city environment and is considered supernatural. Your P.S increases by only 2 points which last 5 rds this strength is considered Enhance Strength where dead resides like morgue, cementary, caves, ect. Point out to your players that after using this ability you're exhausted you have only half your normal attacks and your strength is half it's normal non enhance stat, this weakness last for at least 5 hours if a meal is eaten right afterward and you have a chance to meditate or sleep. If unable due to the seriousness of the situation you are in the weakness will last 1 day. It must be pointed out this ability can only be used when fighting Undead, it minions, Vampire Intelligences & Necromancers.

Faith of the Pure= cost 20 P.P.E-One of the most terrifying things about undead is they attack in masses. As long as you are protecting at least 1 innocent from an undead you can bring forth from your own life force a white light that affects undead like sunlight. ALL undead within a 10 radius per lvl must make a natural saving throw of 16 or higher or flee for 1 rd per lvl of the person who create the FOP light burst. 75% of the undead will not come back that day to attack no matter what that day. Should they make their sv throw they take 5d6 Hit point damage and lose half their attacks for 5 rds.






Bonus: Characters with this feat can never be turned into Undead or be controlled by undead whether it's magical or psionic. Anyone with this feat also receives +4 to save vs H.F but only when fighting undead or Vampire Intelligences. If you already have the Sense Undead feat, the Undead Bane feat cost only 2 feats.
Prerequisite: Trained by a Master, P.P.E of 30 or higher, Demon & Monster lore, Undead Lore, P.S, P.E, M.A & M.E of 20 or higher
Limitations: This feat can't be taken by Robotics, Cyborgs, Eugenics, Super Soldiers or people that stress Science over faith like Analytical Hardware or Natural Genius. This feat is usually taken by PT or ST characters, with Magical class & Demon Slayer from the Armageddon Unlimited making most of


I had planned on adding more abilities, but I realize it would be better to create an Undead Slayer character class. So sometime in July I plan on creating it and incorporating all the abilities listed here, a few more and give a larger background story on how this class came to be.


Last edited by Shadowknight on Thu May 21, 2015 8:15 pm, edited 2 times in total.

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Unread postPosted: Wed May 20, 2015 4:52 pm
  

User avatar
Hero

Joined: Tue May 19, 2009 5:52 pm
Posts: 897
Loving the feats concept and what you've done. I'm especially happy that I'm having a heck of a time picking a favorite.

Right now my inner RPer is saying Read Body Language is the best... while my inner power gamer (I'm a recovering power gamer...) keeps jumping around screaming "that one... no wait... oh shiny..."

_________________
"If your plan relies upon chance to succeed, then you've already failed."
"Sometimes to achieve the greatest good, one must commit great evil."


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Unread postPosted: Thu May 21, 2015 12:50 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Slight001 wrote:
Loving the feats concept and what you've done. I'm especially happy that I'm having a heck of a time picking a favorite.

Right now my inner RPer is saying Read Body Language is the best... while my inner power gamer (I'm a recovering power gamer...) keeps jumping around screaming "that one... no wait... oh shiny..."
Thank You :-D , but outside of the ones that cost 3 or 4 feats you don't have to choose. I plan on wrapping everything up by end of May except for cleaning up the feats, adding more Prerequisites and making some explanations clearer which might tale me up to middle of June. Once that done I hope to create the opposite of Feats called Flaws, while flaws tend to restrict you game wise by adding psychological and role playing hooks it has the major advantage of giving you bonus feats to make up for the restrictions.


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Unread postPosted: Thu May 21, 2015 8:27 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Major Pain Cost: 3 feats



This is a strange feat in that as you suffer to become more powerful. But overall the advantages outbalance the negatives. While most of the time it's more advantageous to parry or dodge attacks. This feat tend to reward tough characters who like to slug it out and take damage so they can dish out even more of the same. Have you ever seen some Kung Fu movie where the hero takes massive amount of damage near the end of the movie and then proceed to go buck wild and beat or kill the main villain, or a comic where the hero says hit me again, or seen the Clint Eastwood movie called "Any Which Way You Can" a character called Philo Beddoe. Well people like that have this feat, the more damage the take, the more dangerous, faster they become and the harder they hit. This feat tries to duplicate such an ability. While most of my feats are designed to help the less powerful class, this feat is different. While it can be used by street lvl characters effectively, it really shines when used by Super strong & super tough characters.

So without further ado, here's how it works in game terms. Whenever someone who has this feat takes at least 1/3 of his SDC in damage he now has an additional +1 to hit, if he takes 50% his SDC or more in damage he has a choice either to increase his A.R by 2 for the duration of the fight or the damage he does by 2 point per blow or 10% per blow which ever is greater. Once he made his choice know to the GM he's stuck with that choice for the rest of the day. The limitation is the A.R must be natural, it can' t be from Psionics, Magic, Robotics, Cybernetics or Armor. It must be from powers or an ability granted from your class or your Martial Arts. Whenever the character with this feat takes at least 75% of his SDC or more he now has an additional +2 to Hit,+1 to parry. Should he lose over 90% of his SDC or more he can now do +10% damage from blows if he had chose Bonus A.R or he can now do +5 to damage per blow or +15% per blow if he had chosen to do more damage before. Now should he ever take 50% or more Hit Points damage he gains an additional +1 attack & an additional +1 to hit. Finally should he lose 75% of his Hit Points or more he becomes a near super warrior, he now has another +1 attack & +1 to hit, +1 to parry.

In a weird way people who hurt are making you better, pain is your friend. So if you ever take accept magical or psionic healing you lose this feat for as many days as hit points you healed by magical or psionic healing. If you willingly accepted Magical or Psionic healing 3X during the life of your character you permanently lose the feat. But you don't regain the feat points it cost you to acquire said feat.





Bonus:This feat cost only cost 2 feats if you already have the feat Hard to Kill. With this feat you naturally heal 2X faster than normal & you have +10% to your coma/death roll. Plus you never suffer the side effects from almost dying on HU main book pg 19-20.

Limitation: This feat stress you taking damage and returning it ,so anything that stops you from taking damage like certain powers can't be taken if you have this feat. So this feat can't be taken if you have certain powers among them Create Force Field, Create Force Constructs, Invulnerability, Intangibility, any Alter Physical powers that include a long range attack, and any Energy Expulsion type powers. Nor can the Robotics or Cyborgs class take this feat. Finally after the fight is over whether you won or lost you are physically & mentally exhausted you now have -10 to you P.S & M.E this exhaustion last 1 hour per round the fight lasted after that you regain 1 pt of P.S every 10 minutes and 1 pt of M.E every 15 min. Magical healing or Psionic healing will half the time required & double the amount P.S & M.E regained but that's it.

Prerequisite:P.S & M.E of 16 or higher, P.E of 24 or Higher, Hit Points of 40 of higher, SDC of 70 pts higher.


Last edited by Shadowknight on Tue May 26, 2015 11:25 pm, edited 2 times in total.

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Unread postPosted: Sat May 23, 2015 7:52 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Acute Senses Cost: 3 feats



This feat showcase people with senses 1 inch away from being super-human. That's for example being able to smell a faint afterglow of perfume in a room or see perfectly in the dark or ear the faint difference between someone stepping on the right or the left foot based on the fact he carries a revolver on his left side. This type of Enhance Sense is often depicted in Sherlock Holmes, Hercules Pierot movies, or the "Dark Knight" comics. So you might ask what good is this, while it makes great role playing, how does it help me in a fight, solve a crime or decipher a clue? That's because you aren't looking a at the leaves in the forest just the trees. Have you ever heard the saying "the devil is in the details" or it's {the little foxes that spoil the vine"? They're basically are speaking about the same thing that's small minor things can make a big difference in a case being solve or not or small minor details can make a difference between defeating " Dr Destroyer" or being defeated by him. So how is it possible firs let me tell you a story.


For want of a nail, the shoe was lost,
For want of a shoe, the horse was lost,
For want of a horse, the knight was lost,
For want of a knight, the message was lost,
For want of a message, the battle was lost,
For want of a battle, the war was lost,
For want of a war, the kingdom was lost,


All of this for want of a nail.


Now lets look at this again, suppose you look at (Dr Destroyer a Mega Villain in a Robotic Armored suit)and noticed because of your acute senses his gauntlet where he shoots his EB has a small spark before he shoots his blast. So what does that tell you either he's about to shoot his EB again which should give you at least a +1 or +2 to dodge or there's a flaw in his electrical system of his armor. Now depending on the GM and your own creativity and what sort of character class your playing there's several things you can do.

1. If you're playing a Street lvl character, you can aim your attacks at the gauntlet( myself if a player did this I would cause the gauntlet to take 2X damage and might cause it to blow up or be frozen)
2. If you're a Hardware or Super-spy character you could either shoot at the gauntlet with a handgun or tazer and cause a malfunction( see above but more severe)

3. If you are someone with EB specially someone with Lighting or water based powers I would go to town on that gauntlet and cause a malfunction or an explosion on at least part of the armor.


This is just 1 example of using this feat in a creative manner to defeat a Mega Villain.

Now lets look at the bonus for having Acute Senses

1. You have similar abilities to that of the Minor power "Supervision: Advanced Sight" but at half power and your super-vision doesn't get any better past 6 lvl.
2. You have similar abilities to that of the Minor power "Supervision: Nightvision" but only up to 120 ft
3. You have similar abilities to that of the Minor power " Heightened sense of Hearing, Smell & Touch".= You therefore receive several bonus but the range of said abiities is half the range of the minor powers & your ability to recognize things through smell, touch or hearing is half as good as those with minor power.

+2 to dodge
+2 to sv vs poison
+3 to Initiative
+1 to hit
+2 to sv vs Psionics
+4 to Perception rolls
+4 to sv vs H.F Based Magic Illusions


It should be said this feat is extremely powerful in the hands of a clever player & a GM that isn't straight by the book. But in the hands of a player with no imagination or a GM that can't uses brains be to see beyond the obvious this feat will cause the player nothing but frustration. Having said that let me give another example of creatively using this feat in a fight. On pg 20 of HU Optional Side effects from serious damage, suppose the "Grey Mulk " who recently fought an army platoon soldier is suffering from 11-20 torn arm muscle. With this feat you'd noticed it and direct you're attack to that side of his body. At the very least you should 25%-50% greater damage to his arm than you normally do, plus his ability to parry those attack would be seriously compromised. So while going straight by the book wouldn't give you the bonus I just listed , they are logical and should be given to a clever player with this feat without unbalancing this game.

One final example this time a non combat situation, suppose "Shadow Eagle" has an identical Evil twin called "Dark Eagle" he capture SE and trade place with him and tries to join the Superhero group SE is part of. Now the "White Knight" has this AS feat, he noticed something different about his teammate, his teammate "SE" loves Italian food and usually has a faint odor of garlic to his Acute Sense, but now he noticed his teammate smells of curry. So while his Identical twin has the disguise perfect he didn't think of the fact that someone with AS feat could detect a difference based on smell. Now while just a difference in smell might not be a dead giveaway that we have a doppelganger. But now the WK has reason to be suspicious and look for more clues, maybe on the down low do a voice print match, fingerprint match or a brain scan match. Something not even an identical twin can duplicate.


But like I said before it all depends on the Player & the GM. While the GM can't say it's his identical twin brother the GM can say your teammate smell differently or, he's now left handed when he used to be right handed. Things like that 95% of people won't notice but because you have the AS feat you noticed.








