Feats are powers that are considered to be always active, so usually require no special rolls or circumstances to use. Feats also make no distinction between allies and enemies unless specifically stated.
FEAT LISTINGS
The following template is used for listing Feats.
FEAT NAMEPrerequisite: Feats required to select this feat. Limitations: A description of the limitations. Special: A description of any special rules. ADVANTAGESADVANTAGEA description of the Advantage. DISADVANTAGESDISADVANTAGEA description of the Disadvantage. |
ALL-OUT ATTACK
A character can give up all his or her regular actions for the round and instead make one melee attack against each adjacent opponent.
ADAPTATION
The character is adapted to 1 environment per time this ability is chosen. (This ability may be selected multiple times.)
The character can adapt to survive in a number of environments hostile to ordinary humans equal to his or her Adaptation Rank. Examples of hostile environments include acidic/basic liquids, extra dimensional, extreme pressure, intense cold, intense heat, noxious gases, radiation, underwater (the ability to “breathe” water), and vacuum (low pressure, not the absence of air). Adaptation does not apply to non-human characters whose natural environment is not the Earth’s atmosphere (such as a mermaid living in the ocean). In these cases, the character must assign Adaptation (Earth Atmosphere) to survive in normal human environments.
If a category is assigned one slot, the character is partially resistant; for two slots, the character has complete or enhanced resistance. Several examples of Adaptations and their effects are shown. The GM and players are encouraged to develop their own as well.
| ADAPTATION EXAMPLES | ||
|---|---|---|
| Effect | 1 Slot | 2 Slots |
| Ageing | Ages slowly | Does not age |
| Breathing | Survive in low-pressure environment | Does not breathe |
| Hunger | Need to eat once every 2-4 days | Never need to eat |
| Pain | Unwanted sensation is reduced (+3 Saves) | No pain is felt |
| Sleep | Sleep once every 3-7 days | Never need to sleep |
| Other Adaptations other than those listed require GM approval. | ||
ALTERNATE FORM
Prerequisite: Shift
The character’s alternate form is built from 3 Character Points per Rank
A character with Alternate Form uses an action to transform quickly into one other specific form that is determined during character creation and approved by the Game Master. Once selected, the form cannot be altered. Alternate Form allows the character to possess a radically different body shape than his or her normal human form, and exhibit exotic physical features as well.
If a character only has a single, permanent, non-human form, this Attribute should not be applied. Instead, the character must acquire the relevant Abilities and Defects that best represent the form's capabilities. A character with several different Alternate Forms should assign this Attribute multiple times. The Abilities gained in the character’s Alternate Form obviously cannot be Dependent upon the Alternate Form Attribute. Different Alternate Forms can be built with different Attribute Ranks as well.
The character loses all Abilities, Attribute Ranks, Skill Ranks, and Defect Bonus Points associated with his or her regular form. The newly acquired Abilities and Defects replace the character’s normal form. Unless the GM indicates otherwise, normal clothing becomes part of the Alternate Form as well.
This ability may be selected multiple times. Each time this ability is selected after the first, the character may make a new form from 3 CP, or add 3 CP to an existing form. The number of points in an Alternate Form may not exceed the number of points in the original form.
INVOLUNTARY CHANGE
The character may accidentally change from normal form to the Alternate Form (or vice versa), or an external trigger (cold water, natural force, etc.) may induce the change. This Defect may represent a character who: transforms between identities upon hearing or uttering a specific sound or word, reverts to normal form when a particular chemical in the body is in low quantities (such as sugar or salt), transforms when a button on a gadget is pushed, transforms in times of stress, etc. This Defect is assigned once to indicate the character can accidentally change from normal to Alternate Form or from Alternate Form to normal form. The Defect should be assigned to the Alternate form if the character can transform both ways unintentionally.
UNSHAKABLE CHANGE
Once the character has transformed from a normal state, he or she cannot transform back to a prior form without meeting certain conditions. This might include a magical ritual, work by mechanics or lab technicians, consuming a specific substance, or simply the passage of time. It should take at least an hour or so for the change to revert, or the equivalent amount of work, in order to take this Disadvantage.
ANIMAL EMPATHY
You have a special connection with animals. You can use interaction skills on animals normally, and do not have to speak a language the animal understands; you communicate your intent through gestures and body language and learn things by studying animal behavior. Characters normally have a –10 circumstance penalty to use interaction skills on animals, due to their Intellect and lack of language.
ARMOUR
All attack damage the character receives is reduced. (This ability may be selected multiple times.)
NATURAL ARMOUR
All attack damage the character receives is reduced by 2 point per rank. (This ability must be selected at character creation unless approved by the GM. This ability may be selected multiple times.) This can represent chitin plates, scale, or just super-tough skin. Natural Armour reduces the damage that is inflicted on the character or structure. Natural Armour cannot be lost in the way worn armour can.
OPTIMISED ARMOUR
The Damage Reduction is specially protected against a particular uncommon attack form. Eligible attack forms include electricity, cold, laser beams, fire/heat, energy blasts, etc. Attack damage the character receives of the specified type is reduced by 4 points instead of the normal 2. Damage of all other types is not resisted.
ADVANTAGES
SHIELD
The Damage Reduction becomes an active ability. It is used as a shield that the user must deliberately interpose in front of an attack targeting him using a Block. Doing so requires a readied action. If the character successfully defends, damage the character receives is reduced by twice as much as normal.
ATTRACTIVE
You're particularly attractive, giving you a +2 circumstance bonus on checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. This bonus does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance.
ATTRACTIVE, VERY
You're extremely attractive, giving you a +5 circumstance bonus on checks to deceive, seduce, or change the attitude of anyone who finds your looks appealing. This bonus does not apply to people or situations which (in the GM’s opinion) would not be influenced by your appearance.
