sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 12, 2008 7:17:12 GMT -5
First of there is the races. I will get to rules later. The races are:
Tok 'ra (near extinxtion due to the loss of their Queen, Egeria) Jaffa (very few do to the Ori and their distruction of many Jaffa worlds) Humans from Earth ( You can be a part of the US, chinese, Russian, or British military. Talk to me about modifying specialties) Asgard(extremely rare due to rebuilding empire and near extinction)
We are in another galaxy so Reols and Near-Humans are not there. Now its on to specialties Talk to me about feats and other specials.
there are many specialties for all 3 species. First I'll go over Tokr'a specialties: Tok 'ra Warrior +2 dex point blank shot Tok 'ra High commander +2 wis Charmer Racial bonus(all tokr'a have this):+2 int -2 cha Naquadah Sense
Now Jaffa specialty (there is only one due to no system lords left): Shol'va Rebel +2 Int Any cover feat Racial bonus: +2 con -4 cha
Asgard: +2 wis -2 con -2 str, Small, Base speed is 20, +2 to education checks, may choose from species feat tree Fleet officer: +2 cha +1 to diplomacy and pilot speed demon Geneticist +2 int alien healer +1 to first aid and knowledge Protected planets enforcer +2 dex perfect stance +1 to init
Now the numerous human specialties and sub specialties. A specialty gives the score modifiers and the sub-specialty gives the bonus feats.
Air Force +2 int, -2 anything else(except int) Choose 2 cross-class skills to become class skills Officer Any style feat +1 to bueracracy and pilot. Technician ScHeyry +1 to knowledge and electronics. Enlisted Recruit Point black shot +1 to reflex save Parascue Bandage +1 to first aid and sport
Army +2 con, -2 anything else besides con +1 to damage rolls on a successful readied action Officer Any basic combat feat +1 to init Ranger Combat instincts +1 to MS and survival Technicians Electronicm based warfare +1 to electronics and survival Enlisted recruit Coolness under fire +1 to will saves
Marines +2 wis -2 anything else besides wis 1 extra WP Officer any gear feats+1 to init Enlisted Recruit Iron will 4 extra VP Force Reconnaissance Track +1 to surveliance and swim Technician Grease Monkey +1 to craft and mechanics
Navy +2 dex -2 anythingelse besides dex +1 to profession(military) and swim Enlisted Recruit Police Training +1 to fort save Officer Any basic skill feat all cooperation bonuses granted by character are increased by 1 Technician Mathematical genius +1 to computers and electronics SEAL Athletic +1 to demolitions and MS
National Intellegence Department (NID) +2 to any and -2 to any Political Favors(bonus feat for being NID) +1 to defence Officer Political Favors(i will approve another for ppl that are this) max ranks increased by 1 in 3 skills Area 51 Infiltrater Advanced technology +1 to knowledge and mechanics Rogue stargate Team member Flawless identity +1 to bluff and disguise
Civilian specialist +2 int -2 str any basic skill feat shose 2 craft, knowledge, or profession skill focuses. can take a 10 with one craft, knowledge, or profession skills. +1 to education. Diplomatic corps +2 cha -2 Dex Persuasive diplo always class skill threat ranges for culture and diplomacy checks increased by 1 recieves 4 extra skill points and another skill at level 1 Engineering corps none Ordinary Past profession(engineering) always class skill. choose 2 craft focuses +1 to checks for focuses. threat ranges for focuses increased by 1 Russian Unit +2 wis and -2 anything else besides wis Stargate Explorerprofession(military) always class skill. 4 extra skill points and another skill at level 1