LimitationsIt cost people with Powers, Psonic or Magic 4 feats selections to pick this feat, Robotics or Cyborgs characters can't pick this feat.
Prerequisite: Unusual Background, Intensive Training or Trained By a Master


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Unread postPosted: Tue May 26, 2015 1:17 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Alpha Male or Alpha Female Cost: 3 feats



The term Alpha in social animals, the alpha is the individual in the community with the highest rank. Male or female individuals or both can be alphas, depending on their species. So how does that affect superhero campaigns. It depends if it's a heavy role playing campaign or a heavy combat campaign. Alpha are 90% of the time the moral leaders, spokeperson and the public face of their team even if they're not the leader by election or the tactical leader. Nevertheless they often are the tactical leader also. They tend to have an inspiring presence and a steadying influence when things look bad, just their very presence tend to calm crowds or give their team member bonus to hit or sv vs fear when they are around.



In Heavy role playing campaign the Alpha Male or Alpha Female receives certain bonus.

A

+2 to I.Q
+1 to M.E
+3 to M.A
+3 to P.B
+1 to P.S
+20 to SPD- Maximum SPD is 50 if Human with no Enhance Speed powers
+1 to save vs H.F
+3 to Awe Factor if he has the ability or has a power that gives his it to him
+10% to range if the character has Powers, Magic or Psionics. But not Guns
+15% to their Oratory skill if they have it
Opponents have -2 to hit people with this feat if they are 5 lvl or less unless they are a Mega Hero or Immortal
Opponents have -1 to hit people with this feat if they are 10 lvl or less unless they are Mega Hero or Immortal
Once a day their team members can receive a +1 to hit & +1 to save H.F by their very presence, basically if they are within 100 ft of the Alpha they receives this bonus this bonus last for 1 rd per lvl of the Alpha
If the Alpha does nothing but give a speech for a whole round that means (no attacks all he or she can do is defend himself or herself) on how they can overcome this (situation, villain, fear, deamon, deevil, evil gov't, evil team, ect) the bonus jumps to +2.


In a Heavy Combat campaign the Alpha Male or Alpha Female receives

B

+1 to I.Q
+2 to P.S
+2 to P.P
+2 to P.E
+1 to M.A
+1 to P.B
+10 to SDC & +15 to Hit Points
+2 to save vs H.F
+2 to Awe Factor if he has the ability or has a power that gives his it to him
+10% to Damage from Powers, Magic,Psionics or HtH attack. But not Guns
+10% to their Oratory skill if they have it
Opponents have -2 to hit people with this feat if they are 6 lvl or less unless they are a Mega Hero or Immortal
Opponents have -1 to hit people with this feat if they are 11 lvl or less unless they are mega Hero or Immortal
Once a day their team members receives a +1 to hit & +1 to sv H.F by their very presence, basically if they are within 100 ft they receives this bonus this bonus last for 1 rd per lvl of the Alpha
If the Alpha does nothing but give a speech for a whole round, that means (no attacks all he or she can do is defend himself or herself) on how they can overcome this (situation, villain, fear, deamon, deevil, evil gov't, evil team, ect) the bonus the team receives jumps to +2.




The GM will give you either the bonus from A or B based on the campaign he runs. Before you go hold wild and say I want this feat goodie. Realize it comes with some drawbacks

1. for one Alpha's are extremely hard to role-play correctly, they must be self assured & confident without coming across as arrogant.
2. Alpha rarely back down from a plan of action even if most of the team is against him if he believes he's right, nor for the fact a whole police force is against him, state police, FBI, CIA, NSA SECRET or Congress against him will necessarily change his mind. Yet he respect justice if not necessarily laws or authority.
3. He keeps his word or honor above all, even if it hurts him or goes against the law
4. While an Alpha Male will get along with an Alpha Female, 2 Alpha males tend to bump heads (30% of the time) either role-playing wise or physically fighting whenever a villain isn't around or they need to work together to do the work of superheroes.
5. Alpha tend to create or attract a large rogues gallery dedicated to knocking them down a peg or 2 and proving to the world they 're just as ( powerful, strong, fast, smart, tough, ect) as the Alpha. This is usually called the gunfighter syndrome.
6. Alpha tend to have Gov't types secret organizations or for that matter other super-heroes create contingencies against them just in case they go rogue.
7. Alpha will have an opposite number roughly as powerful as him, this is different from a Nemesis because while the opposite might want to defeat, kill, or destroy him. His opposite isn't obsess with it & for the most part they will interact only once blue moon.
8. Alpha will be at least twice as likely to be a victim or a frame job than any other hero. But if he or she can prove her innocence they gain another +1 to Awe Factor and a +2 to M.A for the next 6 mts from the public at large and authorities due to their sense of their Alpha being proven innocent and so close to perfection morally.







Bonus: It cost Mega Heroes or Immortals only 2 feats, Alpha save vs Psionics as if they were major Psionics themselves.

Limitations: you receive a Nemesis who wants to kill, destroy or humiliate you as the feat, without the bonus from having the feat. If you desire the bonus you must pick the Nemesis feat and you will receive the bonus but you also receive a 2nd Nemesis also to cause your life hell.
Final Limitations: Even if you have 2 Alphas on the team bonus doesn't double, but if there's another fight the other Alpha can give the team the same bonus to sv vs H.F or plus to hit.

Prerequisite: P.S, P.P & P.E of 22 or higher, M.A of 20 or higher, M.E & P.B of 18 or higher & Hit Points of 50 or higher. Finally the Alpha are highly educated they must have at the very least Military Specialist, Bachelor Degree, Master Degree, Phd or equivalent if creating a character from Aliens Unlimited, Aliens Unlimite Galaxy Guide, Ninja & Super-spies , Nightbane, Rifts, System Failure, ect.
Final Prerequisite: This feat can only be taken if there's a large group of Role-player minimum of 5 people.


Last edited by Shadowknight on Tue Jan 05, 2016 1:39 pm, edited 2 times in total.

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Unread postPosted: Thu May 28, 2015 1:25 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Trained by a Master Cost: 2-4 feats


This feat represent something often seen in Chinese Kung Fu movies and sometimes seen in American Karate movies. That's a Master teaching students how to become a great fighter in less time & better than people who's be training for yrs. While this is the interpretation most players will be interested in, it's not the only one. Trained By a Master isn't unique to MA, it can be applied to cooking, driving, medicine, piano, physicist, gymnastics or practically any thing else. The thing is most Master of any branch because of their extreme competency knows they are good & won't simply accept you as a student because you want to. You must appeal to something ( money, ego, desire for fame, desire for someone to carry their craft or skill to the next generation, discipleship, loyalty,ect) for them to accept to train you. So who qualifies as a Master someone who's a 10 lvl or higher Ancient Master, or has a Ninja & Super-spies MA at 10 lvl or higher would be considered a master. As for being a Master of something other than MA, anyone who has a skill a professional skill at 85% or higher not including I.Q bonus or is 10 lvl or higher in that skill would be considered a master for this feat and could give you the benefits if the decide to take you on as a student of their particular specialty skill.


Now before you say whoopee, I take trained by a Master in 5 things this will give me a bunch of bonus skills. TBAM comes with an handicap mostly a moral but it's a great role-playing tool. In the Orient a master training a student isn't like in the west, in the west it's mostly a cash transaction. In the Orient it's almost like joining an extended family, for the most part real master rarely have anything close to even 25 students most less than half that. The ones they do have are considered brothers and the master is a kind of surrogate father. Which means you care for him like your own father and he can order you around like a father. Before you say that's fine for the orient, but this is America, England, Australia, ect. Number 1 the TBAM for the MA advantage is 98% of the time Asian with an Asian attitude and concept. It's almost impossible to find a non Asian master that can give you those benefits. To tell the truth even were you to find a non Asian master because of how he's brought up he would have avery similar attitude. Number 2 for all intents and purpose you can assume you were brought up by the Asian master for you to receive this feat. Now that it's settled number 3 this feat cause at least once every 5 lvl a storyline will evolve around a debt, problem or an enemy caused, created or responsible because you have TBAM feat. On top of my heald here's a few examples of some subplots,

a. Your master is dying it could be of old age, disease, poison or from a recent or old combat wound. Hook You as his most accomplished living student are required to represent him & his style at a tournament held every 4 yr. Or Sinker there's a cure for his illness, disease, poison but it at some Godforsaken place like the Gobi desert, a Hidden monastery in Tibet, Mongolia, South Korea or any place cut off from civilization. Suffice to say you just can't take a place, or drive a car to get there. To find this cure will require plenty or role-playing and skills, like speak Foreign Languages, Bribery, Streetwise, Research, Survival, History, Herbology, Horseback riding, swimming, ect. Imagine Indiana Jones not Laura Croft. No matter what the research and the traveling will take a minimum of 2 weeks to 2 yrs before you can find the cure and come back with it to save your master.

b.Similar to a your master could be dying, but before he goes to his reward. Hook He charges you with a secret, a manuscript, a treasure. Line Other people want the secret, manuscript or treasure. Sinker He died or is in a coma before he could tell you what to do with it or who to give it to. But you know it's valuable and it can't just be given to anyone because in wrong hands it can cause untold damage. The problem is you now have at least 6 competitive factions after what your master left in your care among them could be his relatives, gov't, evil organization, treasure hunters, collectors, mad geniuses & the pones he wanted you to give it to. Before it's over the competitive faction will try every thing from bribery, to blackmail, to sex, to lawyers, to threats, to violence to get the item from you.
Now the next thing you might ask is what are the benefits of getting this feat besides learning in a shorter amount of time? there are quite a few but first we must separate Trained by a master (MA) & Trained by a Master (everything else).

c. Similar to a your master could be dying, but before he goes to his reward. Hook Your master ask to his body when he dies to his homeland to be buried. Line Unknown to you his clan, school or his wife family consider him to be a traitor, murderer, thief, scumbag. Sinker More likely than not he was innocent 90% likely, but he left his tribe, village, clan, city or country because he didn't want to be constantly fighting or killing his distant relatives or his wife relatives. Should you prove your master is innocent the clan, tribe or wife family opposition will disappear. Otherwise be ready for constant harassment, attacks and roadblocks. Legal & otherwise because your opposition will be powerful, rich and connected.

d.





For the sake of distinction lets call them TBAM (a) for MA & TBAM (b) for everything else. In game terms these are the benefits.

TBAM (a)

+2 P.S
+1 P.P
+1 P.E
+1 M.A or M.E
+5 Chi or SPD
+1 to Critical Hit (that means if you normally do knock outs or 2X damage with a 19-20 you now do it with a 18-20)
+10 SDC - Choose 4 from the list

Bonus Skills: Gymnastics, Swimming, Tai Chi (from Rifter magazine), 1 Asian language of choice, Staff, Spear, Chinese Broadsword or Katana, Buddhism or Taoism Philosophy.-Choose 5 from the list.