BEGINNER'S LUCK
By using a Cinematic Moment, you gain an effective 5 ranks in one skill of your choice you currently have untrained, even if they can’t be used untrained. These temporary skill ranks last for the duration of the scene and grant you their normal benefits.
BLIND-FIGHT
Prerequisite: Accuracy
The character does not suffer penalties associated with attacking or defending in poor light, absolute darkness, or against an invisible opponent.
BOOST ATTACK
You gain a +2 bonus to either Melee or Ranged, or a +1 bonus to both Melee and Ranged. This feat may be taken multiple times.
BOOST BODY
You gain a +2 bonus to either Reflex or Physical, or a +1 bonus to both Reflex and Physical. This feat may be taken multiple times.
BOOST DAMAGE
You may add a +2 bonus to either ranged damage or melee damage. This feat may be taken multiple times.
BOOST MIND
You gain a +2 bonus to either Power or Mental, or a +1 bonus to both Power and Mental. This feat may be taken multiple times.
CLEAVE
If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out or by reducing the opponent's Hit Points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.
CONCEALMENT
The character has an unusual ability to conceal weapons about his or her person. As long as the character has something to hide the weapons (even if it only long hair or a light robe) the character’s weapons will not be noticed by anything short of an actual physical search, and such a search is conducted at a -8 penalty.
CONTACTS
You know people who can help you out from time to time. It might be advice, information, help with a legal matter, or access to resources. You can call in such favours by making a Persuasion check. The GM sets the DC of the check, based on the aid required. A simple favour is DC 10, ranging up to DC 25 or higher for especially difficult, dangerous, or expensive favours. You can spend a hero point to automatically secure the favour, if the GM allows it. The GM has the right to veto any request if it is too involved or likely to spoil the plot of the adventure. The amount of time this feat requires is determined by the GM.
COUNTER
You can counter another Active Effect that originates within 5 squares. You must delay an action and declare an opponent whose Effect you want to try to counter. If you delay a action, and your opponent does not cast a spell, your action is lost. If your chosen opponent does use an Effect, you may make a Power check as a reaction, with a TR equal to 10 + that of the cost of the Effect. If the check succeeds, you successfully counter the Power. You can only counter one Power per round. Each time after the first that this power is selected, you may add either a +2 bonus to the Power check, or add 5 squares to the range. You must be able to see the creature or object originating the power in order to counter the power.
CRAFT (ARMOURCRAFTING)
This skill allows a character to create armour, shields, or other defensive items, dependent on the setting.
Use the Abilities section to determine what effects the armour will have, make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the armour. If you fail your Craft check, you do not create anything. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR, rounded up.
Generally, a character can take an Unhurried check when using a Craft skill to construct an object, but can’t Get It Right; doing so represents multiple attempts, and you uses up the raw materials after the first attempt.
This feat may be taken multiple times. Each time it is taken, add +2 to your check. This is not a money-making feat. This represents your ability to fashion would armour you need without depending on any merchant or existing infrastructure to get what you need. Therefore if you or a party member loses a piece of equipment, you may be able to replace it.
CRAFT (CHEMICAL)
This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.
Generally, a character can take an Unhurried check when using a Craft skill to construct an object, but can’t Get It Right; doing so represents multiple attempts, and you uses up the raw materials after the first attempt.
This feat may be taken multiple times. Each time it is taken, add +2 to your check. This is not a money-making feat. This represents your ability to fashion would armour you need without depending on any merchant or existing infrastructure to get what you need. Therefore if you or a party member loses a piece of equipment, you may be able to replace it.
Acids and Bases
Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.
Use the Abilities section to determine what effects the acid will have, then make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the acid. If you fail your Craft check, you do not create anything and any components are destroyed. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR, rounded up.
In order to create a base to counteract an acid, determine the number of CP needed to make the acid, and make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the acid. If you fail your Craft check, you do not create anything. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR, rounded up.
Explosives
Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius.
Use the Abilities section to determine what effects the explosives will have, then make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the explosives. If you fail your Craft check, you do not create anything and any components are destroyed. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR, rounded up.
An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.
POISONS & DISEASES
Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. Diseases must be passed through the air or by touch. Certain poisons – and all diseases – can't be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in question.
Determine what Effects the poison will have, make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the poison. If you fail your Craft check, you do not create anything. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR, rounded up.
Poisons are by default a tablet or similar shape. Add +3 for a liquid form or +5 for a gaseous form. If you succeed at your craft check, you have enough poison for four applications onto a weapon, or a vial with enough poison to affect four people, or enough gas to fill a 1o foot radius. For every five by which you exceed your check, you get four extra applications, an extra vial, or an extra canister.
Primary Effect: The damage or other negative effect a character takes immediately upon failing a Physical defence against a poison or disease.
Secondary Damage: The damage or other negative effect a character takes upon failing a second Physical defence throw after 1 minute of exposure to a poison or after 1d6 days exposure to a disease.
Both primary and secondary effects are normally temporary, but if a character fails both saves for a disease, the secondary effect is permanent.
Pharmaceuticals & Potions
This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses or potions to assist the skills of others. A medicinal drug gives a +2 circumstance bonus on Reflex defences made to resist the effects of a disease.
Use the Abilities section to determine what effects the potion will have, then make a Wealth check of 5 + the CP cost of the effects to see if you can afford the components. If you fail your Wealth check, you cannot afford the components and must try to spend another day searching for them. A critical failure means that you must spend another week before making another check. If successful, make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the potion. If you fail your Craft check, you do not create anything and any components are destroyed. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR.
Poisons are by default a tablet or similar shape. Add +3 for a liquid form or +5 for a gaseous form. If you succeed at your craft check, you have enough potions for four people. For every five by which you exceed your check, you get four extra applications.
