Star Wars: Feats
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General Merits
Ambidexterity
Prerequisites: Character Creation Only
Favored Classes: All
Cost: None
Duration: Permanent
Description: Reduces the penalty for fighting with a weapon or performing other tasks with your off hand. Attacking with your off hand normally gives a -1 internal penalty and this feat eliminates that completely.
Blind Fight
Prerequisites: None
Favored Classes: Solider, Scoundrel, Jedi
Cost: None
Duration: Permanent
Description: Reduce the penalty for fighting with impaired vision.
Power Attack
Prerequisites: Strength 3, Melee 2
Favored Classes: Solider
Cost: None
Duration: Instant
Description: 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
Prerequisites: Power Attack
Favored Classes:Solider
Cost: None?
Duration: Instant
Description: If an opponent is knocked into incapacitated or killed with a melee attack the attacker may immediately make another attack, the attacker cannot take any type of step of movement. This may only be applied to one attack per action.
Great Cleave
Prerequisites: Level 5, Cleave
Favored Classes: Solider
Cost: None?
Duration: Instant
Description: 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
Prerequisites: Level 5
Favored Classes: Solider, Scoundrel
Cost: None
Duration: 1 Action
Description: 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
Prerequisites: Dexterity 3
Favored Classes: Solider, Scoundrel
Cost: None?
Duration: Permanent
Description: Your character has received special training at avoiding attacks, add 1 to his dodge DV.
Mobility
Prerequisites: Level 5, Dodge
Favored Classes: Scoundrel
Cost: None
Duration: 1 Action
Description: 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
Prerequisites: Fire Arms 3
Favored Classes: Solider
Cost: None
Duration: Permanent
Description: 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
Prerequisites: Level 10
Favored Classes: None
Cost: 1 Willpower
Duration: 1 Action
Description: 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. (Once at level 10, Twice at Level 15, Three Times Above Level 20)
Improved Critical
Prerequisites: None
Favored Classes: Solider, Jedi (Lightsaber Only)
Cost: None
Duration: Permanent
Description: 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
Prerequisites: Wits 3
Favored Classes: Solider, Scoundrel, Jedi
Cost: None
Duration: Permanent
Description: 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
Prerequisites: Level 5, Lightning Reflexes
Favored Classes: Solider
Cost: None
Duration: 1 Action
Description: 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. (Once per Day)
Danger Sense
Prerequisites: Level 5, Lightning Reflexes
Favored Classes: Solider, Scoundrel, Jedi
Cost: 1 Willpower Point
Duration: Instant
Description: 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.
Quick Draw
Prerequisites: Lightning Reflexes
Favored Classes: Scoundrel
Cost: None?
Duration: Instant
Description: 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
Prerequisites:
Favored Classes:
Cost:
Duration:
Description: There is no penalty if you have the ambidexterity feat for fighting with a weapon in two hands, also the only advantage is an increase in rate. We can leave it like that or we could try to come up with an advantage this feat would give to make two weapon fighting more effective.
Quickness
Prerequisites: None
Favored Classes: Scoundrel
Cost: None
Duration: Permanent
Description: 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
Prerequisites: None
Favored Classes: Solider
Cost: None
Duration: Permanent
Description: Your character gains an extra -0 health level. (This feat may only be taken once)
Pain Tolerance
Prerequisites: None
Favored Classes: Solider
Cost: None
Duration: Permanent
Description: Your character can shrug off the effects of pain on his body, the character subtracts 1 from all wound penalties.
Eidetic Memory
Prerequisites: Character Creation Only
Favored Classes: Savant
Cost: None
Duration: Permanent
Description: 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.
Quick Healer
Prerequisites: None
Favored Classes: All
Cost: None
Duration: Permanent
Description: Your character halves all healing times to recover from damage.
Force Resistance
Prerequisites: None
Favored Classes: None
Cost: None
Duration: Permanent
Description: 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
Prerequisites: None
Favored Classes: Scoundrel, Solider
Cost: None
Duration: Permanent
Description: 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
Prerequisites: None
Favored Classes: Scoundrel
Cost: None
Duration: Instant
Description: The character may reroll any failed dice roll. At level 1 the character can use this once per day, for every 5 levels the character may use this one additional time per day. A roll can never be rerolled more than once.
Technical Aptitude
Prerequisites: None
Favored Classes: Savant, Scoundrel
Cost: None
Duration: Permanent
Description: 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
Prerequisites: Exotic Weapon: Lightsaber 2
Favored Classes: Jedi
Cost: None
Duration: Permanent
Description: 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
Prerequisites: Level 5, Lightsaber Deflection
Favored Classes: Jedi
Cost: None
Duration: Instant
Description: 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
Prerequisites: Corresponding Force Ability 2
Favored Classes: Jedi
Cost: None
Duration: Permanent
Description: 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
Prerequisites: None
Favored Classes: Jedi
Cost: None
Duration: Permanent?