Thats all Folks! PM or IM me for questions. Just in case you don't know my MSN is tsp1992@hotmail.com and my xfire is sgtkill1.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 12, 2008 7:59:55 GMT -5
Once you got species, time for classes. I currently only have the core classes and core PRCs since someone took the books back with him Friday *cough*Sutton*cough*. Excuse me i had something in my throat . First descriptions of the classes: Explorer: They react quickly to danger and posses an intuitive knack for dealing with the unknown. Their seat-of-the-pants daring and enthusiasim ensure that their team can make the critical leaps beyond logic that often make all the difference off-world. Guardian: Trained as fierce warriors, and skilled with weapons of the Goa'uld System lords, rebellious Jaffa offer a unique insight into the ways and means of the enemy, as well military and alien traditions literally thousands of years old. Special note: this class is typically restricted to Jaffa, but may be chosen by characters of other species with the GM's permisions. Pointman: They enhance the talets of their teammates and also are more versatile members of any SG team. Scientist: Providing expert technical assistance and creative problem solving skills, scientists ensure that a team can discern the best course of action even in the most complex situations. Scout: Traveling to alien worlds subjects the team to a plethora of unknown dangers. These masters of primitive tools and techniques- as well as the latest survival gear- ensure the team lives long enough to reach its goals and comes back alive to report its findings. Soldier: The muscle of any team, soldiers are trained to do one thing and do it extremely well- eliminate everything and everyone who gets in the team's way. Now for the tables. I am only doing the classes to level 5. The tables may expand later. Note: This campaign involves being part of a team and a team player. To survive u must work as A TEAM. We are also starting at level 3.Explorer: level bab fort ref will def init GP RP Special 1 +0 +1 +2 +1 +1 +1 0 0 Starting feats, All over the world, Direction +2, Obsessive 2 +1 +2 +3 +2 +1 +2 0 1 Bookworm(1/2) 3 +2 +2 +3 +2 +2 +3 1 1 Bonus feat 4 +3 +2 +4 +2 +2 +3 1 2 direction +3, uncanny dodge 5 +3 +3 +4 +3 +3 +4 1 2 Bonus feat 6 +4 +3 +5 +3 +4 +5 2 3 All over the world (advanced) 7 +5 +4 +5 +4 +4 +6 2 3 Bonus Feat 8 +6 +4 +6 +5 +5 +6 2 4 Direction Sense +4 Uncanny dodge (can't be flanked) 9 +6 +4 +6 +4 +5 +7 3 4 Bonus feat, Danger Sense (melee) 10 +7 +5 +7 +5 +6 +8 3 5 Rugged (+2) 11 +8 +5 +7 +5 +7 +9 3 5 Bonus Feat, Bookworm (1/4) 12 +9 +6 +8 +6 +7 +10 4 6 All over the world (Grand), Direction Sense +5, Uncanny dodge (traps +1) 13 +9 +6 +8 +6 +8 +10 4 6 Bonus Feat 14 +10 +6 +9 +6 +8 +11 4 7 Lifeline 15 +11 +7 +9 +7 +10 +12 5 7 Bonus Feat, Danger Sense (ranged) 16 +12 +7 +10 +7 +10 +13 5 8 Direction sense +6, Uncanny dodge (traps +2) 17 +12 +8 +10 +8 +10 +14 5 8 Bonus Feat 18 +13 +8 +11 +8 +10 +14 6 9 All over the world (Perfect) 19 +14 +8 +11 +8 +11 +15 6 9 Bonus feat, Bookworm (1/10) 20 +15 +9 +12 +9 +12 +16 6 10 Direction sense +7, Rugged (+4), Uncanny dodge (trap +3) Guardian: level bab fort ref will def init GP RP Special 1 +1 +2 +0 +2 +1 +0 0 0 Starting feats,enforcer(basic), unbreakable 2 +2 +3 +0 +3 +1 +1 0 1 soak 1/session 3 +3 +3 +1 +3 +2 +1 1 2 tougness 4 +4 +4 +1 +4 +2 +2 1 3 bonus feat 5 +5 +4 +1 +4 +3 +2 1 3 accelerated