CRAFT (ENHANCEMENT)
This skill allows a character to create magical effects to be applied to armour, shields, or weapons, or dependent on the setting, this may be nanotechnology or something else that makes the effects possible.
Use the Abilities section to determine what effects the enhancement will have, then make a Wealth check of 5 + the CP cost of the effects to see if you can afford the components. If you fail your Wealth check, you cannot afford the components and must try to spend another day searching for them. A critical failure means that you must spend another week before making another check. If successful, make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the enchantment. If you fail your Craft check, you do not create anything and any components are destroyed. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR.
To use a Craft skill effectively, a character must have a kit or some other set of basic tools. The purchase TR of this equipment is 10.
Generally, a character can take an Unhurried check when using a Craft skill to construct an object, but can’t Get It Right; doing so represents multiple attempts, and you uses up the raw materials after the first attempt. The exception is writing, if literacy is the norm and paper is easy to come by. A character can Get It Right because you do not use up any raw materials (and thus no Wealth check is required to use the skill).
In general, the crafting skill will only allow characters to stay at their current level of Wealth, not improve the level of Wealth. However, if a character makes several weeks wages in one week, the character will receive a +1 bonus for each extra week’s wages.
CRAFT (WEAPONSCRAFTING)
This skill allows a character to create swords, guns, or other weapons.
Use the Abilities section to determine what effects the weapon will have, then make a Craft check of 10 + the CP cost of the effects to see if you can successfully create the weapon. If you fail your Craft check, you do not create anything and any components are destroyed. If you fail critically, you take damage from the item, 1d6 of damage per 5 TR, rounded up.
Generally, a character can take an Unhurried check when using a Craft skill to construct an object, but can't Get It Right; doing so represents multiple attempts, and you uses up the raw materials after the first attempt.
This feat may be taken multiple times. Each time it is taken, add +2 to your check. This is not a money-making feat. This represents your ability to fashion would armour you need without depending on any merchant or existing infrastructure to get what you need. Therefore if you or a party member loses a piece of equipment, you may be able to replace it.
DEFLECTION
If the character makes a successful Block, he or she can deflect a standard melee or ranged attack away harmlessly without damaging the blocking object. If he does, he takes only one third damage, rounded down. The GM may decide that some types of attacks cannot be deflected (e.g. Very large objects or attacks that partially or fully ignore damage reduction).
DUAL-WEAPON FIGHTING
Prerequisite: Accuracy, Extra Arms, or Martial Arts
The character can effectively fight with two or more melee or ranged weapons at once, provided both weapons are designed for one-handed use. Once per round, when using two weapons, the character can attack once with each weapon, using only one action. In addition, if the character has Extra Arms, this feat may be taken once for each additional arm the character has, up to their full number of arms. (In other words, a four-armed creature could take Dual-Weapon Fighting three times.)
Normal Use: Characters can only attack once per action.
DUPLICATE
The duplicate is built from 2 Character Points per Rank. A character with this ability can create one or more independent, self-aware duplicates of him or herself, each of which have a maximum number of Character Points dictated by the Attribute Rank. The duplicate is not under the character’s control, but will act in a manner consistent with the original character. Multiple duplicates can be in existence at any time, but creating a duplicate requires one non-combat action. Duplicates only remain in existence for a limited time, usually for a single scene or long enough to complete a single task.
The character can assign the duplicate’s Character Points as desired when this Attribute is first acquired, provided the duplicate does not gain any Abilities or Defects the original character does not possess. Additionally, Abilities and Defects cannot be raised to Ranks that would exceed the original character’s Ranks. The GM may waive this restriction if it seems appropriate. Once the Character Points are allocated to the duplicate in a specific pattern during character creation, the distribution cannot be changed; all duplicates ever made will be identical. Duplicates cannot select the Duplicate ability. If a duplicate is killed the character takes damage equivalent to the number of CP the duplicate is made from.
ELASTICITY
Prerequisite: Shift
The character can stretch or contort his or her limbs and/or body to a superhuman degree. Increased Ranks not only provide greater flexibility, but also the control over fine manipulation (such as using a stretched finger to move specific tumbling mechanisms on a key lock). Characters can squeeze under doors and through small holes and cracks, as well as mimic crude shapes (an excellent way to represent a character that has a liquid-like form as well). The character can stretch one square, and gain +1 to Grappling checks for each time this ability is selected.
UNSHAKABLE CHANGE
Once the character has transformed from a normal state, he or she cannot transform back to a prior form without meeting certain conditions. This might include a magical ritual, work by mechanics or lab technicians, consuming a specific substance, or simply the passage of time. It should take at least an hour or so for the change to revert, or the equivalent amount of work, in order to take this Disadvantage.
ENVIRONMENTAL CONTROL
The character can affect environmental conditions such as light, heat, darkness, or weather. This is most appropriate for characters with magical control over a particular element or facet of nature such as sorcerers, demons, and spirits, but it could also represent various technological devices. If a character wishes to perform multiple effects (for example, control light and darkness) he or she should acquire the Attribute multiple times. This is a sustained ability. When this ability is selected, the character may choose one type of Environmental Control: Light, Darkness, Silence, Temperature, or Weather.
The ability has a range of 5 squares. Each additional time this ability is taken, either the range increases by 5 more squares, or another type of Environmental Control may be chosen. Each type of Environmental Control may have additional improvement options beyond these.
LIGHT
The character can illuminate an area with light as bright as a sunny day on Earth.
DARKNESS
The character can summon smoke, fog, darkness, or the like to enshroud an area, blocking normal vision. The darkness is partial and can be seen through with darkvision, or low-light vision. If this ability is selected again, the character can create total darkness that completely obscures light sources.
SOUND
You can generate noise from nothing. The sound emanates either from you, or from anywhere within 5 feet of you. The sound is loud enough to carry up 10 squares. The sound will carry loudly for the range of the ability, which does not require a Notice check to hear, and quietly for another distance equal to the range, requiring a Notice check of 10 + the rank of the ability to hear.
SILENCE
The character can block out sounds within the area of effect, creating a barrier that prevents anyone outside from hearing sounds coming from within or vice versa. If this ability is selected again, the character can create a zone of silence where no sound exists.
TEMPERATURE
The character can alter temperatures in the area from arctic cold to desert heat. If the character wishes to produce heat or cold sufficient to start fires or instantly freeze someone solid, the player should assign the Special Attack Attribute instead. The character is able to either increase or decrease temperature, but not both. If this ability is selected again, the character can do both.
WEATHER
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado.
When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration of the encounter, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
The first time this ability is taken, the character may create weather normal for the time of year, as in the table below. The second time it is selected, any type of weather may be created.
| Spring | Tornado, thunderstorm, sleet storm, or hot weather |
| Summer | Torrential rain, heat wave, or hailstorm |
| Autumn | Hot or cold weather, fog, or sleet |
| Winter | Frigid cold, blizzard, thaw, hurricane-force winds, or early spring (coastal area) |
EXTRA ARMS
Unless indicated otherwise, all characters possess two arms (or similar appendages) and hands. By assigning this Attribute, the character can acquire more. Arms do not always need to be literal arms. Robots, tentacled monsters, and non-humans with prehensile tails often have Extra Arms. Some long-haired characters also make their hair “come alive” to work as an Extra Arm. Each time this ability is selected, the character is assumed to have another arm (or other like appendage).
An “arm” is defined loosely as an appendage that can reach out and manipulate objects with some finesse. A trunk, tentacle, or prehensile tail is an arm; a limb that simply ends in a gun-barrel, melee weapon, or tool mount is not. Legs with paws or feet are not usually considered to be “arms” unless the character has good manipulation ability when using them (such as the way chimpanzees can use their feet to grasp objects). Extra arms are useful for holding onto several things at once, but do not give extra attacks (for that ability, see Dual-Weapon Fighting). A tractor beam is a specialised “arm” best simulated by the Telekinesis Attribute.
Possessing only one arm or no arms is reflected by the Physical Impairment Defect.
FAMILIAR
The character has one or more companions, constructed from 4 Character Points per Rank. A familiar is usually ready to perform nearly any task for its master. A companion generally has few desires beyond pleasing its master and rarely disobeys orders.
The companion is always available, and does not need to be summoned. It will always be within 10 squares of the character unless otherwise specified. The Companion is constructed from 4 Character Points per Rank. If the Companion is reduced to 0 Hit Points, the companion will die, and will not be able to be resummoned, and the Character will have to spend 1 week per rank of the Companion searching for a new one. Time spent in a large populated area could reduce the time needed by half. If a player wants the character to have a familiar, this is the feat to select. If the player wants the character to have a variety of summoning abilities, see the Summon Power.
A familiar is created with his or her own Abilities, Defects, and Skills as normal. Familiars do not gain Experience Points themselves; instead, a familiar gets more powerful when its owner selects the Familiar feat again and gives his or her pet more Character Points (to acquire Feats, Abilities, Skills, etc.).
The familiar may not have the Familiar feat or the Summon power, and some relationship-based Defects should not be assigned due to its innate role as a character’s pet. Thus, it is inappropriate for a companion to have the following Defects: Owned or Red Tape, as these are already assumed. The number of points a familiar has may not exceed the number of points the character possesses.
If creating more than one familiar, the character can divide ranks amongst them in any way he or she desires. For instance if a character has six ranks in Familiar, he may have three familiars, at three points, two points, and one point respectively.
In addition to point assignment, players should consider the following five aspects for his or her character’s companion:
- What is its name?
- What does the familiar look like?
- What species is it? Common species types include aquatic, beast, bird, bug, dragon/reptile, eyeball, golem, humanoid, metamorph, rodent, slime, and spirit.
- From what elemental force does the familiar derive its powers? Common elements include celestial, darkness, death, earth, electricity, fire, gas, ice, light, metal, psionics, sonic, water, and wind.
- Is the familiar stored when not in use? Many familiars come with their own device for free, which may include an electronic toy, a magical pocket ball, or an extra dimensional gadget. If stored, when the owner needs the familiar, he or she summons them from the device, most commonly with a command phrase.
FAR SHOT
When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5, rounded down). When the character uses a thrown weapon, its range increment is doubled.
FAVOURED FOE
You have a particular type of opponent you’ve studied or are especially effective against. It may be a type of creature (aliens, animals, constructs, mutants, undead, etc.), a profession (soldiers, police officers, Yakuza, etc.) or any other category the GM approves. Especially broad categories like “humans” or “villains” are not permitted. You gain a +2 circumstance bonus on Deception, Intimidation, Insight, and Perception checks dealing with your Favoured Foe.
GENIUS
The character has an innate knack for creating, modifying, and working with complex machines. Unlike someone who is merely well trained in a particular technical skill, a Mechanical Genius is a natural and is able to flip through a tech manual for an advanced technology in 30 seconds and figure out a way to repair the machine in an hour or so. Such characters often have high Ranks in Electronics and Mechanical Skills as well.
A character with this Attribute can also build new and modify existing gadgets at an astonishing rate, provided he or she has appropriate parts and facilities.
Alternatively, the GM may describe this Feat as “Magical Genius,” that allows a character to modify magical gear. The feat must be selected twice to apply both to mechanical and magical sources.
To determine the length of time crafting takes, make a power check, with a +5 bonus for each time this ability is chosen, then consult the table below.
| 0-25 | 2 Rounds per 1 CP needed for the device. |
| 26-50 | 1 Round per 1 CP needed for the device. |
| 51-70 | 1 Round per 2 CP needed for the device. |
| 71-85 | 1 Round per 3 CP needed for the device. |
| 86-95 | 1 Round per 5 CP needed for the device. |
| 96+ | 1 Round. |
HARDINESS
You immediately stabilise when you hit negative HP. You must choose to act as if you were disabled, or fall unconscious. This decision must be made as soon as you hit negative Hit Points.
If you choose to become unconscious, you may not take any actions, but you will not lose any more Hit Points. If you choose to become disabled, you can take either a single move or standard action each turn, but not both. You can take a move action without further injuring yourself, but if you perform any other action, you take 1 point of damage after completing the act. This Effect does not prevent death.
HEIGHTENED SENSES
The character gains one heightened sense or technique per Rank.
A character with Heightened Senses has one or more senses that have been sharpened to a superhuman level of acuity. It can represent either the preternatural sharpening of a specific sense honed by special training (such as a blind person’s trained sense of touch) or the enhanced senses of a paranormal or technologically augmented character. Additionally, several Ranks of Heightened Senses reflect the capabilities of sensors built into spaceships and other commercial or military vehicles.
For each Rank of the Heightened Senses Attribute, the character will either gain one enhanced sense or one detection technique. The character must make a successful Awareness check just as if he was attempting to notice something with normal senses.
SENSES
One of the character’s five senses — hearing, smell, vision, taste, or touch — is enhanced, and can operate over an area of several city blocks. The character may take the same sense twice, which doubles the effect and extends the area of detection. A character using a Heightened Sense has a +4 bonus (+8 if the sense was heightened twice) on Ability and relevant Skill checks that relate to using that sense to perceive things that someone with human-level senses might conceivably notice.
DETECTION TECHNIQUES
The character has one Heightened Sense technique, which extends beyond human capabilities. Examples of techniques include: darkvision, electric current detection; infravision; magnetic field detection; microscopic vision; radar sense; radio reception; sonar detection; ultrasonic hearing; ultravision; vibration detection; X-ray vision. Most techniques only work at short range, often requiring line of sight.
JUDGE OPPONENT
The character can judge his or her opponent's approximate Base Attack Bonus and weapon Skill Rank from the foe’s attitude and posture even without actually seeing him or her fight. Additionally, the character can accurately estimate the opponent's remaining Hit Points.
For both of these advantages, the GM may decide to provide descriptive indications such as “your enemy is much better than you with a sword, but if you connect a few times with your ki blast, it will drop him,” rather than saying “the enemy's base attack bonus is +10, with a Melee Attack (Sword) Skill of 2, and he has 60 Hit Points remaining.”
LEADERSHIP
Your presence reassures and lends courage to your allies. As a standard action, you can spend a hero point to remove one of the following conditions from an ally with whom you can interact: dazed, fatigued, or stunned.
LEAP ATTACK
Prerequisites: Martial Arts
The character can make leaping attacks with his or her melee weapon, delivering additional damage due to momentum. Any time the character has a higher Sequence than his or her opponent, he or she may attempt a leaping attack. If the strike is successful, the character gets an extra +2 bonus to damage and may additionally add half his or her Jump Skill to the damage. If the character fails to hit, however, the character is off balance and receives a -4 penalty to Dodge until his or her turn to act in the following round.
LUCK
The player may re-roll one roll per Encounter. This feat may be chosen multiple times, with each additional selection giving one additional roll per encounter that may be re-rolled. A character possessing Luck may have powerful forces acting as his or her guardian, which can beneficially influence the outcome of important events. Alternatively, the character may be really lucky, have great karma, or can subtly influence his or her surroundings with thought alone. This relationship is represented through the re-rolling of undesirable dice rolls (this includes undesirable re-rolls as well). The player may choose to use the original roll, or any of the re-rolls, when determining the success of the action.
MARTIAL ARTS
With an unarmed (melee) strike, the character may move the target to another square adjacent to either himself or the original square of the target.
MARTIAL ARTS, ADVANCED
Prerequisites: Martial Arts
This effect can be taken multiple times. With an unarmed (melee) strike, the character deals an additional 1d6 per rank of the feat, up to the character's Maximum Damage Dice.
MENTAL COMMUNICATION
If the target is unaware, make a Telepathy check vs. the target’s Mental defense. If you succeed by less than 5, apply Rank 1. If you succeed by 6-10, apply Rank 2. If you succeed by more than 10, apply Rank 3. Each time this feat is taken after the first, the character gains a +1 bonus to Telepathy checks. If the target is willing, no check is needed. An unwilling target cannot be read. See Mind Control if unwilling targets are involved. A subject cannot detect a telepath reading thoughts or sensory impressions unless he or she has the Telepathy at an equal or higher Rank.
RANK 1: EMPATHY
The character can, by concentrating, use mind reading to pick up the “loud” surface thoughts of a particular subject within visual range. A “loud” thought is something about which the subject is thinking hard or that has a very strong emotional content. The character can also transmit a single feeling, such as “fear” or “love” to another person.
RANK 2: TELEPATHY
The character can, by concentrating, use mind reading to pick up the ordinary surface thoughts of a particular subject within visual range. The character can only read what a person is actually thinking at the time. Two telepaths can communicate with one another at conversational speeds by reading each other’s thoughts. The character can also transmit a word, simple image, or simple concept (like “flower” or a person’s face) to a non-telepath on which he or she concentrates. It requires an entire round of concentration to convey one concept, which makes telepath to non-telepath communication slow.
RANK 3: ADVANCED TELEPATHY
The character can, by concentrating, pick up a single subject’s surface thoughts and sensory impressions (i.e., see through a subject’s eyes, feel what he or she feels, etc.) within visual range. The character can choose to edit out some senses if desired.
NATURAL WEAPONS
Limited: Unless the GM gives approval, this ability must be taken at character creation.
The character gains one Natural Weapon each time this ability is chosen. The character has one or more relatively mundane natural weapons, such as sharp teeth, claws, tentacles, etc. Natural weapons are normally possessed by animals, monsters, and similar characters, but could also represent technological capabilities that mimic such abilities such as an android or cyborg with retractable claws. The character possesses one such attack form per Rank. Possessing more than one such natural weapon gives the character a wider variety of attack forms.
Hands, feet, a heavy tail, ordinary teeth, or hooves are not normally counted as Natural Weapons since they are (relatively) blunt; and thus inflict usual unarmed damage.
BREATH WEAPON
The character possesses a breath weapon, such as a dragon's breath, or a circus fire-breather. The attack has Spread x3, and does the damage type of the player's choice. The damage type must be chosen when the feat is taken and cannot be changed. The Breath Weapon does 2d6 damage.
CLAWS OR SPIKES
The character possesses sharp talons or spikes on his or her fingers, paws, or feet. In addition to regular damage, the claws inflict 3 additional damage when used in melee combat. This attack uses the Unarmed Attack Skill.
FANGS, BEAK, OR MANDIBLES
The character has very sharp teeth, or alternatively, a beak or insect-like mandibles. These natural weapons give a +2 bonus to Damage. A successful strike that penetrates Armour gives the character the option to maintain a biting grip and continue to inflict equivalent damage in subsequent rounds. These additional attacks are automatically successful, but the opponent can break the hold with a successful Physical check. While the attacker is maintaining a biting grip, his or her own ability to defend is impeded: the attacker cannot use weapons to defend, and suffers a -4 penalty against any attack.
HORNS
These are large horns for butting or stabbing. Horns give a +2 bonus to Damage in melee combat. If the character has room for a running start, he or she can lower his or her head and charge. A successful charge will deliver normal attack damage, plus 1d6+2 (rather than the normal +2). If a charge fails to connect, the charging character will be off balance and suffers a -2 penalty to saves for the remainder of the round and a -4 Sequence penalty.
SPINES
The character is covered in nasty spikes, quills, or sharp scales. Anyone who wrestles with the character automatically suffers 2 points of damage each round. This damage is in addition to any attack damage delivered. During these struggles, the opponent’s clothes will also be ripped and shredded unless they are armoured. If the character's clothes are armoured this damage is negated.
TAIL STRIKER
If the character has a combat-ready tail, it can be equipped with spikes, a stinger, or other similarly nasty weapon. The attack inflicts an additional 2 points of damage (in addition to normal damage). Upon a successful attack, the target must make a Reflex check or suffer a -4 Sequence penalty the following combat round (the target is off balance).
TENTACLES
One or more of the character’s limbs — or possibly his or her hair — are actually tentacles. A character with tentacles gains a +4 bonus to his or her unarmed Melee Attacks and any Grapple checks.
PARRY
During the character’s action, the character designates an opponent and receives a +1 dodge bonus against any subsequent attacks from that opponent. (This ability may be selected multiple times.)
The character can select a new opponent on any action. A condition that makes the character lose the ability to move freely also makes the character lose Reflex bonuses. The character must be aware of the opponent in order to choose him for this Attribute.
PATHFINDER
When the character opens his or her mind to the natural world, he or she will always move in the right direction. Choose either urban, dungeon, or wilderness. When in this terrain type, the character receives +5 to checks to avoid getting lost or to determine how to get to a known, but unvisited location. Additionally once per session, the character may choose to simply know which way to go to get to a location that the character has already visited, as long as they were concious from that point to their current location.
PERFORM
You are accomplished in some type of artistic expression and know how to put on a performance. You can impress audiences with your talent and skill. When you select this feat, select one type of performance to learn. Each additional time after the first, you may select another type or add a +5 modifier to an existing type. To use perform, Make a basic check, and add the selected modifier to the roll, then consult the table below.
- Act (comedy, drama, mime)
- Comedy (buffoonery, limericks, joke-telling)
- Dance (ballet, waltz, jig)
- Keyboard instruments (harpsichord, piano, pipe organ)
- Oratory (epic, ode, storytelling)
- Percussion instruments (bells, chimes, drums, gong)
- String instruments (fiddle, harp, lute, mandolin)
- Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
- Sing (ballad, chant, melody)
| Check | Performance | Wage | Diplomacy Bonus |
| 3-9 | Untalented amateur | 1 hour’s wage | +1 |
| 10–14 | Talented amateur | ½ day’s wage | +2 |
| 15–24 | Professional | 1 day’s wage | +5 |
| 25–29 | Expert | 2 day’s wage | +10 |
| 30+ | Master | 1 week’s wage | +15 |
PLACE OF POWER
A Place of Power is a home base or lair that is infused with magical, technological, or holy energies. It might be a shrine, magical circle, a sacrificial altar, a ring of standing stones, or something less traditional. The place usually radiates good or evil energy, and a nearby character with an appropriate Sixth Sense can detect its presence. A Place of Power is approximately the size of one square.
While within his or her Place of Power, the character alone can perform activities that require Power checks more easily. The Place of Power gives a +10 Power bonus for each Rank of this Feat.
Several characters may share the same Place of Power. While this option does not reduce the feat's cost, it can provide greater convenience. Each character sharing the Power has his or her own source of additional Energy Points.
At the GM’s discretion, a Place of Power may also offer additional advantages. In particular, one usually exerts a subtle, long-term, emotional influence on people who live in or near it, which may be positive if the owner of the Place of Power is a good person or negative if he or she is an evil one. In addition, individuals born or raised in a Place of Power are more likely to develop supernatural abilities.
This feat may be selected multiple times. Each additional time this feat is selected after the first, the character may do one of three things: Choose an additional Place of Power, increase the radius of an existing Place of Power by 1 square, or increase the Power check bonus by +5.
POINT BLANK SHOT
Prerequisite: Accuracy
The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 5 squares.
PORTABLE ARMOURY
The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories must still be acquired or crafted, but remarkably, the character can access them whenever he or she needs them instead of being forced to return to where they are normally stored. Characters with Portable Armoury may also make field modifications on their weapons, switching options such as laser sights or scopes in a single round.
This also works with magical implements as well, letting a character swap out enchantments on the fly, as long as they meet the same requirements as the mechanical weapon modifications. The feat must be selected twice to apply both to mechanical and magical sources.
READ\WRITE LANGUAGES
For each rank, you may read or write an additional language. Two ranks will enable you to read and write a language.
REFLECTION
Prerequisite: Deflection
If the character makes a successful Deflection defence and a successful attack roll, he or she can reflect a standard melee or ranged attack towards any target within range (including the attacker) without damaging the blocking object. This Reflection is treated as a normal attack against the target using standard attack rules. If he does, he takes one third damage, rounded down. The new target takes half damage. The reflected attack may also be reflected using these same rules, each time reducing damage by half.
REINCARNATION
If the character is destroyed, some of his or her essence may still survive. This may be in spiritual or digital form, or it may be something that must be retrieved from the corpse. A robot whose memory can be copied or uploaded, a creature that leaves an egg in its body upon death, or an undead monster that will reform a few minutes, hours, or days after its apparent death are all examples of this.
Reincarnation can be prevented in some way. This may be as simple as burning, blowing up, or dismembering a body, or as obscure as requiring a special ritual. The GM and player must work together to determine the parameters involved in preventing the rebirth.
If the required remnant of the body can be salvaged or otherwise recovered, in a matter of days or weeks and with proper care, it will develop a new body similar to the original. A reincarnated character usually starts with 1 Hit Point. To determine the length of time until the rebirth, make a power check, with a +5 bonus for each time this ability is chosen, then consult the table below.
| 0-25 | Reincarnation occurs within 1 week. |
| 26-50 | Reincarnation occurs within 1d4 days. |
| 51-70 | Reincarnation occurs within 1 day. |
| 71-85 | Reincarnation occurs within 1d12 hours. |
| 86-95 | Reincarnation occurs within a single hour. |
| 96+ | Reincarnation occurs within 1d12 minutes. |
SHIFT
Targets: Ally (Encounter)
This ability allows a character to undergo cosmetic changes that confer no additional abilities on the target. This includes: a 10% size increase or decrease, change of gender, 50% age increase or decrease, colour changes (eye, skin, or hair), and minor physical changes (shape of ears, facial features, or bodily proportions).
SIXTH SENSE
The character gains one additional Sense per Rank.
Some characters have the ability to detect things that are hidden to normal senses or technological sensors, while others have affinities for specific objects or people. Sixth Sense typically represents psychic or magical ability, but can also reflect trained and acute senses or divine intervention.
The character may sense one particular category of phenomena per Rank. The player should define the category with the GM’s approval (Sixth Sense is very much a GM-defined ability). As a guideline, the character is automatically alerted when something his or her Sixth Sense detects is in close proximity (roughly 20 foot radius area). This requires a Notice check, with difficulty modifiers depending on the strength of the source of whatever emanations the character can sense. In some cases, the GM may allow detection at greater distances if the source is very strong. The GM should give a bonus (+2 modifier or more) if the character is touching the source.
A character who specifically concentrates on using his or her Sixth Sense may gain more precise information with a successful Mental Check. The exact content of this information is up to the GM. If the check succeeds, the GM may provide the character with a few extra clues about the source such as “the magic is coming from those buildings over there” or “you sense the evil presence feels otherworldly… and hungry.”
If the check fails, the character will not gain any additional information unless something happens, such as the phenomena becoming stronger, or coming much closer. The GM should always try to use Sixth Sense to plant clues that make a story more exciting, but not allow it to short-circuit the process of discovery in a mystery plot.
Examples of phenomena to which the character may be sensitive include astral/ethereal beings, danger, Pocket Dimensions, electricity, elements, emotions, evil, illusions, interpersonal dynamics, magic, magnetics, paranormal nexus points, particular objects, places of power, psionic, spirits, telepathy, truth, virtue, or the use of specific Abilities or Defects.
PRECOGNITION AND POSTCOGNITION
Alternatively, Sixth Sense can be assigned to represent precognition and postcognition — the ability to access visions of past and future events. This option is a GM-defined Attribute, however, which allows him or her limit its application and scope within the campaign.
For precognition and postcognition, the Attribute’s Rank reflects the maximum time difference between the present situation and a perceived future or past event (the higher the Rank, the longer the time difference). One rank can sense up to an hour ahead or behind. Two ranks can sense up to a day in either direction. At three ranks, this increases to a week, four ranks, a month, five ranks a year, and an additional 5 years per rank after that.
SKILL, MASTER
Prerequisites: Can Only be Applied to a Trained Skill.
Mastered skills receive an additional +5 Bonus. Only five skills may be mastered.
Note: Knowledge and Perform may not be Mastered as a whole. Instead, choose a subset of the skill to be Mastered (e.g. Drive or Act).
SKILL, TRAIN
You may select a skill to be Trained. Trained skills receive a +5 Bonus.
Note: Knowledge and Perform may not be Trained as a whole. Instead, choose a subset of the skill to be Trained (e.g. Drive or Act).
SENSORY BLOCK
A character with Sensory Block can cover an area (size is determined by the Rank) with a field that partially blocks specific senses or detection techniques. This can represent a magical ability, technological enhancement, or paranormal effect.