Description: 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: Shii-Cho
Form I is the most basic of the seven forms and is learned by every Jedi Youngling. Shii-Cho includes the fundamental elements of all the lightsaber forms including the basic attack, parry, body target zones, and practice drills called velocities.
- Adapt: This feat lowers the external penalty when making a disarming attack against an opponent, all disarming attempts made when using this style reduce the external penalty from -2 to -1. The disarming attempt is resolved normally. This feat can only be used with a lightsaber or equivalent weapon and when the wielder is using Form I. The user cannot benefit from feats in other lightsaber styles or specialties in other styles while using this feat. (Prerequisites: Exotic Weapon: Lightsaber 2, Level 1)
- Acolyte: The feat allows an Acolyte of Form I to attack multiple opponents with a single broad, sweeping attack of his lightsaber. The user may spend 1 willpower point before the attack to make a broad sweeping attack against all opponents within the arc of his attack, a maximum number of opponents equal to the rate of the wielders lightsaber can be hit with a single strike. The attacker makes a single attack role and applies the attack roll against all applicable targets. The attack is resolved as if taking an attack against each of the targets, but the attacker is only penalized for taking a single attack. This attack can be apart of a flurry, if in a flurry it is considered only a single attack. Only one attack may be made using this feat per action. This feat can be used to make disarming strikes against multiple opponents, and stacks with the Adapt feat of this style. The user cannot benefit from feats in other lightsaber styles or specialties in other styles while using this feat. (Prerequisites: Exotic Weapon: Lightsaber 4, Level 3)
- Master: Disarming Feat...
Form II: Makashi
Form II represents the ultimate refinement of lightsaber-to-lightsaber combat. Masters of Makashi develop unique offenses and defenses and train studiously against having their sabers taken or damaged.
- Adapt:
- Acolyte:
- Master:
Form III: Soresu
Form III was first developed in response to the advancement of blaster technology in the galaxy. Soresu's emphasis on tight, efficient movements that expose very minimal target areas, make it the most defensive and passive of the seven forms.
- Adapt:
- Acolyte:
- Master:
Form IV: Ataru
Form IV is the most acrobatic of all the forms and requires a Jedi to first master the Force Run, Jump, and Spin abilities. By incorporating all the Force powers that allow a Jedi to exceed standard norms of physical abilities, Jedi may resemble nothing less than a blur when using this style.
- Adapt:
- Acolyte:
- Master:
Form V: Shien / Djem So
Form V was also created in response to the advancement and frequency of blaster use in the galaxy. Unlike the strictly defensive style Soresu, Shien exploits the ability of a lightsaber to block blaster bolts and deflect them back at an opponent in a counter-attack maneuver. In a duel, the Djem So variation of this form, which focused on strength, would be used.
- Adapt:
- Acolyte:
- Master:
Form VI: Niman
Form VI seeks to balance the emphases of forms I through V. Niman allows a Jedi to fight with harmony and justice without having to resort to powerful, aggressive movements or overt emotion.
- Adapt:
- Acolyte:
- Master:
Form VII: Juyo / Vaapad
Juyo instead employs bold, direct movements, more open and kinetic than form V, but not so elaborate as the acrobatic form Ataru. Juyo requires greater energy and intensity out of the practitioner because his focus is wielded more broadly and draw upon from a deeper well of emotion; while the outward bearing of a Form VII practitioner is one of calm, the inner pressure verges on explosive. It was also considered to be the most dangerous in regard to falling to the Dark Side, because it required a certain amount of enjoyment in the fight from the person experiencing it.
- Adapt:
- Acolyte:
- Master:
Fast Style
Consisting of short and quick motions with the blade that could be chained and combined almost indefinitely, this style allowed for multiple attacks at an extremely fast pace. Users of the fast style would typically utilize a defensive stance where the lightsaber was held across the front of the user, ready to parry attacks and deflect blaster shots or to launch short, fast jabs and cuts.
- Adapt:
- Acolyte:
- Master:
Medium Style
An intermediate style between the fast and strong styles, the medium style was based on a perfect equilibrium between speed and power. More often than not, the medium style was the first taught to a lightsaber duelist. It was simple in technique, yet more technical and powerful forms could be built from its foundation. Users of the medium style would typically utilize a neutral stance, the lightsaber being held in medium position in front of the user ready for both defensive and offensive maneuvers.
- Adapt:
- Acolyte:
- Master:
Strong Style
The strong style was based primarily on powerful strikes to batter through an opponent's defense, sacrificing speed for unrivaled power. Users of the strong style would typically utilize an aggressive and powerful stance, the lightsaber being held high and back, ready to deliver powerful swings with the blade.
- Adapt:
- Acolyte:
- Master: