Feats

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Could call them masteries, competencies (or comps), tricks, specializations (or specs), (your suggestion here) (I kind of don't like calling them feats, but I am using that name for now because they mostly fill the same role dnd feats do.


These are specific abilities with a cost in experience and usually prerequisite skill ranks that you buy once. They are a good place for things that not everyone who learns a skill might learn, new tricks that require multiple skills, and things that have only a few discrete levels of ability (say armor skill).

In some cases they will replace skills that didn't really work that well (armor skills). Eventually, once we get many of them (50+) characters will be able to have different ones and thus two fighters with 12 ranks in <relevant combat skill> will still not feel identicalish.

These should be treated as examples for now, they are subject to heavy modification or elimination

Contents

Heavy Armor: Proficient

Prereqs: Combat 1 rank

XP: 100

Benefit: You may wear heavy armor without suffering skill penalties

Heavy Armor: Expert

Prereqs: Heavy Armor: Proficient, Combat 2 ranks

XP: 500

Benefit: reduce the effort multiplier for heavy armor to 1.75 (from 2.0)

Heavy Armor: Master

Prereqs: Heavy Armor: Expert, Combat 3 ranks

XP: 1000

Benefit: reduce the effort multiplier for heavy armor to 1.5

Secondary Attack (rename)

Prereqs: Any weapon 8 ranks, Any unarmed 8 ranks

XP: 50

Benefit: If you are less than 6 ticks from ready you may make an unarmed or light weapon attack at a -2 penalty. Add the delay for this new attack to your delay.

<name>

Prereq: any social 6 ranks

XP: 100

Benefit: Reduce wit fatigue penalty by 1

<name>

Prereq: any intellectual 10 ranks

XP: 200

Benefit: Reduce focus fatigue penalty by 1

<name>

Prereq: any body 6 ranks

XP: 100

Benefit: Reduce wind fatigue penalty by 1

<name>

Prereq: any body 10 ranks

XP: 200

Benefit: Reduce stamina fatigue penalty by 1

Feint

Prereq: Weapon 5 ranks, distract 5 ranks

XP: 10

Benefit: You make an attack one category faster and spend half as much effort. If the attack hits, it deals half damage. Make a distract aided by weapon skill roll opposed by weapon skill aided by awareness. If you win the check, the defender must spend full effort to defend against the attack, otherwise they spend as normal for the increased speed.

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