Each time this Attribute is assigned, the character can either block one sense or enhanced sense or one detection technique, which is determined when the ability is selected. The GM may allow multiple assignments to the same sense or technique, which results in cumulative penalties. To block a detection technique fully, see the Invisibility Attribute.
The area of Sensory Block is the size of one square and gives a -4 penalty to Notice checks made when using the sense or detection technique selected.
This ability may be selected multiple times. Each time it is selected after the first, either add 1 square to the radius of the Sensory Block, which will hide any allied characters if you wish, or add an additional -2 to the penalty to Notice checks.
SENSES
One of the five senses — hearing, smell, vision, taste, or touch — is partially blocked. This may mean that individuals within the area covered cannot see well (vision), cannot hear well (hearing), etc.
DETECTION TECHNIQUES
A detection technique is partially blocked. Examples of techniques include: darkvision, electric current detection; homing weapons; infravision; magnetic field detection; microscopic vision; radar detection; radio reception; sonar detection; a specific Sixth Sense technique; ultrasonic hearing; ultravision; vibration detection; X-ray vision.
SNEAK ATTACK
Prerequisite: Accuracy or Martial Arts
If the character attacks a target that cannot defend itself effectively (the target has a situational defence roll or Armour Class penalty), the attacker adds an additional +1d6 damage each time this Feat is assigned.
SPECIAL MOVEMENT
The character gains 1 type of movement per Rank. This Attribute is appropriate for characters that possess exotic abilities that let them perform unusual stunts like running over water, etc. The character may select one type of special movement for every Rank of this Attribute.
CAT-LIKE
The character will take half damage (round down) from most falls and always lands on his or her feet.
DIMENSION HOP
Upon a successful Mental check against TR 10, the character can instantly travel between his or her home dimension to one other dimension, such as Asgard, Heaven, Hell, alternate Earth, the astral plane (the body is left behind), etc. Each time this method is assigned, the character can travel to another single dimension. The GM will determine if Dimension Hop is appropriate for his or her campaign.
LIGHT-FOOTED
The character can skim over sand, snow, or ice at full speed.
FLIGHT
In tactical movement, the character can fly at the speed of 2 squares per round. In overland travel, the character can fly at 5 miles per hour.
A character with Flight can fly through an atmosphere or in space (in space, he or she would still need protection from the environment). This is a common ability for non-humans, mecha, and people with paranormal powers. The method used to achieve flight can vary greatly: wings, propellers, rotors, rockets, anti-gravity, hot air, psionic levitation, magic, or some other technique.
This ability may be selected multiple times. Each time this ability is selected after the first, the character gains a +1 square bonus to tactical movement. (1 square of tactical travel = 3 miles per hour of overland travel, rounded to the nearest 5.)
SKIMMER / HOVERCRAFT
The character is limited to skimming no more than a yard or two off the ground or water. He or she may be riding on a cushion of air, magnetic lines of force, or even travelling along magical lines. Multiply the speed of tactical movement x3 if this method of flight is used, however the character would move his normal walking speed for overland travel, as he would still be affected by some terrain.
GLIDER
The flyer can only become airborne if he or she launches from a high place (like a tree or rooftop) or from a fast-moving vehicle. Additionally, he or she can only gain speed by diving, or gain altitude by riding thermals. Multiply the speed of tactical movement x2 if this method of flight is used, however the character would move his normal walking speed for overland travel, as he would still be affected by some terrain. However, if travelling from a higher altitude to a much lower one, a drop of 1,000 metres per day or more, the character may travel at up to twice his normal overland travel speed.
SLITHERING
The character can slither along the ground at normal walking/running speeds. This allows a character to move quickly while maintaining a very low profile.
SWINGING/BRACHIATING
The character can swing through forests and cities (areas with natural or artificial structures above swinging height) using vines/ropes/webbing or simply his or her arms.
TUNNELLING
The Tunnelling Attribute allows a character to move earth and/or burrow underground. Tunnelling assumes that the character is going through sand or packed earth; boring through solid rock is one Rank slower. The tunnel the character leaves behind will either be permanent or will collapse immediately (must be specified during creation of each tunnel). In tactical movement, the character can tunnel at the speed of 2 squares per round. In overland travel, the character can tunnel at 5 miles per hour.
This ability may be selected multiple times. Each time this ability is selected after the first, the character gains +1 square to tactical movement. (1 square of tactical travel = 2 miles per hour of overland travel, rounded to the nearest 5.)
WALL-BOUNCING
The character can move at regular walking speed without touching the ground by bounding back and forth between nearby vertical surfaces (walls). For example, he or she can proceed down hallways or climb an alleyway between two buildings (bouncing from wall to wall).
WALL-CRAWLING
The character can cling to walls or ceilings as though they were on the ground or floor. This counts as two Special Movement abilities.
WATER-WALKING
The character can run over water as if he or she were on land. This counts as two Special Movement abilities.
SPEED
Choose Land or Water speed each time this feat is chosen.
LAND
This ability grants +2 Sequence each time it is chosen, as well as +1 to movement. A character with Speed can move much faster than a normal character, as well as perceive the world at an increased pace. In the game, a fast-moving character can still interact with the world. This means that the character will not run into buildings along city streets because he or she can perceive them early enough and make sharp turns to avoid them. Fast characters can also read books quickly, write at incredible speeds, and perform normal chores and activities at enhanced rates.
WATER
Each time this ability is selected, add one square to the speed travelled while swimming. In addition, the character gains +2 to swim checks each time this ability is selected. A character with Water Speed can float and travel on or under water. The character can swim on the surface at high speeds and dive underwater for brief periods by holding his or her breath or indefinitely if he or she has the Adaptation (Underwater) Attribute. To survive the pressure associated with deep diving, the Adaptation (Pressure) Attribute must also be assigned.