healing 6 +6 +5 +2 +5 +4 +2 2 4 enforcer(advanced) 7 +7 +5 +2 +5 +4 +3 2 5 Toughness 8 +8 +6 +2 +6 +5 +3 2 6 Bonus feat 9 +9 +6 +3 +6 +5 +4 3 6 accelerated healing, superior metabalism (no damage with save) 10 +10 +7 +3 +7 +6 +4 3 7 superior conditioning 11 +11 +7 +3 +7 +7 +4 3 8 soak 2/session, toughness 12 +12 +8 +4 +8 +7 +5 4 9 bonus feat, enforcer (grand) 13 +13 +8 +4 +8 +8 +5 4 9 accelerated healing 14 +14 +9 +4 +9 +8 +6 4 10 soul of war 15 +15 +9 +5 +9 +9 +6 5 11 superior metabalism (1/2 damage with failed save), toughness 16 +16 +10 +5 +10 +10 +6 5 12 bonus feat 17 +17 +10 +5 +10 +10 +7 5 12 accelerated healing 18 +18 +11 +6 +11 +11 +7 6 13 enforcer (perfect) 19 +19 +11 +6 +11 +11 +8 6 14 soak 3/session, toughness 20 +20 +12 +6 +12 +12 +8 6 15 bonus feat, superior conditioning Pointman: level bab fort ref will def init GP RP Special 1 +0 +1 +1 +2 +0 +0 2 0 Starting feats, generous, versatility(6 skills) 2 +1 +2 +2 +3 +1 +1 3 1 assistance (1/2 time) 3 +2 +2 +2 +3 +1 +1 3 2 lead 1/session, versatility(7skills) 4 +3 +2 +2 +4 +2 +2 4 3 tatics 1/session 5 +3 +3 +3 +4 +2 +2 4 3 lead 2/session 6 +4 +3 +3 +5 +2 +2 5 4 cross-class ability, versatility (8 skills) 7 +5 +4 +4 +5 +3 +3 5 5 lead 3/session 8 +6 +4 +4 +6 +3 +3 6 6 tatics 2/session (+2 bonus) 9 +6 +4 +4 +6 +4 +4 6 6 cross-class ability, lead 4/session, versatility (9 skills) 10 +7 +5 +5 +7 +4 +4 7 7 serendipity 1/session 11 +8 +5 +5 +7 +4 +4 7 8 assistance (1/4 time), lead 5/session 12 +9 +6 +6 +8 +5 +5 8 9 cross-class ability, tatics 3/session, versatility (10 skills) 13 +9 +6 +6 +8 +5 +5 8 9 lead 6/session 14 +10 +6 +6 +9 +6 +6 9 10 stratedgy 1/session 15 +11 +7 +7 +9 +6 +6 9 11 cross-class ability, lead 7/session, versatility (11 skills) 16 +12 +7 +7 +10 +6 +6 10 12 tatics 4/session (+3 bonus) 17 +12 +8 +8 +10 +7 +7 10 12 lead 8/session 18 +13 +8 +8 +11 +7 +7 11 12 cross-class ability, versatility (12 skills) 19 +14 +8 +8 +11 +8 +8 11 14 assistance (1/10 time), lead 9/session 20 +15 +9 +9 +12 +8 +8 12 15 serendipity 2/session, tatics 5/session Scientist: level bab fort ref will def init GP RP Special 1 +0 +0 +0 +2 +1 +0 2 1 Starting feats,learned, professor 2 +1 +1 +0 +3 +2 +1 3 2 Ph.D (1 skill) 3 +1 +1 +1 +3 +3 +1 3 3 Improvise +2 4 +2 +1 +1 +4 +3 +2 4 4 Research 5 +2 +1 +1 +4 +4 +2 4 5 Improvise +3 6 +3 +2 +2 +5 +5 +2 5 6 Brilliant +1 7 +3 +2 +2 +5 +6 +3 5 7 Improvise +4 8 +4 +2 +2 +6 +6 +3 6 8 Research 9 +4 +3 +3 +6 +7 +4 6 9 Brilliant +2, Improvise +5 10 +5 +3 +3 +7 +8 +4 7 10 Know it all 1/mission 11 +5 +3 +3 +7 +9 +4 7 11 Improvise +6, Ph.D (2 skills) 12 +6 +4 +4 +8 +10 +5 8 12 Brilliant +3, Research 13 +6 +4 +4 +8 +10 +5 8 13 Improvise +7 14 +7 +4 +4 +9 +11 +6 9 14 10-second solution 1/session 15 +7 +5 +5 +9 +12 +6 9 15 Brilliant +4, Improvise +8 16 +8 +5 +5 +10 +13 +6 10 16 Research 17 +8 +5 +5 +10 +14 +7 10 17 Improvise +9 18 +9 +6 +6 +11 +14 +7 11 18 Brilliant +5 19 +9 +6 +6 +11 +15 +8 11 19 Improvise +10, Ph.D (3 skills) 20 +10 +6 +6 +12 +16 +8 12 20 Know it all 2/session, Research Scout: level bab fort ref will def init GP RP Special 1 +0 +2 +1 +0 +0 +1 1 0 Starting feats,stalker, trailblazer 2 +1 +3 +2 +0 +1 +2 2 1 Rough Living +2 3 +2 +3 +2 +1 +1 +3 2 2 bushmaster 4 +3 +4 +2 +1 +2 +3 2 3 sneak attack +1d6 5 +3 +4 +3 +1 +2 +4 3 3 bushmaster 6 +4 +5 +3 +2 +2 +5 3 4 Hunter 7 +5 +5 +4 +2 +3 +6 4 5 Bushmaster 8 +6 +6 +4 +2 +3 +6 4 6 Sneak attack +2d6 9 +6 +6 +4 +3 +4 +7 4 6 bushmaster, hunter 10 +7 +7 +5 +3 +4 +8 5 7 alert (+2) 11 +8 +7 +5 +3 +4 +9 5 8 bushmaster, rough living +4 12 +9 +8 +6 +4 +5 +10 6 9 hunter, sneak