Star Wars: Feats: Difference between revisions

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**Cleave: (Prereq: Power Attack) If an opponent is knocked into incap or killed with a melee attack the attacker may immediately make another action, the attacker cannot take any type of step of movement. (Can only be used 1)
**Cleave: (Prereq: Power Attack) If an opponent is knocked into incap or killed with a melee attack the attacker may immediately make another action, the attacker cannot take any type of step of movement. (Can only be used 1)
***Great Cleave: (Prereq: Cleave) This feat functions just like Cleave except it removes the cap on number of times it can be performed per action. The character still cannot move between attacks so the target must be in range.
***Great Cleave: (Prereq: Cleave) This feat functions just like Cleave except it removes the cap on number of times it can be performed per action. The character still cannot move between attacks so the target must be in range.
*Combat Expertise: Your character knows the ins and outs of fighting, he knows how to fight defensively or offensively. The character may sacrifice offensive capability by subtracting accuracy to increase his DV, or sacrifice his DV for extra accuracy. It requires 2 accuracy to raise your DV by 1, and 1 point of DV raises accuracy by 2 die. (establish a maximum?)
*Combat Expertise: Your character knows the ins and outs of fighting, he knows how to fight defensively or offensively. The character may sacrifice offensive capability by subtracting accuracy to increase his DV, or sacrifice his DV for extra accuracy. It requires 2 accuracy to raise your DV by 1, and 1 point of DV raises accuracy by 2 die. The max bonus that can be given to DV is +2 and the max bonus that can be given to accuracy is +4.
*Dodge: Your character has received special training at avoiding attacks, add 1 to his dodge DV. (Make scene long effect for price of willpower point?)
*Dodge: Your character has received special training at avoiding attacks, add 1 to his dodge DV. (Make scene long effect for price of willpower point?)
**Mobility: Your characters motions are fluid and when he dodges he is capable of moving some distance. When the character successfully avoids an attack with his dodge DV he may take a movement action. This may allow him to move back and out of range of a melee flurry, or run to cover to hide from incoming blaster shots.  
**Mobility: Your characters motions are fluid and when he dodges he is capable of moving some distance. When the character successfully avoids an attack with his dodge DV he may take a movement action. This may allow him to move back and out of range of a melee flurry, or run to cover to hide from incoming blaster shots.  
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*Heroic Surge: By spending a willpower point the character gains an additional action at the end of the tick that he acts on. At lower levels this can be performed only once per day, at higher levels it can be performed more. This action may never be used multiple times in 1 round.
*Heroic Surge: By spending a willpower point the character gains an additional action at the end of the tick that he acts on. At lower levels this can be performed only once per day, at higher levels it can be performed more. This action may never be used multiple times in 1 round.
*Improved Critical: When purchasing this feat the player chooses a specific weapon such as vibroblade or blaster pistol, when using that weapon 10's are counted as 2 successes on damage rolls. This can be taken multiple times for different weapons, the effect doesn't stack.
*Improved Critical: When purchasing this feat the player chooses a specific weapon such as vibroblade or blaster pistol, when using that weapon 10's are counted as 2 successes on damage rolls. This can be taken multiple times for different weapons, the effect doesn't stack.
*Lightning Reflexes: With this feat your character becomes almost supernaturally quick on his feet, he is always ready for a fight to break out. A character with this feat receives a bonus to all join battle rolls.
*Lightning Reflexes: With this feat your character becomes almost supernaturally quick on his feet, he is always ready for a fight to break out. A character with this feat receives a +4 internal bonus to all join battle rolls.
**Combat Reflexes: The character gains the ability to sense when his time is running out, with the feat the character can rush the timing of his actions. The character can move his reaction count up 1 tick to perform his action early at the expense of a -1 external penalty for that action and on all actions until his DV refreshes again. This can only move the timing up 1 tick. 91once per day?)
**Combat Reflexes: The character gains the ability to sense when his time is running out, with the feat the character can rush the timing of his actions. The character can move his reaction count up 1 tick to perform his action early at the expense of a -1 external penalty for that action and on all actions until his DV refreshes again. This can only move the timing up 1 tick. 91once per day?)
**Danger Sense: A character with this feat is always prepared for combat. The character may spend a willpower point and instead of being the target of a surprise attack the character may apply his full DV to the attack. Join battle is still rolled as normal after the 'surprise' attack round. (Once per day?)
**Danger Sense: A character with this feat is always prepared for combat. The character may spend a willpower point and instead of being the target of a surprise attack the character may apply his full DV to the attack. Join battle is still rolled as normal after the 'surprise' attack round. (Once per day?)