TBAM (b)

There are too many possible skills & master of those skills for me to make a comprehensive list. Suffice to say this is something the player and the GM can work on together but let me give a reason or 2 why it would be advantageous to have TBAM outside of MA. There's a big difference between being trained by a (Fry Cook) for example and being trained by ( Bobby Flay, Julia Child, Emeril Lagasse). While a Fry cook can teach you how to make a great omelet or steak. But if you want to know how to make a "Souffle", "Duck a L'orange" or regional style cooking you're out of luck. So what does having such a feat gives you

1. You receive +15% to any skill related to the master branch or specialty up to 4 skills-If you chose a famous chef as your TBAM for example you would receive the bonus +15% on cooking , W.P Knife, Identify Plants & Fruit, Business & Finance
2. You receive 3 bonus skills related to TBAM (b) specialty.-If you chose a famous chef as your TBAM for example you would receive ( cooking need to choose style or country, W.P Knife, Identify Plants & Fruit)



Bonus:People with this feat TBAM(a) if they have HTH MA or Physical Training MA fight 2 lvl higher than they actually are. In other words for example ( a 5th lvl PT character, would fight as if he was a 7 lvl character) this doesn't mean he's 7th lvl just that he uses the table for fighting only as if he was a 7th lvl in HTH combat. Should you have a style from Ninja & Super-spies MA you fight 1 lvl higher than you actually are.
Limitation: Natural Genius, Special Training & Physical training can take TBAM (a) & it cost 2 feats, Hardware or Super Soldier class can take this feat but cost 3 feats, for everyone else it cost 4 feats. But every class can take TBAM(b) for 2 feats.
Prerequisite: Must have the Wealth,the Inheritance feat or have rolled Wealthy in character creation table.

Will Finish Later


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Unread postPosted: Tue Jun 02, 2015 5:17 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Contingencies or Prep Cost: 2 feats




This is one of the hardest feat to create without making it a game killer or making it not worth the bother. So I compromised on my original concept for this feat. This feat represents the brainy type of super-hero who has a counter or a solution when they fight someone out of their respective weight class. Not that the character can't be a man or woman of action, but this feat requires someone to have a stronger background in Sciences as well Electronics & Mechanical. Unlike most of my feat which helps the person having the feat, this feat only helps the character indirectly because it designed to hurt the person against whom he has prep against.

This feat is designed for smart characters not only in having high I.Q stats but characters who can think on their feat and use logical reasoning to defeat their opponent. Now the feat can be used in a plain vanilla fashion and say because I've this feat my opponent gets -2 attacks, -3 to hit, -5 to damage & if he has any long range attacks his long range attacks are reduced by half. While playable it's like eating a cardboard box with a pictures of a delicious pizza printed on top. This gives you a taste of what it should be but none of the flavor, texture and ultimately not very satisfying. A better way is to say for example to the GM, I'm going to fight (Strong-Arm)a super -strong character that has Supernatural Strength & Massive Damage capacity power. I arrange a warehouse I own, the Minute Strong Arm steps in to the warehouse I had weakened the floor board to collapse if anyone over 300 lbs steps on them, Strong-Arm weight 400+lbs and is over 7ft tall. He then fall 20 ft to a quicksand trap that over 6 ft deep. Already I've neutralized his reach advantage, speed advantage. Now depending on what sort of character class I'm playing I call either shoot him from 20 ft away and Strong Arm will have major minus to dodge given he's in Quicksand up to his neck, or I can throw sleeping gas grenades till he pass out, even if he makes his saving throw if I thrown 20 of them the law of average says he will fail at least once, or I can tazer him, hit him with an electricity, or swing down just out of his reach insult him get him ma & tired and when he's nearly exhausted drop on top of his head smother him or stranglehold him into being knock out. In the situation I just described If a player character did something like this against an NPC, as a GM I would give Strong Arm -5 Attacks, -6 to hit, -8 to dodge,-10 to dodge. But this requires an Intelligent a player not just saying I have the feat therefore what bonus do I get.
""
A lot of times is just using brains, tactics and science and you'll get an edge. For example if you are fighting someone with Sonic Speed in a warehouse, you can used this tactic you set the air conditioner on over blast. i know normally this wouldn't work. But suppose you have a comic book equivalent of concentrated Freon,you set up about a dozen air conditioners to go off the minute the speedsters steps in the warehouse with a small shower of water directed at the speedster, you already knowing what going to happens happens to be wearing a electrically or thermal heated suit. Basic biology would state the Sonic Speed character would lose attacks at least half his attacks if not 3/4 & have at least -6 to his remaining attacks.


Here's another way you can use this feat, supposed this time instead of a hero it's a Super Villain who's planing against a hero. Now the SV finds out the SH is an Empowered. In the Heroes case he's legally blind, but he has Radar, Heightened sense of Smell & Hearing. The SV now rigs the warehouse to neutralize the heroes powers, their are several pipe overhead that causing a situation similar to rain inside the warehouse, this therefore severely limits the heroes Radar minor power. He also has loud Rap music playing at Concert level sound, which severely limit the Heightened hearing power. He also brakes several case of cheap perfume throughout the warehouse, which now severally limits his Heightened Smell power. Now used in conjunction the hero would be suffering from sensory overload and be blind, deaf and dumb. For all intents and purpose he should be curling on the floor from the pain of all this sensory overload. But even if he isn't at the very least he will lose all the bonus those 3 powers give him, he should also lose 75% of his attacks & pluses to hit, parry & dodge.

Here's a final example on how to use this feat creatively. Suppose "White Knight" knows he about to fight an Evil Tae Kwon Do master from Ninja-Super Spies. WK will then arrange the Warehouse to be filled with water chest high or roughly 5ft. Now both "WK" and his adversary are over 5'9" so they're in no danger of drowning. But given TKD relies almost 80+% of the time of kicking. WK has now severely limited the TKD master arsenal of kicks, which because of the water are slower, less damaging, and the master will struggle for balance and therefore throw less of them. At the very least the TKD master should have -2 to attacks, -4 to strike with kicks & -5 to damage.



Bonus: If you have the Danger Room feat, the Contingencies feat cost only 1 feat.
Prerequisite: I.Q of 22 or higher, Wealthy feat or Wealth from the character creation+Prodigy feat or Intensive Training feat, Education skill roll of Master degree or Higher which must include a Science program & Mechanical program or a Science & Electrical Program.
Limitation: This feat can only be used once per lvl. You must have research your opponent ( know all his powers or Mode of Operation} or fought him before before you can create a Contingency against him or her.


Last edited by Shadowknight on Tue Jun 09, 2015 12:35 am, edited 1 time in total.

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Unread postPosted: Fri Jun 05, 2015 9:31 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Diplomatic Immunity Cost: 2 Feats

While this feat is mostly used by villains in Superhero comics, there's nothing inherently wrong with Heroes having the feat also. The main reason SH tend not to have this feat in comics, is simply a need to control, limit or put obstacles in the heroes way. While a villain who will guess star in a comic for 3 -7 issues and disappear to the dustbins for a yr or 2 is not problematic if he has DI since he tends to uses it to not pay for his crimes. The hero on the underhand could use it the park where he wants, not pay his bills, disregard any orders from the police, to the FBI, to State Attorney, Mayor or Governor. All things a good GM can use to give "MR Muscle" the most powerful hero in Mega City problems, but Mr Muscle could with this feat laugh at 90% of the law of whatever country he happens to have DI with.

This feat gives practically no + to stats or any other situation, but nevertheless it's a great role-playing tool and if used by a clever player can give the GM fits. In many ways the benefits make this feat one of the most powerful on the list if used correctly. Here' are the benefits of this feat for all intents and purpose your base salary is at least doubled, not necessarily because you earn more. But because of your DI feat you don't pay taxes, not county, city, state or federal. Any big ticket item you buy from $150 and up you just show them your Diplomatic card that the State Dept issues you and you pay no sales taxes either, I've already dealt with you're ability to disregard most laws outside of A felonies. There's also your ability to find out secrets or crimes you'll hear about in High Society functions or people who will be very nice to you so they give you gifts from free cars, apartment, wines, theater tickets, tickets to shows, museum, sporting events, ect. I won't even get into free memberships to Golf Clubs, Fencing, Electronic Shows, Military Shows where the latest equipment is trotted out. Just these shows alone can give a creative GM ideas for dozen campaigns. Lets not forget people who offer you a partnership in a business, since as a diplomat you don't pay taxes. So if you are a silent partner in a Luxury Car dealership or Boat dealership even as a minority partner who only makes 25% of the profit the very fact you are part of it make the business tax free.






Bonus: You receive the High Society feat for free, +1 M.A from Gov't types, members of High Society& Wealthy

Limitation:
While the DI feat is powerful it's not an unlimited get out of jail free card. For one thing it's unlimited for minor crimes, but any A felonies the State Department can request that you leave the country you then have 48 hrs to leave and you are barred from returning for at least 2 yrs if not more. Most of the time it's for life. Also while you might be immune from Prosecution in the country you are residing in. Most people that play this Games are Americans & Canadians, there's nothing to stop your own country from shipping you home and trying you for the crime. 90% of the time they won't, but should you be involved in a crime the hurts your home country Like Money Laundering, Counterfeiting, Drug dealing, killing people that are popular in your home country, terrorism or treason against your home country. You can easily have your DI revoked or sent back to your home country for trial as fast as a jet can fly you there.


It shouldn't have to be mentioned, that the DI feat is only good for the character that has it, he can't use it to protect a team member from arrest for breaking the law or protect him or her from getting sued. It should also be mentioned while this feat might protect against American or Canadian laws depending where your campaign is based in. You're still a representative of your country and subject to the laws of your home country. So a female Superhero with this feat who has it from a Moslem country where veils are custom and law, could be recalled home and beheaded or stoned to death for walking around in an American city without a veil on to cover your face.

Final Limitation: You must tell the GM who has the DI feat is it in your Secret Identity or your Civilian Identity. Unless you have a Public Identity it can't be for both. Also you represent your country therefore it's well beingn must be foremost, not your team-mates,not the campaign city. If it's a choice on sacrificing one or the other your country can't be sacrifice. Not only you'll automatically lose the feat and never get it back, you'll be considered person non -grata in your home country, lose all your benefits and more lilely than not 60% of the time considered a traitor and if possible you'll now be hunted by your gov't Secret Service to kidnap you and take you home to trail for treason or they will put a contract on your head or if to powerful for conventional forces your countries premier SH team , SV team or the equivalent of SECRET will be dispatched to take you down to either bring you back for trail or to kill you. GM be fair this isn't a situation that will come to pass often maybe at worst once every 5th lvl.


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Unread postPosted: Tue Jun 09, 2015 12:20 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Scrounger Cost: 4 feats



This feat deals with equipment pure & simple. So while other class can take it, it's designed for Hardware, Robotics and to a lesser degree Cyborg class. One of my main beef with the Heroes Unlimited system is while the money for equipment is decent to create a Robotic Suit or Cyborg. You're almost afraid to get into a fight due to the high cost of repairing said suit, plus how do you get the equipment or electronics to repair said suit. It's not as if you can go to Wal-mart , Radio Shack or a Computer parts store. Most of the equipment SH used are cutting edge & super expensive so how do you correct this imbalance? This feat is my attempt at correcting it.

So how does this work in game terms. With this feat you roll in front of the GM a % just like rolling a budget for a Cyborg or Robotics class, & here are the results of said roll.



01-25%-You increase your equipment budget by 50%
26-50%-You increase your equipment budget by 75%
75-90%-You increase your equipment budget by 100%
91-97%-You increase your equipment budget by 150%
98-99%-You increase your equipment budget by 200%
100%---You increase your equipment budget by 300%

Now suppose you roll 100%, before you go hold wild and think I'm now the equivalent of a Mega Hero because for example I now have Robotics budget to 40+ million, that is if you already rolled the max ( HU pg 192) 13.5 million for a Robotic class now multiplied by 3 would give you 40.5 million to play with. It comes with a catch. First only half of the budget you rolled is available to create your equipment ( in your case 20 million). The rest is for spare parts, a second suit or improving said suit or equipment.

Have you ever heard the saying 1 man junk is another man treasure? For characters with this feat it's both figuratively & literally true. Basically this character can go to an electronic junk yard, & after 1D6 hours of searching and rooting through what people would consider junk not worth the time it took to root through it come out of the junkyard with equipment in his hands can be worth between $1,500-$5,000 after testing, cleaning, sodering and fixing the equipment. Now it's no fun that every time there's a fight with a Robotics or Hardware opponent for the character with this feat to spend the next 2 hours collecting pieces or roll playing such an encounter for the rest of the party, instead this is how it works between 10%-20% of the time the hero with this feat is unable to adventure because he's basically rooting through electronic junkyard or cleaning, testing, sodering and fixing equipment he either bought at a junkyard or pick up from a fight with a Robotic, Hardware or Cyborg character class. The GM should roll once every day for the chance the hero is unavailable. It's 20% and goes down 1% per lvl after the feat is pick up till it stops at 10%. So if for example someone where to have this feat a 6 lvl, at 7 lvl there would be a 19% chance of this happening. GM be fair if the character already lost 1 day or 2 hours of role-playing & adventuring because of this feat. You should assume he made it for the next day, without rolling. No matter what if the character with this feat missed 2 days of role-paying or adventuring it's automatically assume he made the roll for the next 5 days that week. So why this roadblock this feat is extremely powerful it needs something to equalize the fact for someone who choose not to have this feat. Also just because the character can't go adventuring that doesn't mean he can't role-play, there's half dozen ways he could role-play this with a little imagination.

1. he has to explain to his wife, girlfriend, boyfriend, kids, brother, sister, parents why he's always in the attic, garage or basement with all this electronic junk
2. Noisy neighbors checking out what he's always building or fixing
3. Boss, Job or School wanting him to stay longer and him begging off so he can continue working on his equipment
4. EPA, FBI, Home Owner Association, Landlord, Sheriff , Police or the Electric company checking on why the character uses so much electricity or why he order so much Military grade electronic equipment.
5. So of the equipment he pick up is radioactive or light yrs ahead of what available on Earth, that means the character has to work quietly, and slowly to avoid suspicion. Imagine what would happen if the FBI, NSA or SECRET found out about the characters hobby. Can you say arrest, massive civil fine & confiscation of such equipment.
6. There's also the fact the team will get frustrated, annoyed & mad because you weren't around to help when the team fought "DR Destroyer" an 1/3 team ended up going to the hospital.

The second major headache that comes with this feat is the fact that because you are mixing several type of equipment, that aren't designed to work together, plus been hit repetitively, fried, frozen, sodered, heated in every possible way & form. Imagine you have Corvette car, but you put a BMW transmission, a Mercedes engine, a Volvo radiator,and a Mazda Muffler. Most Conventional mechanics will tell you such monstrosity is impossible to fit inside the Corvette let alone work together. Nevertheless because you have this feat not only can you fit it inside the car, your car works better than a traditional Corvette. But it comes with a price.

a. The armor, car, robot, cyborg, ect, looks rough and unfinished
b. As in HU pg 199-200 on Quality of Robot you start with Experimental Model and at every lvl you have a choice because of your tinkering you can improve it 1 step better to

Prototype at next lvl
Abandon project at next lvl
Advance Field model


But because of your mixture of part, manufacturers & equipment not designed to work together you can never get it Authorized, final production model.

c. Or you can Improve your Robot, Cyborg or Equipment in other ways. Instead of fixing the bugs you can decide to make the equipment better in other ways. You can if you want increase

1. increase the A.R of said equipment 1 pt per lvl you go up. Max A.R is 2 above the book value (so if the book says the Max A.R of an exoskeleton is A.R of 15 you could raise yours to a max of A.R of 17). It comes with limitations the cost of raising an A.R is $ 100,000 per point for a Robotic character but because you are raising it above the book stated Max it cost you double or $200,000 per point over A.R of 15.
2. You can raise the SDC in a similar manner the max you can raise the SDC is 30% above book listed maximum. But likewise at 2X the price
3. You can also raise P.S in a similar manner the max you can raise the P.S is 50% above book listed maximum. But likewise at 2X the price
4. You can also increase the damage 1 of your EB blast attacks does per lvl. Either Eye, hands, wrist, fingers by an additional 2D6 damage for an additional cost of $100,000 per additional hit dice above book state damage.



If you are Cyborg or Robotics you are now considered a Mega hero with this feat and you now use the Mega Hero experience table. The character doesn't receive any Mega Powers except

1. Increase Range 50%
2. Awe Factor

His or Her Special powers is the budget which can be a game breaker, and his ability to be considerably stronger than book value his or her STR is now considered Superhuman or Robotic.

One of my main beefs with the HU books was the fact that the books limited you to a P.S of 30 for Robotics & P.S of 28 for Cyborgs, but you had characters like Iron Warmonger or Knucleduster that can go up to a P.S of 100. Well with this feat you can also Increase his suit Robotic P.S or Cyborg P.S up to P.S of 100. But it comes with caveat any Increase of P.S above 50% a book limit cost 3X the cost per point of P.S. While very expensive this character is among the strongest being in the SH arena which for many role players is well worth being a Mega Hero.







Bonus: Someone with the Highly Educated feat can have the Scrounger Feat for only 3 feat instead of 4 feat.

Limitation: this feat can't be taken if you have the Wealth feat, the Inheritance Feat, the High Society feat, the Diplomatic Immunity Feat or if you roll Wealthy in the character creation Optional rules HU pg 25, basically someone with wealth would never get this feat. Neither can someone with Advanced Technology feat get this feat

Prerequisite: Must have I.Q of 20 or higher & Prodigy feat.


Last edited by Shadowknight on Sat Jun 13, 2015 2:00 pm, edited 1 time in total.

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Unread postPosted: Thu Jun 11, 2015 8:39 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Multiple Identities Cost: 2 feats


This feat is mostly seen in super spies movies or shows. While not powerful in the sense of plus to character it very useful in role playing situations. Now you might ask yourself why should I waste 2 feats getting this when it gives me very little bonus. It depends on the GM style of play, if it's role- playing intensive with few opportunities for combat it could be worth it's weight in gold. If on the other hand the GM runs a heavy combat campaign with little detective, seduction, spy or role-playing opportunities to tell the truth it's not very useful.

Nevertheless it should at least be considered because it can be very useful, now any decent forger & computer hacker can give you a fake identity. The problem is an Elite organization like FBI, CIA, NSA, MI6, KGB or MOSSAD will be able to see it's a fake within a few days if not hours. This feat is different in the sense there's a very treasure trove of history, school records, tax history, drivers license, voting record & work history. So outside of someone rolling a 01% there's no way you'll be discovered because all the I's will be dotted and all the T's will be crossed. More likely the not 85% even if someone should discover by rolling a 01% on a percentage die they'll assume that it's the rare but know story that everyone in the world has someone that can pass as their identical twin existing in the world. They won't assume this is a case of multiple identity.

So why get this feat here's a few reason

1. you also receive the skill Disguise, Impersonation, Seduction +2 additional languages for free
2. Unlike other people you have multiple passport & are possible citizens of different countries
3. Even should someone discover 1 of your secret identity, the others are safe & unless they do a DNA or a retina print analysis no one will ever know you have other identity.
4. You possess false fingerprint tips for each alternate identity 7 a miniaturized machine that changes your voice print for each identity


Suppose you want to go under cover in a terrorist organization, mafia or motorcycle gang. Are you going to use your clean cut identity or the one that's been in & out of jail since your late teens? So here's how it works throughout the world people are born every day in the hospital, some people die there, some die in childhood accidents, or diseases. With this feat you discovered which people are no longer around, which have no close family or friends and you assume their identity. You can create 1 alternate identity every 3 lvl that can stand up to 95% of research or background check.





Bonus: You receive +1 to M.A, +1, to P.B + Acting skill for free.This feat only cost 1 feat for Special Training characters classes.


Last edited by Shadowknight on Fri Jun 12, 2015 11:03 am, edited 3 times in total.

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Offline
Unread postPosted: Thu Jun 11, 2015 9:09 pm
  

User avatar
OLD ONE

Joined: Fri Nov 03, 2000 2:01 am
Posts: 7710
Location: Indianapolis
Comment: PROUDLY Not a member of the "Cabal of 24"
Shadowknight wrote:
Multiple Identities Cost: 2 feats


This feat is mostly seen in super spies movies or shows. While not powerful in the sense of plus to character it very useful in role playing situations. Now you might ask yourself why should I waste 2 feats getting this when it gives me very little bonus. It depends on the GM style of play, if it's role- playing intensive with few opportunities for combat it could be worth it's weight in gold. If on the other hand the GM runs a heavy combat campaign with little detective, seduction, spy or role-playing opportunities to tell the truth it's not very useful.







Will finish later


I would think a bonus to Disguise, Impersonation, Seduction, Forgery and similar skills might be in order.
Perhaps a bonus to M.A. attribute.

_________________
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator


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Unread postPosted: Thu Jun 11, 2015 10:15 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
NMI wrote:
Shadowknight wrote:
Multiple Identities Cost: 2 feats


This feat is mostly seen in super spies movies or shows. While not powerful in the sense of plus to character it very useful in role playing situations. Now you might ask yourself why should I waste 2 feats getting this when it gives me very little bonus. It depends on the GM style of play, if it's role- playing intensive with few opportunities for combat it could be worth it's weight in gold. If on the other hand the GM runs a heavy combat campaign with little detective, seduction, spy or role-playing opportunities to tell the truth it's not very useful.







Will finish later


I would think a bonus to Disguise, Impersonation, Seduction, Forgery and similar skills might be in order.
Perhaps a bonus to M.A. attribute.

I know I hadn't finished it yet, I was distracted watching a Soccer match ( Ecuador vs Chili) when you commented. I should have this feat done by Friday night.


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Unread postPosted: Fri Jun 12, 2015 12:15 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Extra Large Weapons Cost: 3 feats



This feat is sometimes seen in Japanese Manga & sometimes seen in some comic books B list heroes or villains. This feat can be considered the Nascent or primitive form of Techo-Wizardry. Which will flourish 300+ yrs from now in the Rift world. It's created in a similar manner as the Living Samurai Sword of Rift Japan. The creation process requires beating and "folding" the weapon at least 500 times. This process also involves innumerable ceremonies, the summoning of mystic or cosmic energy (P.P.E or I.S.P), unlike Rift Japan Samurai sword there's no living person sacrificed to seal the deal. So it's not a Rune Weapon instead silver, runes & certain precious gems are inlaid inside the weapon, 95% won't appear on the outside of the weapon & over many months you painfully (because you're literally sacrificing your P.P.E or I.S.P) to create a weapon based on real world weapon that has 2X range if it's a gun or rifle and does at least +1D10 additional points of damage than a regular weapon of this sort would do. For example ( A .44 Magnum does 6D6 damage, but a large at least 50% larger hand made .44 Magnum will do 6D6+2d8 damage.) The HTH melee weapon is made in a similar manner from handle to blade or hammer they are between 5ft-6ft long and up to 2ft wide. To determine what you created you roll a percentage dice once in front of the GM the result of the die is here.