attack +3d6 13 +9 +8 +6 +4 +5 +10 6 9 bushmaster 14 +10 +9 +6 +4 +6 +11 6 10 overrun 15 +11 +9 +7 +5 +6 +12 7 11 bushmaster, hunter 16 +12 +10 +7 +5 +6 +13 7 12 sneak attack +4d6 17 +12 +10 +8 +5 +7 +14 8 12 bushmaster 18 +13 +11 +8 +6 +7 +14 8 13 hunter 19 +14 +11 +8 +6 +8 +15 8 14 bushmaster, rough living +6 20 +15 +12 +9 +6 +8 +16 9 15 alert (+4), sneak attack +5d6 Soldier: level bab fort ref will def init GP RP Special 1 +1 +1 +0 +2 +0 +1 1 0 Starting feats, accurate, bonus feat 2 +2 +2 +0 +3 +1 +2 2 1 DR 1/- 3 +3 +2 +1 +3 +1 +3 2 1 Bonus feat 4 +4 +2 +1 +4 +2 +3 2 2 Armor use +1 5 +5 +3 +1 +4 +2 +4 3 2 Bonus feat 6 +6 +3 +2 +5 +2 +5 3 3 Weapon Specialization 7 +7 +4 +2 +5 +3 +6 4 3 Bonus feat 8 +8 +4 +2 +6 +3 +6 4 4 Armor use +2 9 +9 +4 +3 +6 +4 +7 4 4 Bonus feat, Weapon specialization 10 +10 +5 +3 +7 +4 +8 5 5 Portable cover (1/4 cover) 11 +11 +5 +3 +7 +4 +9 5 5 Bonus feat, DR 2/- 12 +12 +6 +4 +8 +5 +10 6 6 Armor use +3, Weapon Specialization 13 +13 +6 +4 +8 +5 +10 6 6 Bonus feat 14 +14 +6 +4 +9 +6 +11 6 7 One in a million 15 +15 +7 +5 +9 +6 +12 7 7 Bonus feat, Weapon specialization 16 +16 +7 +5 +10 +6 +13 7 8 Armor use +4 17 +17 +8 +5 +10 +7 +14 8 8 Bonus feat 18 +18 +8 +6 +11 +7 +14 8 9 Weapon Specialization 19 +19 +8 +6 +11 +8 +15 8 9 Bonus feat, DR 3/- 20 +20 +9 +6 +12 +8 +16 9 10 Armor use +5, Portable cover (1/2 cover) Any questions pm me.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 12, 2008 9:28:03 GMT -5
Here is the skillls: Skill | Ability | Untrained? | Classes | Appraise | int | yes | sci | Balance | dex | yes | exp, grd, sci, sct, sol | Bluff | cha | yes | ptm | Boating | dex | yes | exp | Bureacurcy | cha | yes | ptm | Climb | str | yes | exp,grd,sct,sol | Computers | int | yes or no | sci | Concentration | wis | yes | grd,sci,sct,sol | Craft | int | no | grd,ptm,sci,sct,sol | Cryptography | int | no | exp,sci | Cultures | wis | no | exp,sci,sct | Demolitions | int | no | sci,sol | Diplomacy | cha | yes | ptm,sci | Disguise | cha | yes | none | Driver | dex | yes | exp,ptm,sci,sct,sol | Electronics | int | yes or no | sci | Escape artist | dex | yes | grd | First Aid | wis | yes | every basic | Forgery | | yes | sci | Gather info | cha | yes | exp,sct | Handle animal | cha | no | exp,sct | Hide | dex | yes | grd,sct | Hobby | wis | yes | sci | Innuendo | wis | yes | sct | Intimidate | str or cha | yes | grd,sol | Jump | str | yes | exp,grd,sct,sol | Kowledge | int | no | exp,ptm,sci | Languages | int | yes or no | exp,sci | Listen | wis | yes | exp,sci,sct | Mechanics | int | no | exp,sci | Move silently | dex | yes | grd,sct | Open lock | dex | no | exp | Perform | cha | yes | no basic classes | Pilot | dex | no | grd and all airforce personel | Profession | wis | no | ptm,sci,sol | Search | int | yes | exp,sci,sct | Sense motive | wis | yes | ptm,sci | dex | no | no | basic classes | Sport | str or dex | yes | grd,ptm,sct,sol | Spot | wis | yes | exp,grd,sci,sct,sol | Surveillance | wis | no | sci | Survival | wis | no | exp,grd,sci,sct,sol | Swim | str | yes | exp,sct,sol | Tumble | dex | no | exp,grd,sct,sol | Xeno-cultures | wis | no | absolutely no classes | Xeno-languages | int | no | sci |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 12, 2008 12:10:59 GMT -5
Okay now is time for the rules. The d20 system and rules are the same as spycraft. The mechanics, abilities, etc. are based of the D&D system. For the D&D system please refer to the the D&D section in the New Player's Guide board. The d20 system is also explained to in the link.
