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Chapter 6: Feats

Feat Descriptions


Deceitful

You’re good at selling a lie.

Benefit: All Bluff skill checks and Disguise checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.



Deft Hands

You’re good with your hands.

Benefit: All Sleight of Hand skill checks and Use Rope checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.



Diligent

You notice the fine and obscure details.

Benefit: All Appraise, Decipher Script and Write Languages, and Forgery and Detect Forgery skill checks gain a free +1d4 bonus to the roll.

Special: This Feat works with trained and untrained skills.



Dual Melee Weapons

You’re able to use two melee weapons at once without difficulty.

Benefit: If you have a melee weapon in each hand, you can attack with each one without any penalty. If using 1 standard action, you may attack once with each weapon (at your full attack base). If you have multiple attacks, and use a full round action (both actions used for attack), then you get multiple attacks for each weapon.

Normal: Without this feat, an attacker suffers a -4 penalty to hit with both attacks if using two melee weapons.

Special: Dual Melee Weapons may be used as a Starting Combat Feat.

Design Note: The use of Empowerment Points means that a character normally has to work towards using two powerful weapons at the same time.



Dual Ranged Weapons

You’re able to use two ranged weapons at once without difficulty.

Benefit: If you have a ranged weapon in each hand, you can attack with each one without any penalty. If using 1 standard action, you may attack once with each weapon (at your full attack base). If you have multiple attacks, and use a full round action (both actions used for attack), then you get multiple attacks for each weapon.

Normal: Without this feat, an attacker suffers a -4 penalty to hit with both attacks if using two ranged weapons.

Special: Dual Ranged Weapons may be used as a Starting Combat Feat.

Design Note: The use of Empowerment Points means that a character normally has to work towards using two powerful weapons at the same time.



Far Shot

You’ve got a good eye and steady hand for the Far Shot.

Benefit: You add +10 feet (2 squares) to the effective range to Spellchrome Pistols, Rifles and Cannons.

Related: Weapon range and Range penalty.
This feat does not affect the range of spells.

Special: Far Shot may be used as a Starting Combat Feat.



Great Fortitude

You've got a strong Fortitude.

Benefit: All Fortitude Saving throws gain a free +1d4 bonus to the roll, helpful in overcoming poison and other harmful effects.

Normal: See Step 9 under character creation for Saving throws.



Guarded Ranged Attack

You’re able to shoot while engaged in melee.

Benefit: You are able to fire a ranged weapon as normal even while engaged in melee combat. You do not suffer any penalties. No one gets an attack of opportunity at you for firing from melee. You may target anyone within range, including your melee attacker.

Normal: Without this feat, a ranged attacker suffers a -4 penalty to hit if engaged in melee combat. Also, the GM may rule that the melee attacker gets a free attack of opportunity in this situation.

Special: Guarded Ranged Attack may be used as a Starting Combat Feat. A bayonet alone can normally prevent the attack of opportunity, but not the -4 to hit.



Guarded Unarmed Attack

You’re able to throw a punch at someone even if they have a sword.

Benefit: You are able to attack an armed opponent, even when you are completely unarmed, and not suffer an attack of opportunity.

Normal: Without this feat, an unarmed attacker suffers a free attack of opportunity on themselves if they try to attack someone who is equiped with a melee weapon.

Special: Guarded Melee Attack may be used as a Starting Combat Feat. If a character has the spell Fists of Fire or Fists of Ice active, or an active Power Alteration, such as a Liquid Crystal Dagger, they are considered armed.



Gunnery Systems

You know how to properly fire a mounted weapon.

Benefit: You are proficient with Gunnery Systems, which allows you to fire vehicle mounted weapons without penalty.

Normal: Without this feat, a character suffers a -4 penalty to fire a turret mounted, vehicle mounted or Ultra Armour mounted weapon.

Special: Gunnery Systems may be used as a Starting Combat Feat.



Heavy and Ultra Armour Proficiency

You know how to properly wear Heavy and Ultra Armour.

Benefit: You are proficient with both Heavy and Ultra Armour. You receive full benefits and no penalties when wearing Heavy or Ultra Armour.

Normal: Without this feat, a character suffers a -4 penalty to attack when wearing Heavy or Ultra Armour. Also without this feat, the wearer is slowed to one half movement when wearing Heavy and Ultra Armour.

Special: Heavy and Ultra Armour Proficiency may be used as a Starting Combat Feat.






Up Next: Feat Descriptions I - P

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