01-25%=25% larger that's a thicker wider blade or bigger head for impact a HTH weapon does an additional +1D6+2. Gun or Rifle has 2X the range but does +1D10 damage-Normal SDC of weapon X5
26-50%=50% larger that's a thicker wider blade or bigger head for impact a HTH weapon does an additional +2D6+2. Gun or Rifle has 2X the range but does +2D8 damage-Normal SDC of weapon X10
50-75%=75% larger that's a thicker wider blade or bigger head for impact a HTH weapon does an additional +3D6+2. Gun or Rifle has 2X the range but does +2D8+4 damage-Normal SDC of weapon X15
75-100%=100% larger that's a thicker wider blade or bigger head for impact a HTH weapon does an additional +3D8. Gun or Rifle has 2X the range but does +3D6+4 damage-Normal SDC of weapon X20

To determine the SDC of the weapon Multiply the Normal SDC of the weapon by 5,10,15,20 depending on the size of the weapon. But the weapon only takes damage when specifically targeted & regenerates 1D4 SDC per hour. But should it be reduce to -10 SDC or more it won't be able to regenerate the damage( for example if a weapon has 500 SDC if it take 510 or more points of damage it wouldn't be able to slowly regenerate the damage it's destroyed).



Bonus:The weapon has +4 for Armor piercing purpose & will do 1/4 even to people like (Undead, Alter Physical, Invulnerability, Intangibility or has other Special powers that make them immune to non magical weapons). Also the weapon can't be used against it's creator should someone hold the weapon and aim or swing to attempt to strike it's owner, the weapon will freeze& fall to the ground. It will require either it's owner to pick it up or someone with a P.S of at least 150 supernatural to pick it up again.
Prerequisite: P.S & P.P of 20 or higher for HTH weapon, or P.S 22 or higher for Gun or Rifle. But it requires a P.S of 24 Supernatural to use the handgun 1 handed or a unenhanced P.S of 30. This feat also requires the character to have P.P.E of 24+ or I.S.P of 40+. Finally to use any large handgun 1 handed requires the character to be over 6'4". Finally the Hero must have an Ancient Language as a skill either( Ancient Babylonian, Sumerian, Greek, Chinese, Hebrew, Egyptian, Mayan, Celtic, Norse) because he must have found a book or scroll with instruction on how to create the weapon.
Limitation: The weapon must be used 2 handed unless it's a Handgun and you are over 6'4". The character can only have 1 weapon, should the weapon be destroyed he can create another one and it will only cost him another 2 feats. He doesn't regain the 3 feats it cost him in the first place to create the weapon, it just he knows how to do it so it cost him less the second time around. While this feat can be picked by anyone who meets the Prerequisites for some reason it severely limits Mages & Psionics. A Master Psionics lose 40 I.S.P points, he doesn't lose them permanently but they simply aren't there for use to power his other Psionic powers as long as he has this feat. Should the weapon be destroyed he miraculously regains the 40 I.S.P back. A Latent Psionist lose 25 I.S.P points, he also doesn't lose them permanently but they simply aren't there for use to power his other Psionic powers as long as he has this the Weapon. Should the weapon be destroyed he miraculously regains the 25 I.S.P back. In a similar manner Mages lose 24 P.P.E that are simply not there as long as he has the weapon.

Final Limitation: Only the Weapon creator can uses it without problems. For anyone else unless they have P.S of 30 or Higher they can't even pick it up, if the have P.S of 30 or higher the weapon is -10 to strike, you have half your normal attacks as the weapon seems to fight to stay in your hands & you only do the weapon normal damage not the bonus damage. Should you have a P.S of 40 or higher you have -5 to strike & your normal number of attacks, nevertheless you only do the weapon normal damage not the bonus damage.


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Unread postPosted: Sun Jun 14, 2015 11:54 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Secondary Headquarters Cost: 2 feats



While this feat is rarely seen in SH comics, but nevertheless quite useful specially for urban Vigilante types whose interaction with police isn't always benign. It can can considered an adjunct to the Multiple Identities feat but you don't need one to have the other. When you create a Headquarters the specifics were listed in the Rifter magazine, you can create additional Secondary headquarters having half the points you used to create your Primary headquarters. You can create 1 Secondary Headquarters every 2 lvls if you limit your secondary headquarters to only the campaign city, or you can have 1 Secondary Headquarters every 3 lvls if you want to have 1 in several cities throughout the country or the world.


Now before you say why do I even need a Secondary Headquarters feat, lets look at a few reasons.

1.It's a staple of Superhero stories that the Gov't or your enemies are going to try to find out where your headquarters are and try to break in.
2. Once that's done they'll either set a trap for you, try to steal it from you or attack you where you think you can put your guard down.
3. Now know matter how benign or wonderful your interactions with the gov't, city, state or federal are, sooner or later a new mayor, governor, President or Head of the numerous federal investigative branches (IRS, DEA,FBI, CIA, NSA, MI-5, MI-6, KGB, ect) is going to want to stick his or her nose into what you have in your secret headquarters. So unless you are a Mega Hero with headquarters on the Moon, Outer-space, the Sun, Deep down the Pacific Ocean,Atlantis, Antarctic or some place equally forbidden or extremely hard to get to. They are going to at least attempt to get their grimy paws on it or catalog it. Now the easiest ways to counter that is be a Mega Hero and build it someplace it will take them million of dollars to find & even more to break into. In that circumstance most gov't will back down or try to sweet talk you into letting them inspect your headquarters. For the rest of us that's street lvl heroes, the easiest ways to counter that is have Secondary Headquarters.
4. Another reason many GM don't think about is during gunfights & super-brawls cars, motocycles, armor get destroyed or at the very least seriously damage. Now suppose you have your Primary Headquarters in the boondocks 10 miles outside of town, your super-car or your Robotics suit is down to it's last 10 SDC but the "Serpent Society" has kidnapped the Mayor beautiful virgin daughter whom you 're secretly engaded to in you Secret Identity. It would be nice if you could go to your PH get fixed up and come back 1 hour later, unfortunately "SS" aren't know for their patience and plan on sacrificing your GF in the than 30 minutes from now so "Set" can come and evade the city. Now if you have a SH in the city you can easily go there put on a new suit or et ano0ther car, armor, ect in less than 10 min tops.






Prerequisite: Headquarters, +Wealth or Inheritance Feat or rolling Wealthy in the character creation.
Limitation: This feat is limited to Physical Training, Special Training, Hardware, Natural Genius character class


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Unread postPosted: Mon Jun 15, 2015 9:40 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
High Society Cost: 2 feats



The High Society feat AKA the" Beautiful people" is a feat for role-players not combat monsters, but used right is incredibly powerful and devastating. Like a few other feats it's depends on the GM style of play, in a heavy role-playing campaign it can be more dangerous & unbalancing than an advantage that cost 4 or 5 feats to get. Before you say right and say this is a waste of time lets look at some facts. The 85 Richest People In The World Have As Much Wealth As The 3.5 Billion Poorest which is roughly 35% of the worlds wealth, in other words for all intents and purpose those people have as much influence & political capital as those 3.5 billion. Or Democracy can be substituted for Oligarchy. Now this list of 85 people are only the people who have at least 13.4 billion+ $. Now if you Included the people who have less than 13 billion $ the % of worlds wealth they have or control is easily over 60%( source: Forbes mag).

I know but some of you want to know how does this affect game play. First let me separate the 3 types of wealthy people.

1. Those born rich or inherit it
2. Those who became rich during their lifetime through inventions or business
3. Lottery winners or those who found wealth

For all intents & purpose Number 3, will never be considered members of the "BP" at best if hey keep their wealth their kids or descendant "might" be allowed to join that rank, they have money but very little power or influence. Therefore the feat deals with case number 2 & especially number 1 these are were the super rich SH you see in comics & the super rich SV in comics come from, they are the ones are wealthy enough to have a battalion of lawyers, super inventions, gadgets & lesser rate SV or SH at their beck in call. So how does that affect game play?

Myth: The criminal justice system is not biased against the poor.

Fact: Nearly everyone commits crime -- only the poor are generally punished for it.

Summary: All classes commit crime. However, the poor experience higher rates of arrest, criminal charges, convictions, long prison sentences and denial of parole. This winnowing process ensures that most rich criminals never see the inside of a prison, while overflowing them with the poor.

Here's an example: millionaire Jack Clark received no fine and only one year in jail for cheating stockholders out of $200 million. Yet in the same courthouse, a minimum wage worker who had stolen $5,000 received four years in prison -- that is, 160,000 times the punishment.

BIAS IN ARREST RATES

Numerous studies show that the middle class conducts just as much, if not more, crime as the lower class. Even so, police choose to arrest the poorer criminals at a higher rate. Most studies proving this bias have been on juvenile delinquency, but keep in mind that teen-agers and early twenty-year olds form the largest criminal age group.

One study interviewed 847 males and females between the ages of 13 and 16, and found that 88 percent of them admitted to committing at least one delinquent offense. But 88 percent of these youth do not have police records; generally, only the poorest do. In other words the 12% that were poor. But not the Middle Class & the Rich

A Philadelphia study of 3,475 juvenile delinquents found that police referred lower class boys to juvenile court much more often than upper class boys, even for equally serious offenses with similar prior arrest records. When it came to upper class boys, the police were more inclined to treat the matter informally with their parents.

BIAS IN CONVICTIONS

The rich have several important, if not decisive, advantages when it comes to handling the legal justice system. They can afford bail, which allows them to conduct their own investigations and prepare for trial. They can afford better attorneys (by itself an enormous edge), better expert witnesses, better private detectives, better alibis. In fact, rich corporations or individuals often threaten to put up such a huge legal battle that courts often seek to plea bargain away or even dismiss the charges.

BIAS IN SENTENCING

In the unlikely even the High Society member gets convicted. The rich have 2X greater chance of receiving probation or a slap in wrist compared to a poor defendant, and a third greater chance of getting probation compared to someone considered middle class.


That's why you see Hollywood starts getting arrested for the umpteen time for drugs, drunkenness, driving while intoxicated before they spend more than a week in jail most of the time they spend between a week & 6 months in a detox center or rehabilitation facility( otherwise known as a health spa with counseling) I know now your saying how does this affect game-play. Simple don't think if you arrest a ( Justin Hammer, Lex Luthor or a Maximilian Valentine from Century Station pg 73) and they are going to stay in jail. Almost before they are processed they'll be out on bail. For all intents & purpose anyone who has the HS feat has a 90% chance beating any criminal prosecution of B felony or less. An A felony is drops to only 70% chance.

Now lets look at the basics outside of the Wealth requirement there's 2 other sorts of people who might not have $100+ million pocket change and still be members of High Society. They both represents power, social renown or political power. That's Entertainers (Super-star Athlete, Super-star Singer, Super-star Actor), Major Political Figures ( Mayor of a City of 2 million or more, Governor of a State, U.S Senators or Congressman( or whatever country your game is based) , Members of a President Cabinet, President of the U.S ( or whatever country your game is based), Members of any State Supreme Court, & U.S Supreme Court ( or whatever country your game is based). Now these people usually have a net-worth between 2 million-250+million.

So what exactly do the feat HS gives you and how is that different from the Wealth feat? It basically the difference between hamburger meat & Filet Mignon, while they both come from cows but that where the comparison stops.

1. As a member of HS you have access to the corridors of power, influence & connections that someone with just Wealth doesn't even imagine exist let alone can reach.
2. As a member of HS you have people even if they don't like you will protect & help you, it's the ultimate old boy network. Because they know you'll do the same for them also given you tend to marry into it and eventually everyone there are distant relative. ( google: skull & bones society and other elite secret societies)
3. Here's the difference someone with Wealth can hire a great lawyer to defend him or her. But someone in HS can get a great lawyer who went to the same boarding as the Appellate Judge or the Supreme Court judge or the Mayor or Governor or has the President on Speed dial.
4. Now this doesn't mean someone in HS doesn't lose or ho to jail, but it usually for crimes so beyond the pale( Bernie Madoff) or because they hurt another HS member or their crimes are too notorious.
5. In game terms anyone with the HS feat receives +1 to P.B, +2 to M.A from anyone whose not a HS member, but whenever in trouble they receives +1P.B, +3 to M.A to resolves the situation in their favor.
6. People with this feat also get props like invite to a Broadway show Opening, IPO know one knows about, and insider trading tips( one the reason Leona Helmsley went to jail), best doctors, lawyers, spas, detox center, resorts, casinos, ect that exist). So you might say how does that help me, well normally for example Fabricators Incorporated from Villain Unlimited only deals with SV. But as a GM I could see them dealing with a Natural Genius, Physical Training or Special training SH that has HS feat


Prerequisite:The feat Wealth, Inheritance or rolling Wealth in character creation process
Limitation: This feat is designed for role playing intensive games, some GM may be uncomfortable with it. It's the Gettys, Waltons, Rockefellers, Donald Trump or Bill Gates of the world you' re emulating. Because this is the type of lives you 're imitating. Be ready for nosy reporter digging for dirt & being under the microscope for your comments. Unless you have a public identity as a SH or has a way of hiding your disappearance specially at social function be ready for hordes of reporters trying to track you down.


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Unread postPosted: Wed Jun 17, 2015 12:28 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Enhance Parry 1 or Parry Bullets 1 Cost: 2 feats


One of my major beef with the HU system has been the disconnect between how bullets & laser are depicted in SH comics and the HU system. Don't get me wrong I don't think Street lvl SH should be laughing at handguns, nevertheless I don't think a mugger with a handgun should be putting the fear of God into a Cap wannabe or a Bat wannabe either. So how do you resolve 2 completely different directives without throwing the game rules out of the window in the process. This is basically my attempt at it.

The main problem is that guns are extremely dangerous in the HU system, but unless you are armored up to the gills 3 drugged up junkies with a handgun can literally have you pushing daisies unless you roll extremely well and they roll badly. Not to beat a dead horse into the ground but the rules don't differentiate between a drug user using a gun and a gunfighter or a trained assassin using the same handgun. Most gang bangers are not trained shots and know very little outside they've seen in movies on how to use guns correctly to it's full potential, cops & soldiers receive slightly better training & they also know how to clean, unjam, disassemble and put the weapon together. having said all of this unless the SH is fighting SWAT, some type of Special Forces military or Contract Killer where they have spent at least a few yrs learning all there's to the weapon the minus HU pg 63 give to parry or dodge gunfire is excessive to say the least. Before I get to the meat of the feat there's a big difference between being proficient and good with a weapon, also while you might be good with a 45, that doesn't mean you're automatically good with a 22., 38 or 9mm. They all handle at slightly differently and their balance are different.


Ok now that I stated my reason here's the fix, with this feat you still get the -4 to dodge but you'd keep your bonus to P.P, Athletics & HTH MA. This more closely resembles what you see in a typical SH comic when facing someone with a gun. Now when facing someone who trained for yrs with guns like a Gunfighter, Elite soldier like SF, SWAT, SCRET or Assassin with a gun. With this feat you get -6 to dodge but you get to keep your bonus to P.P, Athletics & HTH MA. Which still keeps the spirit of the rules in the fact that guns are dangerous and heroes can't take them for granted, nevertheless they aren't something that should scare PT character into taking out 3-5 color punks out just because they each have a 38.

Now each additional opponent with a gun you are fighting you receive another -1 to dodge or parry (so for example a Physical Training character when facing 2 Color Punk with guns would receive -5 to dodge} . But when facing someone who trained for yrs with a gun like a gunfighter each additional opponent you receive another -2 to dodge or parry ( so for example a Physical Training character when facing 2 Hardware Weapon expert would dodge their handgun attack at -8).




Bonus: Do to your intensive training vs bullets & laser, arrows & other muscle powered weapons are easier to dodge or parry for you. You only receive -2 to dodge or parry muscle powered long range attacks. It cost 1 feat less for anyone with the feat Intensive Training, Perfect Genes or the minor power Radar
Limitations: Shotguns, Law rockets & missiles can't be parried, do to their blast radius they can be dodge at -10. But you can only add your P.P bonus. Each additional person using shotguns, law Rockets or Missile increase your minus b an additional -2
Prerequisite:( Acrobatics+ Athletics or Gymnastics+ Athletics), PT MA or Ninja & Super-spies MA or HTH MA+ P.P of 24 or higher. Or P.P of 20 or higher + the Powers Extraordinary Physical Prowess or Extraordinary Speed or Sonic Speed or Sonic Flight.


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Unread postPosted: Sat Jun 20, 2015 10:00 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Overload Cost: 2 feats



Overload is a feat unique to Robotics & Cyborg character classes. In many ways it resembles the Super-Nova ability of Alter Physical Structure: Fire on pg 242-243 of HU. The main difference is the power usually doesn't cause an explosion but it does increase the power for very short duration in game terms 1 round. Electronic and electrical devices are designed to operate at a certain maximum supply voltage, and considerable damage can be caused by voltage that is higher than that for which the devices are rated. So he Robotic or Cyborg character with this can create a power surge. Power surges occur when something boosts the electrical charge at some point in the power lines. This causes an increase in the electrical potential energy, In other words a Robotic or Cyborg character becomes more powerful for 1 rd.

In game terms it takes 1 rd to initiate an Overload or Power-surge, during that rd all you can do is talk, walk and block attacks, you can't attack. After that round Robotic & Cyborg character class P.S is doubled and all Energy Attacks damage is doubled. But after the first attack regardless if the attack hit or missed the Suit Robotic or Cyborg has roll a percentage die and any roll of 15% or less fries the suit, after the second attack regardless of success or not the chance of the Cyborg or Robotic suit frying jump to 30%, the third attack it jumps to 45%, the fourth it jumps to 60%,and so on it increase 15% per attack until it reach 90%, THEN 1% PER EACH ADDITIONAL ATTACK THAT ROUND. In a likewise manner any attack that cause damage to your Robotic or Cyborg character increase the chance of the suit frying by another 5% per attack received it. ( So "Iron Monger" cause his Robotic exo-skeleton to Overload he both punched "Mega Monster" 4 times & received 4 punches from "Mega Monster" that round that would mean he would have a 80% chance of his Robotic suit frying).

After the rd of combat regardless whether you rolled the Robotic or Cyborg frying. It's semi fried the following rd you're frozen inside the suit for 1d4 rd. The GM rolls 1d4 to see how long you remain inside the suit unable to move. After that time you slowly recover all your physical stats are reduced to 10 and you need to do extensive repair $1 million before it can be used in combat otherwise all physical stats recover 1 pt per dayto a maximum of 14.



Limitation: Should you ever roll that your Cyborg character or Robotic suit is fried and you take damage. You now roll a percentage dice and compare it to this results.

01-10 Character lives. no permanent damage; you take 1d3x5 S.D.C electricity damage because you suffer 1st degree burns you're unable to use the robotics suit or Cyborg for 3D4 days due to the pain of the metal or electronics touching your skin.
11 -25 Character survives. but permanently loses the Cyborg or Robotic suit. Hope you had money save up to repair the suit because it will cost you half the original price to repair. You also take 1d4X8 S.D.C electricity damage because you suffer 1st degree burns you're unable to use the robotics suit or Cyborg for 5D4 days due to the pain of the metal or electronics touching your skin.
26-40 Character survives but permanently loses all parts from cybernetics, electronics. They basically have to cut you out of the suit. You suffer 2nd degree burns over 50% of your body.-2 to P.B due to scarring of flesh it will take you 1d4+2 weeks to heal + at least $100,000 for post surgeries for skin graft. Your Robotic or Cybernetics is gone you need to create it all over again. Hope you had money save up to recreate the suit because it will cost you 75% the original price to repair or recreate.
41-85 Character has sustained 3rd degree electrical burns over 50% of the body. Same as 26-40 except you have fractures or dislocations secondary to blunt force trauma or muscle contractions, I will take you 1D4 months to recover.
86·00 Character survives, but the character's has sustained 4th degree electrical burns to over 60% of his or her body. 25% chance of Amputation of limbs roll for each limb, significant functional impairment if not amputated -4 to P.P, and, 15% chance of death.

Also roll on the insanity tables, Neurosis and Phobia


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Unread postPosted: Sun Jun 28, 2015 9:59 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Higher Duty Cost: 2 feats


This feat represents something the hero will give up or forsake anything for. For example( for family Aunt May, Uncle Ben, Lois wife, kids) in such a circumstance if it's a choice on saving a team member or saving your elderly(?) whatsoever you' ll sacrifice the team, morals, code against killing or the law to keep them safe or alive. Or it could be for example (a small country your a king or prince of, including Atlantis :Not Rifts Atlantis:) or it could be some special item for example ( a rune ring that holds :10 greater Demon Lords or Devil Lords: each Lord gives you a special ability for 1 hour or 2X your normal PPE or the spells you cast while wearing the ring is 2X as powerful, but there's a 1% cumulative chance per day 1 of these Lords can break out and cause thousand of death if not millions before he's forced back to hell, the thing is there's over 100 high power mages who heard of the ring to posses or uses it).


While this feat gives some impressive bonuses, remember it's about role-playing not dice= rolling. For one thing most Higher people who have Higher Duty feat can't explain or mention it to other party members or heroes for several reason.

1. You are embarrassed for example (a powerful mega powerful Immortal has an elderly mother or grandmother) he or she's Immortal but his or her adopted parents aren't, should he tell anyone it would yell out to the world his secret identity.
2. The Gods of your pantheon (see Pantheons of the Megaverse) for a list of pantheon have given you a baby Godlin or God to raise up. Should you do a good job and he or she live to become an adult, it will become 1 of the most powerful god ever it is prophesize he or she will stop the Armageddon that will cause Rifts Earth.
3. You have a book on how to release the Elder Gods or the Chutulu Mythos, the problem is many doomsday cult know the book exist and wants it for the power it possess. The book gives it holder +2 to Spell Strength when casting a spell & has the true name to 100 greater demon lords or devil lords. Therefore all Demons & Devils react to the owner of this book as if he had a HF of 16, greater Demonic lords & Devils save at HF of 14; Plus all spells cast while holding the book cause double damage to devil & demons.
4. You have an elderly mentor or trainer or master at least 10+1D8 lv who at least 75+1d20 yrs old who has spent the last 25 yrs fighting & protecting Earth from an invasion of (a Parallel Earth, Nightbane, System Failure, Mechanoid, Dark Gods, Vampire Intelligence, ect) him and a few others form a (Secret Council of a 100 Mages, Psychics, Generals, Industrialist, Governors, Senators & Presidents) who have been protecting the Planet Earth for Centuries. This duty have been passed down mostly within certain family tree , who are by blood oath & family ties pledge to help,benefit, protect each other. You unknowingly are part of that circle. This explain how your college debt was wipe clean, or you always seem to get preferential treatment from politician who you contact, but on thew bad side sometimes minor criminals seem to get a pass from the police like someone who broke into a museum and stole a bronze age silver knife with runes on the blade or an ancient book that claims has ancients spells not meant for men to know.