To figure out your abilities in my campaign roll 5 dice. Take the 3 highest numbers and add them together. Do this until you have 6 numbers. Based on what class and race you want to be put your each number into a different ability score. Example: I rolled a 17, 13, 10, 15, 14 and 18. I want to be a Scientist that was an Air Force officer. I would put the 18 into my intelligence, the 17 into wisdom, the 10 into strength, 14 into dexterity, 13 into constitution, and 15 into charisma. I did this because a scientist needs high mental stats (intelligence, charisma, and wisdom) and lower physical stats (strength, constitution, and dexterity). Each ability is used for different checks. Most are used for skills. Dexterity deals with ranged attacks, dodging, reflex saves, base defense, what armor u can use, and Dex based skills. Strength deals with melee and unarmed strikes, damage, overcoming recoil, and checks to break down doors, break restraints, etc. Constitution is how you determine vitality and wound points, it is used for fort saves, and the ability to keep running, stay awake, endure, etc. Intelligence is used to determine skill points, how many languages you know, and to discover patterns, figure out puzzles, etc. Charisma is used to figure out the number of gear picks a person gets at the beginning of a mission, influence others, and to impress others, infiltrate enemy cultures, etc.
The Stargate and Spycraft systems use a few special things too. Those things are action dice, vitality points, and wound points. Vitality points are near misses. they are figured out based on Con and class. 1d12+con mod per level for soldiers. 1d10+con modifier per level for pointmen, guardians, and scouts. 1d8+con mod per level for scientists. Calculating vitality damage is like calculating regular damage with DR. Wound points are like regular hp. They are your con score+ any miscellaneous modifiers. Vitality points have to be depleted for wound points to be reduced. The only exception is if the attacker gets a confirmed critical. DR is also included for wound points.
Action dice are special dice that allows the player to up a roll for a skill, attack, increase defense, heal yourself, or make an inspiration check. There are numerous rolls the action dice can be used on. The only exception is other people's rolls unless the GM gives permission. At the start of each session you will recieve 3 action dice. There are feats that increase that number. At the end of the session, all remaining action die are lost. You can gain action dice at the GM's discretion. Action dice is awarded to a person if trhey roleplay exponetionally well, exhibit leadership or problem solving ability, or otherwise entertain the group.
The game also has things called resource points (RP) and gear picks (GP). Resource points allow a person to requisition experimental gear, capture alien tech, and it is used for drone and intellegence data. The number of RP a person can have is increased by rank, feats, and class abilities. The points may be used to requisition any number of resources as long as he pays for it using his RP pool. A GM can deny a requisition request and has to return all action die spent on securing it. RP may not be used to requisition bundles, armor, weapons, or gear and have no cash value. RP may be saved after gearing up phase to resupply with the cost of 1 action dice per resource. For this to happen, the player must have access to a stargate for a minimum of 1 hour. All RP not spent by the end of the mission will not be saved and will be forfeited. To requistion bigger stuff, RP can be shared with your team members
Gear picks allow charcters to chose items outside of bundles and to upgrade select items. GP is used to "put the finishing touches" on his equipment and modify it to his personal preferences. The person gets a number of gear feats at the gearing up phase based on class and level. Rank, class abilities, and feats can modify this number. The charisma mdifier is also added to gear picks. The number of gear picks can not go below zero but can be zero. GP may not be used to requisition resources and have no cash value. Gp is also not to be shared with other members of the team. Again, they can be saved and used for later if the player has access to a Stargate for a minimum of 1 hour. Otherwise after gearing up phase, they are forfiet.