Revision as of 02:50, 21 July 2009

Star Wars:
Revised System

Stories

Characters

This will obviously be a pretty large list, I will probably start at some point pulling different things together from a variety of games to put into here. obviously feats from the currently existing D20 starwars will be the first things to go up, also merits and advantages from World of Darkness and Shadowrun will probably be looked at.

General Merits

  • Ambidexterity: Reduce penalty for fighting with weapon in off-hand. (Character Creation Only)
  • Blind Fight: Reduce the penalty for fighting with impaired vision.
  • Power Attack: With this feat the character becomes skilled at attacking with great ferocity, when making a melee attack the character may sacrifice a die of accuracy in exchange for a die of pre-soak damage. A maximum number of dice can be converted equal to the characters melee ability.
    • Cleave: (Prereq: Power Attack) If an opponent is knocked into incap or killed with a melee attack the attacker may immediately make another action, the attacker cannot take any type of step of movement. (Can only be used 1)
      • Great Cleave: (Prereq: Cleave) This feat functions just like Cleave except it removes the cap on number of times it can be performed per action. The character still cannot move between attacks so the target must be in range.
  • Combat Expertise: Your character knows the ins and outs of fighting, he knows how to fight defensively or offensively. The character may sacrifice offensive capability by subtracting accuracy to increase his DV, or sacrifice his DV for extra accuracy. It requires 2 accuracy to raise your DV by 1, and 1 point of DV raises accuracy by 2 die. The max bonus that can be given to DV is +2 and the max bonus that can be given to accuracy is +4.
  • Dodge: Your character has received special training at avoiding attacks, add 1 to his dodge DV. (Make scene long effect for price of willpower point?)
    • Mobility: Your characters motions are fluid and when he dodges he is capable of moving some distance. When the character successfully avoids an attack with his dodge DV he may take a movement action. This may allow him to move back and out of range of a melee flurry, or run to cover to hide from incoming blaster shots.
  • Steady Shot: Your character has trained to become steady even when pushing the range of his weapon, the feat makes him an ideal sniper even if his target is out of range. This feat decreases the internal penalty received when firing at a target at a longer range.
  • Heroic Surge: By spending a willpower point the character gains an additional action at the end of the tick that he acts on. At lower levels this can be performed only once per day, at higher levels it can be performed more. This action may never be used multiple times in 1 round.
  • Improved Critical: When purchasing this feat the player chooses a specific weapon such as vibroblade or blaster pistol, when using that weapon 10's are counted as 2 successes on damage rolls. This can be taken multiple times for different weapons, the effect doesn't stack.
  • Lightning Reflexes: With this feat your character becomes almost supernaturally quick on his feet, he is always ready for a fight to break out. A character with this feat receives a +4 internal bonus to all join battle rolls.
    • Combat Reflexes: The character gains the ability to sense when his time is running out, with the feat the character can rush the timing of his actions. The character can move his reaction count up 1 tick to perform his action early at the expense of a -1 external penalty for that action and on all actions until his DV refreshes again. This can only move the timing up 1 tick. 91once per day?)
    • Danger Sense: A character with this feat is always prepared for combat. The character may spend a willpower point and instead of being the target of a surprise attack the character may apply his full DV to the attack. Join battle is still rolled as normal after the 'surprise' attack round. (Once per day?)
    • Quick Draw: With this feat the character can draw his weapon as a reflexive, free action. (Use of this feat allows the character to take a single shot, or attack on join battle?)
  • Two Weapon Fighting: This feat reduces the penalty of fighting with a weapon in each hand.
  • Quickness: This feat enhances the movement actions of the character, add 1 to the effective dexterity of a character taking a movement action. Also, instead of Dex + 6 yards during a dash action the character can move Dex + 8.
  • Toughness: Your character gains an extra -0 health level. (This feat may only be taken once)
  • Pain Tolerance: Your character can shrug off the effects of pain on his body, the character subtracts 1 from all wound penalties.
  • Eidetic Memory: Your character has a near photographic memory, he can remember anything he has seen or heard. normally the character does not need to make a check to remember anything unless he is under pressure, when under pressure (such as combat) the character receives a +2 bonus to his intelligence roll. To represent your characters memory sense birth you also gain extra knowledge points at character creation, take Intelligence x 3 instead of Intelligence x 2. (Available at character creation only)
  • Quick Healer: Your character halves the healing times to recover from damage.
  • Force Resistance: your character naturally, or through extensive training, is more skilled at resisting the mind altering effects of the force. Characters with this feat add 1 to their MDV to resist the mind altering effects of the force.
  • Will to Live: Your character simply refuses to die, even if the wounds he's taken would have killed a normal person. When this feat is purchased the character gains 2 additional dying health levels.
  • Lucky: The character may reroll any failed dice roll. At level 1 the character can use this once per day, and at higher levels more often. A roll can never be rerolled more than once.
  • Technical Aptitude: The character has a natural technical ability that halves the time required to repair.