So what does this feat gives you, first let me state the Higher Duty feat only comes about very rarely, at most once every 3 lvl, probably once every 5 lvl. Having said that the bonuses are impressive to say the least. In Game terms when the HD feat comes about the character receives +2 to sv vs Psionics & Magic, +2 attacks, +3 to hit, +5 to damage or +10% to damage whichever is higher, +15% to Coma/Death.







Prerequisite:
M.E of 22 or higher to deal with the stress, must be at least 5 lvl before this feat is taken.
Limitation: No one with the Principle Alignment can take this feat. Should you take this feat and fail to protect the item or person (seriously hurt, kidnap or killed) you lose 2 lvl of experience. Not in the since you lose the hit points for the lvl lost, but you fight 2 lvl lower in HTH and if you have powers, spells or psionics your damage, range or other abilities are as if you are 2 lvl lower due to your feeling of shame, guilt and unworthiness. Should you recover the item or the person recover(from being seriously hurt or kidnap) you regain 1 of the lvl lost and 6 months later game time you regain the other lvl. Otherwise it will take you 5 additional lvl to regain 1 of the lvl lost. You never regain the other due to your sense of shame for your failure.


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Unread postPosted: Sun Jul 05, 2015 2:10 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Illuminati Cost: 3 Feats



The Illuminati feat is related to the Higher Duty feat as the can be considered brothers or prerequisite for each other. The major difference is people who take the Illuminati feat knows a little of the inner workings on who they are secretly helping, being helped or pulling their string. either way this feat is for a heavy role-playing based campaign which uses heavy skill uses, not a very combat campaign. For example the Dark Tribunal in Villain Unlimited is an example of an Evil Organization who have people with the Illuminati feat or Dark Illuminati campaign should a GM want to run one. Historically The Illuminati (plural of Latin illuminatus, "enlightened") is a name given to several groups, both real and fictitious. Historically, the name usually refers to the Bavarian Illuminati, an Enlightenment-era secret society founded on May 1, 1776. The society's goals were to oppose superstition, obscurantism, religious influence over public life and abuses of state power. "The order of the day," they wrote in their general statutes, "is to put an end to the machinations of the purveyors of injustice, to control them without dominating them."[1] The Illuminati—along with Freemasonry and other secret societies—were outlawed through Edict, by the Bavarian ruler, Charles Theodore, with the encouragement of the Roman Catholic Church, in 1784, 1785, 1787 and 1790.[2] In the several years following, the group was vilified by conservative and religious critics who claimed that they continued underground and were responsible for the French Revolution.

In subsequent use, "Illuminati" refers to various organisations which claim or are purported to have links to the original Bavarian Illuminati or similar secret societies, though these links are unsubstantiated. They are often alleged to conspire to control world affairs, by masterminding events and planting agents in government and corporations, in order to gain political power and influence and to establish a New World Order. Central to some of the most widely known and elaborate conspiracy theories.

Now this is history ,that doesn't mean as a GM, everything people believe to be true is true. There could easily be good as well as evil Illuminati. People dedicated to saving the planet form Vampire intelligence, Nightbane, Chutulu Mythos, Worldwide Nuclear Armageddon, or the opposite. For something completely different not everything has to be Armageddon based a Illuminati campaign can be based on returning the U.S to the Gold standard or something like the Stepford Wives scenario.

The major thing to realize when running a Illuminati or Secret Society campaign, is for the most part is your adversaries & your patrons are going to be various shades of grey. Until you go up the food chain, you'll rarely know if you are working for the angels or the devils. Here's an example (hook) a trusted source in the FBI, NSA, CIA, Army tell you about a robbery that happened at the army depot and a lot of high tech weapons & battle armor was stolen. He further inform you this equipment is worth at least 70 millions in the Black market arms trade. This seems like an open & shut case track the robbers down, beat them up arrest them and return the stuff to the Gov't. (Line) When you track the robbers something doesn't add up, while they defend themselves they aren't people who seem to be in it for money and call you traitors to humanity. (Sinker) After being defeated you search and find evidence these people are creating bullets and other ammunition from silver. If anyone every seen the movie They Live it's about a Secret Alien invasion of Earth with very few people ever knowing about it and those that do are labeled crazy or conspiracy theories. The people you arrest seems to be of sterling character Doctors, Engineers, Business man, High lvl Army Officers, Intelligences and Investigative Reporters. Hardly the type of people to steal from the Gov't or belong to an Arms running network.

So what happens next, depends on the heroes. If they turn them over to the authorities everything will be hushed up with no mention in the press. Your contact will thank you for doing your country a great service. You might even get congratulation & a medal from the Mayor, Governo. or some Congressman. But over several days the people turned over will be found dead with signs of being tortured horribly. If the heroes talk to the prisoners, most of them will assume your race traitors or collaborators. But with some role-playing the true story will come out about a Supernatural Invasion of Earth ( it could be Nightbane or Vampire intelligence or Chutulu Mythos). Should the team believe them, free them or let them escape depending on what they tell the authorities, their contact could either say thanks for trying but they wil be put under secret observation for the next 2d4 weeks, be labelled incompetents but left alone, labelled subversives themselves and arrested on trumped up charges while trying to get them to tell what really happened, or actively labelled terrorist in league with the robbers and attacked on sight and be put on he FBI most wanted list.


From there it can take weeks to get the real story, find the truth, clear their name or join the resistance. With imagination the GM can have material to run a campaign for months if not yrs. Here's another example a "friend" who works the crime beat in the city biggest newspaper informs 1 of the heroes about a serial killer targeting some of the city mover & shakers. (Hook) Your " friend" is right there's been a rash killing of some of the so called Elites or beautiful people n town, but mostly people in power Captains or Inspectors of Precinct, Head of the National Guard, Deputy Mayor when they are mentioned if at all they all seem to have died of heart attacks. (Line) as soon as you or your superhero team start looking into the story people who are rich not not politically powerful or influential start getting killed in increasing numbers. Also after checking on the story the politically powerful people were killed with cold iron bullets, their hearts removed & their eye pierced either with bullets or sharp instruments. The new people getting killed are sometime killed using silver bullets in the heart but no disfigurement to the eyes. (Sinker) if the heroes uses clue to find the serial killer, he'll admit he killed and removed the hearts from the beutifu people he won't be able to explain why, but he'll denies killing the others. Should anyone do a detect lie, aura of truth or check for evil on him, he'll register as Unprincipled. He'll insist he's trying to save people in his cit and state but he won't be able to explain what he's protecting them from. So here's the question is he killing Demons that would explain the Cold Iron Bullets, are the pssessing Entities that would expalin the piercing of the eyes, but what about the heart removal( what does that mean). The other murders were killed by silver bullets that usually mean Vampires or Were creatures. Is it possible their are 2 serial killers? Why is it he can't explain why he's doing it? Is he a pasty? Is he being possessed? How about being brainwashed? Depending on the answer to those question the campaign can go any number of directions from Vampires, Were, Demonic, Evil cult, Psionic Mind manipulation, something like the "Manchurian Candidate" or the Supery organization from "Scandal" TX show or Being an under control by a super powered villain with the power "Control Others" or "Dive Aura"


Now what benefits do you get from being having the Illuminati feat.

1. You get a patron or a group of powerful people who are dedicated to helping their members in all matter of life but doping it quietly. For all intents and purposes you now receive +25% to your base salary or wealth or equipment due to your patron influence helping get stuff for free or cheaply.

2. Any feat like Wealth or Inheritance cost 1 feat less.

3. Feat like Trained by a Master, Unusual Background or Perfect Genes cost 1 feat less.





Limitation: You now have a rival Illuminati group of equal or greater power who hate you and desire to have you killed in the most horrible fashion possible
Prerequisite: You must first have chosen Higher Duty feat


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Unread postPosted: Thu Jul 09, 2015 11:23 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Parry Bullets II or Enhance Parry II Cost: 2 Feats



One of my major beef with the HU system has been the disconnect between how bullets & laser are depicted in SH comics and the HU system. Don't get me wrong I don't think Street lvl SH should be laughing at handguns, nevertheless I don't think a mugger with a handgun should be putting the fear of God into a Cap wannabe or a Bat wannabe either. So how do you resolve 2 completely different directives without throwing the game rules out of the window in the process. This is basically my attempt at it.

This feat basically concentrates on the Energy aspect since Parry Bullets I feat dealt with the bullets aspect. The problem is Laser or Energy weapons & EB from super characters are almost infinitely faster than bullets. Yet for the most street lvl heroes in SH comics dodge them like it's nobodies business. Unlike Parry Bullets 1 which dealt almost inclusively with bullets, and therefore could somewhat be parried or dodge, energy weapons and most energy blast from robots & automated system move at speed of light. So how does a SH dodge them? Simple they dodge instinctively unknownly to them they are seeing a pattern in the EB and dodging based on that pattern or they are seeing subtle Body language clues on how, when or where the character with the energy weapon is going to fire.

In game terms it works like this, because of your knowledge of body language you now dodge bullets is better than it was with Parry Bullets I feat it's -3 but you'd keep your bonus to P.P, Athletics & HTH MA that based on an average person. When facing someone who trained for yrs with guns like a Gunfighter, Elite soldier like SF, SWAT, SCRET or Assassin with a gun. With this feat you get -5 to dodge but you get to keep your bonus to P.P, Athletics & HTH MA. Now when facing Laser, Particle Beams or other EB you dodge them at -6 but you'd keep your bonus to P.P, Athletics & HTH MA. When facing an expert with Energy weapons like Secret Operative or similar you dodge at -8 but you keep your bonus to P.P,Athletics & HTH MA.





Bonus: Do to your intensive training vs bullets & laser, arrows & other muscle powered weapons are easier to dodge or parry for you. You only receive -2 to dodge or parry muscle powered long range attacks. It cost 1 feat less for anyone with the feat Intensive Training, Perfect Genes, Trained by a Master or the minor power Radar
Limitations: Shotguns, Law rockets & missiles can't be parried, do to their blast radius but they can be dodge at -10. But you can only add your P.P bonus. Each additional person using shotguns, law Rockets or Missile increase your minus b an additional -2
Prerequisite:( Acrobatics+ Athletics or Gymnastics+ Athletics), Physical Training MA or Ninja & Super-spies MA or HTH MA+ P.P of 26 or higher also the feat Read Body language+ Parry Bullets I feat. Or P.P of 24 or higher + the Powers Extraordinary Physical Prowess or Extraordinary Speed or Sonic Speed or Sonic Flight +Parry Bullets I feat.


Last edited by Shadowknight on Thu Jul 16, 2015 8:45 pm, edited 2 times in total.

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Unread postPosted: Thu Jul 16, 2015 3:54 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6875
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I started posting these over to the Black Vault Wiki. I noticed that Reputation was incomplete. Do you plan on finishing it?

_________________
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Unread postPosted: Thu Jul 16, 2015 6:00 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Stone Gargoyle wrote:
I started posting these over to the Black Vault Wiki. I noticed that Reputation was incomplete. Do you plan on finishing it?
Sorry! I forgot it wasn't finished. I had planned on finishing the feat list by June, but I kept adding to the list. I tend to work in spurts mostly on the weekend. As soon as I finish Parry bullets II, I plan on going back and finishing Reputation feat.


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Unread postPosted: Sun Jul 19, 2015 2:07 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Stone Gargoyle wrote:
I started posting these over to the Black Vault Wiki. I noticed that Reputation was incomplete. Do you plan on finishing it?
It's finished hope you like it.


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Unread postPosted: Mon Jul 20, 2015 2:56 am
  

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Palladin

Joined: Wed Jun 20, 2012 11:32 am
Posts: 6675
Location: 'Murica
Comment: Avid Cyborg and Braka Braka enthusiast.
I love the whole concept of Feats, it eeally helps pyt the finishing touches on a character you spend lots of time creating.


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Unread postPosted: Mon Jul 20, 2015 11:37 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
say652 wrote:
I love the whole concept of Feats, it eeally helps pyt the finishing touches on a character you spend lots of time creating.
Thank You! That's one of the main reason, I haven't finished the list yet. It's fairly easy to think of plus or minus for a feat, the hard thing is building up adventure or role-playing ideas that are interesting, original & fit the SH mythos or concept.


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Unread postPosted: Mon Jul 20, 2015 11:52 am
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Super Acrobat Cost: 2 or 3 feats


This feat deals with the extraordinary to frankly ridiculous feats of acrobatics often displayed in SH comics, that defy logic, biology and physics. While this feat isn't inherently as powerful as most as my other feats it gives some nice abilities even if most of them can't be used in combat. If you ever wanted to jump of a 10 story building, grab a flagpole do a somersault and kick the bad guy this feat is for you. Basically it's designed for the Nightwing, Daredevil, Spider-man, Cap America types, not the Superman, Flash, Iron Man or Thor types. In game terms this feat gives you 5 main abilities.

1. The ability to run on top of telephone, cable or electrical wires overhead. Whenever the character with this feat is running on them his effective SPD is double for running purpose.
2. If the character is using a miniature grapnel and at least 30-50 ft rope, his or her traveling spd is triple his or her normal spd.
3. Anyone with this feat who falls of a building, needs to make an Acrobatic back-flip or somersault roll and they take half damage.
4. This feat gives anyone who didn't have it before Automatic Dodge.
5. You can use your Super-Acrobat feat in combat for either attack or defense. You can change whether to use it for attack or defense each round, so at the beginning of the round the character MUST tells the GM what they are using it for. If they don't they lose the ability to use it that round in combat. Here's how it's use for that whole round it can only be used 1 way.

a. If use for attack before you make an attack roll, you make a Gymnastic somersault or back-flip roll if you succeed you receive +2 to hit & +1 to damage, if you fail you fall to the ground and you lose 2 attacks. The character isn't require to use this feat for every attack that round but any attack he or she doesn't use it they use their normal plus to attack. They don't receive the additional +2 to or + 1 to damage.

b. If used for defense before you make a parry or dodge roll, you make a Gymnastic somersault or back-flip roll if you succeed you receive +3 to parry or dodge, if you fail you fall to the ground, you take double damage and lose 1 attack. The character isn't require to use this feat for every parry or dodge that round but if he or she doesn't use it they use their normal plus for parry or dodge. They don;t receive the additional +3 to parry or dodge.



BonusThis feat only cost 2 for Physical Training or Special Training Characters
Prerequisite P.P of 20 or higher, Acrobatics & Gymnastic skill, Trained By a Master, Intensive Training, Perfect Genes or Extraordinary P.P minor power
Limitation This feat can't be taken by anyone with Extraordinary Speed, any Flight powers or Sonic Speed or Flight. Also Cyborg & Robots can't acquire this feat. To use ability #2 the building must be at least 6 story high. The ability #3 can only be use on buildings a maximum of 30 stories high, any higher the feat doesn't work sorry the human body can take the stress from hitting the ground at that speed. The only exception would be someone with the powers of Hardened Skin, Healing Factor, Impact Resistance, Manipulate Kinetic Energy, Massive Damage capacity, Invulnerability or similar powers. In that case they can use this feat for building up to 60 stories high.


Last edited by Shadowknight on Wed Jul 22, 2015 12:41 pm, edited 1 time in total.

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Unread postPosted: Tue Jul 21, 2015 2:54 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Shadowknight wrote:
Stone Gargoyle wrote:
I started posting these over to the Black Vault Wiki. I noticed that Reputation was incomplete. Do you plan on finishing it?
It's finished hope you like it.
I did also notice one other one on the first page of this thread that was not finished. If you can notify me when you finish them it would be easier for me to post them over to the Vault when they are complete.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Unread postPosted: Wed Jul 22, 2015 12:47 pm
  

Dungeon Crawler

Joined: Sat Feb 21, 2015 10:56 pm
Posts: 219
Stone Gargoyle wrote:
Shadowknight wrote:
Stone Gargoyle wrote:
I started posting these over to the Black Vault Wiki. I noticed that Reputation was incomplete. Do you plan on finishing it?
It's finished hope you like it.
I did also notice one other one on the first page of this thread that was not finished. If you can notify me when you finish them it would be easier for me to post them over to the Vault when they are complete.
:oops: Didn't see it till you pointed it out, I'll have Shadow Skill feat finished probably by Friday morning, Friday night the latest. :angel:


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Unread postPosted: Thu Jul 23, 2015 3:33 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Shadowknight wrote:
Pressure Points Animals II

This feat represents people who are great at Pressure Point attacks but don't have Atemi abilities from Ninja & Super-spies the major difference from this feat and the preceding is the fact this feat is designed to work on Animals specifically mammals. Why ? Several reasons, among them is the historical fact that an Ancient Indian manuscript describes about 108 pts on Elephant to paralyze and kill them. Acupuncture has been used on horse, dogs and cats. As everyone knows Acupuncture & Acupressure are virtually identical except it's done with needles the other with fingers, as for Pressure Points attacks it's basically the dark mirror to Acupressure 1 is used to heal the other is used to hurt. Anyway This feat give you +1 to your critical number and +1 to your critical multiplier. ( For if you normally do a critical with a natural 20, you now do it with a natural 19) also (if you naturally do 2X normal damage with a natural 20 you now do 3X damage with a natural 20, but only 2X normal damage with a natural 19). If you roll a natural 15 or higher, HTH you also do an additional 1d4 damage from any HTH attack.
It can also be used to paralyze Animals. But the use of such an ability cost 2 attacks per use. In game terms it works like this before you roll you tell your GM you are attempting a paralysis attack on your opponent. If you roll a Natural 16 you roll 1D6 to see how much to you temporary remove from their P.P but you do no other damage, if you roll a natural 15 or Less you do no damage period. You can do only 2 paralysis attacks per round. The Animal must make a natural 17 roll to resist the paralysis attack. The GM rolls 1D4 to see how many rounds the parallelization attack last.
Bonus:It cost only 1 feat for anyone with Analytical Genius, Physical Training, Special Training or the feat Intensive Training or Unusual Background
Prerequisite: Min I.Q of 20 & P.P of 20, Pressure Point feat + the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
Limitation: This feat will only work on mammals, basically you can't pressure point a crab, a fish or bird. This feat won't work on Undead Animals. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, ect) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, ect) basically anything with a short blunt point.
Further Limitation: This feat can only be used on( Mammals or Animals descended from mammals likes Saber-tooth Tiger, Wooly Mammoth) it can also be used on animals that's been modified like Dog Boys, Characters from After the Bomb or creature like the 3 headed dog that the Gene Slicers created. Depending on the GM it can be used of a Pegasus, Unicorn and other Supernatural Animals that are resemble normal animals. But no way can it be used on magical or Supernatural creatures even if' it's a dragon that shape shifted into a human being or a cat.
Does this one also cost 2 feats to acquire?

Shadowknight wrote:
Pressure Points Mastery IV

This feat represents the ultimate knowledge of Pressure Points outside of someone studying Ninja & Super-spies Atemi abilities. This lvl of skill is a results of yrs of intensive study most heroes don't have the time to dedicate to one subject. The only people that can have this lvl of skill is Natural Genius, Physical Training, Ancient Master, the Dedicated Martial Artist or Worldly Martial Artist from Ninja & Super-Spies This feat adds another +1 to your critical hit number. ( For if you normally do a critical with a natural 20, you now do it with a natural 17). This lvl of skill is the minimum of what required for things like the deadly 5 Star Heart Rending technique or the Red Sand Palm. While I won't get into what these technique will do due to their deadly nature and potential abuse by player characters. Here's a playable version of what they're capable of with this feat, you roll 1d4+1 for the number of attack required. You then need to roll a Natural 14 or higher on each attack that does only 1d4+1 damage no bonus for P.S if all 1d4+1 attacks hit your opponent that round it completely removes all current SDC from them no matter if they have 25 SDC or 500 SDC. Should you miss or your opponent parry or doge any of your attacks that round you do no further damage but it still cost you 1d4+1 of your attacks. Should you fail this feat can only be attempted vs the same opponent every 3 rds except now you need a Natural 16 of higher because he realize you are attempting to do something extremely dangerous to him. The SDC will recover 20 points per day normally or will recover after 1D4 hour after getting treatment from an Acupuncturist, a practitioner of Chi Healing or Moxibustion.

Bonus: At this lvl of PPM you can reverse the effect of Pressure Points, Pressure Secrets parallelization, blindness, deafness or Pressure Points Mastery SDC removal, not the extra damage that was done. It requires the Pressure Points Master to spend 2 attacks hitting certain Pressure points to reverse the effects. It's done automatically if the individual is sitting or lying down. If done in the middle of combat, the PPM needs to hit his patient with 1d4+1 touches of a Natural 14 or higher that does no damage to reverse the effect. Should he roll less than a Natural 14 even once he still waste 1d+1 of his attack anyway. But he can attempt it again next round for another 1D4+1 attacks. Finally because of the PPM feat & his high knowledge of biology when someone is under his care they recover from damage as if they were under professional treatment from a Doctor. If already under a Doctors care a Pressure Point Master increase the person Healing rate an additional 1D4 points per day.
Prerequisite: Min I.Q of 22 & P.P of 24, Pressure Points 1 feat, Pressure Secrets III feat +the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
Limitation: This feat won't work on anyone with Alter Physical powers, Bio Armor, Create Force Field unless they haven't turned the power on, or the Invulnerability power. This ability also won't work on Robotic & Cyborg classes. This feat won't work on Undead. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, ect) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, ect) basically anything with a short blunt point.
Further Limitation: This feat can only be used on( Humans, Mutant, Experiments who started at as humans and any race that can breed with Humans, like Orcs, Neo-Humans, Godlins, Demi-Gods, Atlantians, Lemurians, Sea Titans, ect). On races that resemble ( Humans like Elves, Dwarves, Giants, Gnomes, Titans, Rahu Men, ect) you need to make a Natural 12 or higher for each attack to see if the Pressure Point you hit on the race corresponds exactly to that of a human, before rolling damage on top of the Natural 15 or higher to do extra damage or any other special attack.
This one shouls also cost two feats and have the prerequisites of the previously listed perssure points skills, yet you do not mention that.

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