Ranks determine pay (not important in my campaign), operation gear, and other stuff. A rank is increased by the promotion feat and naturally progresses based on how many gear picks a person's CLASS gives him. All other modifiers to GP is ignored. There are 3 types of ranks, enlisted, officer, and specialist. Enlisted personel are the lower ranks of the military. Officer ranks are the higher ups for the military. Specialists are the civilian personal. Officers recieve the highest pay and have better living quarters but they lack in how much gear they get. The specialists are moderately payed and have the greatest access to personalized and upgraded gear. The enlisted personel get the least pay but they have more gear and weapons.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 13, 2008 14:13:52 GMT -5
In the Stargate RPG there are feat types and trees. There are 7 different sections and several subsections. Combat Feats: These feats focus on various fighting methods basic combat feats- These feats concern combat fundamentals and are often prerequisites of other feats. melee combat feats- These feats focus on combat using knives, axes, and other hand-held weapons. ranged combat feats- These feats focus on the use of firearms. unarmed combat feats- These feats enhance your prowess without weapons. Covert Feats: These feats involve stealth, balance, physical grace, and misdirection. Gear Feats: These feats offer you equipment options and enhanced skills with specialized gear. Skill Feats: These feats improve your skills basic skill feats- These feats provide bonuses to a cluster of related skills. advanced skill feats- These feats create bonuses and grant you extra skill abilities. Species Feats: These feats expand and grant new non-human options. Unless otherwise specified, these feats may only be chosen by a character possessing the species feats ability. Style Feats: These feats develop personal presence and savoir faire. Terrain Feats: These feats introduce abilities that assist survival in the primitive and sometimes hostile locations frequently visited by SGC field teams. Combat: Basic Feat | Prerequisites | Benefit | Ambidexterity | Dex 15+ | Both hands are considered as primary hands in calculating attack, ability, and skill check penalties. With two weapon fighting, reduce the penalty by -2 penalty per hand. Effect stacks with two weapon fighting. | Career Operative | character level 6+ | You gain a +1 bonus to fort, ref, and will saves | Clockwork Tactics | lead class ability | At the start of combat, you may spend one of your lead class ability to increase any teammate's initiative counts to equal your initiative count, if they rolled lower than you. This ability may affect up to a number of teammates equal to your charisma modifier+1. | Combat reflexes | none | If you're not flat-footed when an adjacent opponent's melee attack check misses you by more than 5, you may immediately make 1 single attack as a free action. You may use this feat a number of times per round equal to your Dex mod. | Confident Charge | Dex 13+, Wis 13+ | When you take a charge action during combat, you may choose a movement path that takes you around one or more turns, up to a number of turns equal to your Dex mod. None of these turns may exceed 90 degrees. | Coolness Under Fire | none | When attacking an opponent currently receiving the benefit of a cover fire action, your attack check results are increased by 2. Further, when you're targeted by suppressive fire, you suffer only 1/2 the standard penalty to your attack and skill checks. | Endurance | none | When making an ability or skill check to perform a physical action over a period of time (such as swimming, holding your breath, running, etc.) you gain a +4 bonus. Further, your strength and dexterity are not reduced by 2 while you're fatigued (reduced to 0 VP). | Expertise | int 13+ | When using the standard attack action, you may accept a penalty up to -5 with your attack check result and add the same number (up to +5) to your defense as a dodge bonus. the penalty/bonus amount may not exceed your base attack bonus, and once accepted, lasts until the start of the next initiative count during the next round. | Greater Fortitude | none | You gain a +2 bonus to fort saves. | Improved disarm | Expertise | You gain a +1 bonus with attack checks made to disarm an opponent and your threat range is increased by 1. Further, if you fail a melee disarm attempt, your target may not attempt to disarm you in return. | Improved Initiative | none | You gain a +4 bonus with initiative checks. | Improved Two-Weapon Fighting | BAB 9+, ambidexerity, Two-weapon fighting | When typically gain a single attack action with an offhand weapon, you gain 2 single attack actions with your off-hand weapon. The second attack suffers a -5 penalty. | Increased Speed | run | Your base speed is increased by 10ft per round. | Iron Will | none | You gain a +2 bonus to your will save. | "Keep Your Head down" | Dex 15+, BAB 4+, Coolness Under fire. | When benefiting from cover, You may choose to gain a number of points of DR equal to your cover reflex bonus.These points follow your standard DR rules and stack with DR gained from armor, other feats, and other character options. If you choose to gain this benefit, you suffer a -2 circumstance penalty with all attack checks made while you remain behind cover. | Lightning Reflexes | none | You gain a +2 to reflex saves. | Mobility | Dex 13+ | You may move away from an adjacent opponents during combat. Additionally, you may move up to twice your speed when taking the total defense action. | Quick Draw | Dex 13+ bab 1+ | You may draw and ready a weapon within easy reach of your person as a free action rather than a half action. This feat allow you to reload your weaponduring the same free action., but may disable the weapon's saftey or activate its power source. You may use this feat to draw up two weapons, or draw and holster one weapon, as free actions during each round. | Quick