Martial Arts

Echani Martial Arts

A culturally significant martial art that was developed by the Echani people who focused their lives around the unarmed combat style and belief that the only way to truly know someone was to fight them. To the Echani the fighting style also served as a means of communication and readying the movements and stances thus reading body movement was essential. http://starwars.wikia.com/wiki/Echani_(martial_art)

  • Adapt: The Echani are able to read the body movements of their opponents to border on reading their actions before they do them, this effect is especially relevant when facing an opponent they have faced before. The martial artist receives an internal bonus equal to his or her level of mastery on all martial arts actions when in combat with an opponent they have previously fought. (Adapt +1, Acolyte +2, Master +3) With a successful Wits + Brawl roll (reflexive) the character may gain this bonus during combat after 3 rounds. (Each combatant taking 3 actions) When playing online the 3 actions of combat can be replaced with a single long tick of combat. (Prerequisites: Brawl 2, Level 1)
  • Acolyte: An Echani acolyte as refined his ability to read and study his opponents so much so that an acolyte needs not fight an opponent to learn to read his movements, he can do so simply from watching him. Acolytes gain the bonus from the adapt feat simply from having seen an opponent fight or if in combat. This feat also eliminates the need for a roll to gain the bonus after 3 rounds of combat. Taking this feat also increases the bonus received from +1 to +2. (Prerequisites: Brawl 4, Level 3)
  • Master: The Echani master can truly know his opponent only by fighting him, throughout combat the master can become so in tune to his opponent he can learn a great deal of information about his opponent. The master makes a reflexive Wits + Brawl roll after 3 rounds of combat with an opponent, the number of succeses on the roll determines how much and what type of information the character learns. Information is always at Storyteller Discretion. (Prerequisites: Brawl 4, Martial Arts Specialty: Echani Martial Arts 1, Level 5)
    • 1 Success: Race, Gender, Concept, Class, Level, Health Levels, etc...
    • 2 Successes: Virtue, Vice, Willpower, etc...
    • 3 Successes: Attributes, Force Potential Rating, Social & Physical DV's, etc...
    • 4 Successes: Abilities, Knowledges, etc...
    • 5+ Successes: Feats, Personal & Background Info, etc...

Force Feats

  • Lightsaber Deflection: When a blaster bolt is blocked with a lightsaber (Melee DV exceeds successes on an attack), the successes that the DV exceeds the attack by can be turned into an attack on another opponent.
    • Advanced Lightsaber Deflection: This expansion of defense lets a Jedi use an attackers blaster bolts against them, after a blaster shot is blocked with a lightsaber (Melee DV exceeds successes on an attack), the character may make a Dex + Exotic Weapon: Lightsaber attack against another opponent. The attack is made with lightsaber attack pool but really represents the ability to aim the blaster bolt back at a chosen target. (This feat may only be used once per turn, ordinary Lightsaber Deflection may be used on as many attacks as the user can parry.)
  • Force (Power) Aptitude: A force user has a particular aptitude for a certain force power and can use that power with greater ease than other force users. The force user receives a bonus success when using the chosen force power.(Darth Vader would likely have this feat for Force Grip as an example.)
  • Concentration: A force user with this feat can focus his will with more proficiency than the average force user, the concentration action is a a -1 speed for a user with this feat. (Speed 5) (As an alternate this feat could increase the maximum a character can get from concentration actions.)

Lightsaber Forms

  • Form I:
    • Adapt:
    • Acolyte:
    • Master:
  • Form II:
    • Adapt:
    • Acolyte:
    • Master:
  • Form III:
    • Adapt:
    • Acolyte:
    • Master:
  • Form IV:
    • Adapt:
    • Acolyte:
    • Master:
  • Form V:
    • Adapt:
    • Acolyte:
    • Master:
  • Form VI:
    • Adapt:
    • Acolyte:
    • Master:
  • Form VII:
    • Adapt:
    • Acolyte:
    • Master:
  • Fast Style:
    • Adapt:
    • Acolyte:
    • Master:
  • Medium Style:
    • Adapt:
    • Acolyte:
    • Master:
  • Strong Style:
    • Adapt:
    • Acolyte:
    • Master: