Page 63
Chapter 6: Feats
Feat Descriptions
- D
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.
- Filed under: All Feats, Skill Feats
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.
- Filed under: All Feats, Skill Feats
Diligent
You notice the fine and obscure details.
Benefit: All Appraise, Decipher Script and Write Languages,
and
Special: This Feat works with trained and untrained skills.
- Filed under: All Feats, Skill Feats
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.
- Prerequisite: Melee Training: Basic
- Filed under: All Feats, Combat Feats, Melee Feats
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.
- Prerequisite: Ranged Training: Basic
- Filed under: All Feats, Combat Feats, Ranged Feats
- F
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.
- Prerequisite: Ranged Training: Basic
- Filed under: All Feats, Combat Feats, Ranged Feats
- G
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.
- Filed under: All Feats, Saving Throw Feats
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.
- Prerequisite: Ranged Training: Basic
- Filed under: All Feats, Combat Feats, Ranged Feats, Defence Feats
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.
- Prerequisite: Melee Training: Basic
- Filed under: All Feats, Combat Feats, Melee Feats, Defence Feats
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.
- Filed under: All Feats, Combat Feats, Ranged Feats
- H
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.
- Prerequisite: Light And Medium Armour Proficiency
- Filed under: All Feats, Combat Feats, Defence Feats
Up Next: Feat Descriptions I - P