Healer | Con 13+ | When you recover 1 or more vitality or wound points as a result of natural healing (but not surgical or other types of healing), you recover twice the standard number of points. | Run | none | when running, you may move up to 5 x your speed instead of 4 x your speed. Further, when making a running jump, your distance is or height is increased by 1/4 (rounded up), to the maximum distance or height noted in the jump skill description. | Sidestep | Dex 13+ | During your initiative count, you may choose one opponent and gain a +2 dodge bonus to defense against attacks made by that opponent. You can also pick all opponents and gain the same bonus but +1 instead of +2. Once designated, the bonus lasts until the start of youe initiative count during the following round. | Surge of Speed | none | You may take 1 extra half action during your initiative count each round. This action may not be an attack. This feat may be used once per session, plus one additional time for every 4 character levels you possess, but never more than once during any round. | Toughness | none | You gain either +2 wound points or +4 vitality points (your choice). Special: This feat may be choose multiple times, each time granting +2 WP or +4 VP | two-Weapon Fighting | none | Your attack check penalties for fighting with a weapon in both hand are reduced by -2 per hand. for soecial see ambidexterity. | Weapon focus | Weapon group proficiency for designated weapon, bab 1+ | Choose one specific weapon. You may choose unarmed strike, grapple/trip, or improvised weapon. You gain a +1 bonus to all attack checks made using this weapon, as well as all skill shecks to repair it, when appropriate. Special: You may choose this feat mutiple times, each time gaining the listed bonuses with one additional weapon. You may not choose this feat more than once for the same weapon | Zat Resistance | Base fortitude save +5 or higher, has been rendered unconcious by a zat 3+ times. | You gain a +4 bonus with all fortitude saves made to resist the effects of a zat attack. further, when rendered unconcious by a zat, you awaken in 3d10 rounds- a number of rounds equal to your fortitude save bonus. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 16, 2008 8:22:48 GMT -5
Combat:Melee Feat | Prerequisites | Benefit | Assassin | BAB +6 or higher, Darting weapon | When using a melee weapon, your threat range is increased by 1 | Blind-Fight | none | When attacking an opponent with a melee or unarmed attack, your targets' concealmant bonuses to defense are reduced by half(rounded down) | Blindsight 5-ft radius | Wis 13+, BAB +4 or higher, Blind-Fight | When attacking an opponent with a melee or unarmed strike, your targets' concealment bonuses to defense are negated. | Cleave | Power attack. | When one of your melee attacks reduces an opponent's wound points to 0 or lower-following this attack's resolution- make one single melee attack against one other adjacent opponent. You may not move before making this single attack. This single attack must be made using the same weapon, with the same modifiers, as an attack that reduced the previous opponent to 0 or fewer hit points. this feat ability may only be used once per round. | Cleaving Charge | Str 15+, BAB +5 or higher, great cleave | As Great Cleave, except that you may move one 5ft. square before each attack. The total number of 5-ft. square traversed using this feat ability during your turn Great cleav actinmay not exceed 1/2 you speed (rounded down). | Darting weapon | BAB +3 or higher, expertise | At the start of a round, you may accept a penalty of up to your base attack bonus with your melee attack checksduring the round to add the same number to your initiative count during the round. this bonus may increase your initiative count by more than 10 during this round, and lasts until the end of the current round. After accepting this penalty/bonus, you may not make any ranged attacks during this round, and you must make at least one melee attack action during this round. | Disarming Twist | Wis 13+, BAB +1 or higher | You gain a +4 gear bonus with disarm checks made using a weapon with the trap quality. Additionally, your threat ranges with disarm checks made using a weapon with the trap quality are increased by 1. | Double Blow | BAB +12 oe higher, snake strike | Each time you make one half action melee attack, you may choose to make two melee attacks. When use this ability, each of your attack checks during the round takes a -5 penalty. This efect does not stack with the benefits of a flashing weapon., but you may use bouble blow with each of your standard melee attacks during one round. | Drag Down | Str 13+, BAB =1 or higher | You gain a +4 gear bonus with a trip action made using a weapon with the hook quality. | Flashing weapon | BAB +3 or higher, weapon finesse | When you make your first attack during a round, you may make a single melee attack action that typically requires a half action. When use this feat ability, each of your attack checks during this round suffer a -2 penalty. Does not stack with Double Blow. | Great Cleave | BAB +3 or higher, cleave | As cleave, except you may use the Cleave ability any number of times per round. | Improved Weapon focus | BAB +3 or higher, weapon focus for a designated weapon. | When using your designated melee weapon, you gain a +2 bonus with damage rolls. Special: You may choose this feat multiple times, each for a different weapon. You may not choose this feat more than once for a single weapon. | Improvised Weapon | Wis 13+ | As a half action, you may find an object you can improvise into a melee weapon. The weapon gets a +2 bonus to attack rolls and defense for a number of rounds equal to your wisdom modifier. The weapon can be broken depending on what is used. This feat may only be used if there is objects in the surrondings. This feat may be used up to your initiative count. You can only have one improvised weapon at a time. | Master Assassin | BAB +12 or higher, Assassin | When using a melee weapon, your threat rang is increased by 2. This stacks with the Assassin ability. Futher, you no longer spend an action die to activate a threat as a critical when using a melee weapon. | Master Duelist | BAB +12 or higher, weapon master with a designated weapon | When using your designated weapon, your bonus with attack checks is increased by an additional +1 and your bonus with damage rolls is increased by an additional +2. Further, once per game session, you may choose to reroll a failed attack check when using your designated melee weapon. You may not re-roll critical misses. | Power Attack | Str 13+ | At the start of your initiative count during a round, before making any attack check, you may accept a penalty of up to your base attack bonus with your melee attack checks during the round and add the same number to your melee damage rolls during the round. the effect lasts until the end of the surrent round. | Snake Strike | BAB +6 or higher, Flashing Weapon, Quick draw. | When you draw a melee weapon to attack an opponent with whom you aren't currently engaged in combat, you may first make a feint attempt against that opponent as a free action. If your feint succeeds, your next attack against that opponent gains a +1d6 sneak attackbonus to damage. This bonus isn't gained against targets who are immune to critical hits, who benefit from total concealment, or whose witals are out of reach. Further, when using this ability, you may not use a weapon that inflicts normal damage to inflict cubdual damage, or vice-versa, even when applying the -4 circumstance penalty. You may nt use this ability to attack a target you have engaged in combat with before, even if all your attacks missed against the target. | Swift strike | BAB +4 or higher, mobility, sidestep | When you make a standard melee attack, you may move up to 1/2 your speed (rounded down). You may move part of this distance immediately before your attack and the rest immediately after your attack, so long as you don't exceed 1/2 your speed during the action. | Trail of blood | BAB +12 or higher, cleaving charge | As cleaving charge, except that you may move up to 3 5-ft squares before each extra attack. The total number of 5-ft squares traversed during this feat ability during your cleavage charge action may not exceed your speed. | Ultimate Duelist | BAB +18 or higher, master duelist with designated weapon | When using your designated melee weapon, your bonus with attack checks is increased by an additional +1 and your bonus with damage is increased by an additional +4. Further, up to 3 times per game session, you may choose to re-roll a failed attack check when using your designated melee weapon. you may not re-roll critical misses. | Weapon Finesse | none | Choose one melee weapon that is considered to be light in your hands. When using the designated weapon, your dexterity modifier is applied to your attack bonus rather than your strength modifier. Special: You may choose this feat multiple times, each time a different weapon is picked and given the abilities. this feat may not be used on a weapon more than once. | Weapon Master | BAB of +6 or higher, improved weapon focus with a designated weapon | When using the designated melee weapon, your attack bonus with attack checks is increased by an additional 1 and your bonus with damage rolls are increased by an aditional +2. Special: This feat can be taking multiple times but never more than once with a single weapon. | Whirlwind Attack | Expertise, Swift strike | As a full action, instead of making your standard attacks, you may make 1 attack with your full BAB against each adjacent opponent. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 16, 2008 16:18:44 GMT -5
Combat:Ranged Feat | Prerequisites | Benefits | Bullseye | BAB +3 or higher, Perfect stance | When making a ranged attack against a target within 2 range increments, before you roll, you may accept a penalty of up to your BAB with your attack roll and add the same number to yourdamage roll. this ability may not be used with burst, autofir, and strafe modes. | Controlled Burst | Rapid shot | When making a wide or narrow burst attack, you gain a +1 to damage rolls and attack checks, in addition to the regular burst modifiers. | Controlled strafe | Controlled burst, BAB +6 or higher. | When making a strafe attack, you suffer only a -1 penalty with your attack check for each targeted square after the first. When making an autofire attack, you don't count the first volley when calculating your attack penalty. | Coordinating Fire | BAB +6 or higher, lay down fire | When making a ranged attack check, you may gain a +1 bonus with your attack check per teammate or ally whoo has made a ranged attack against that opponent earlier during the current round. | Diving Shot | BAB +6 or higher, shot on the run | When taking any half action ranged attack, you may move up to your . You may mave part of this distance immediately before your shot and part immediately after your shot, as long as you don't exceed your speed during this action. In addition, if you move at least one square during your action, you get a +2 bonus to defense until your next action. | Dounle tap | BAB +6 or higher, Perfect stance | When you use a handgun or smg in single shot mode to perform a standard half action attack target-ing a character against whom you benefit from the aim action's bonus, you may accept a -4 penalty with your attack cheack to increase your threat range by 1. You maust have at least 2 shots remaining in your weapon to preform this action. This attack uses up 2 shots. | Extreme Shot | BAB +3 or higher, far shot | When you use a ranged weapon, its range increment is doubled, When you use a hurled weapon, its range increment is tripled. | Far shot | none | When using a ranged weapon, its range increment is increased by 150% (rounded up). When using a hurled weapon, its range increment is doubled. | Grenade Basics | BAB +3 or higher | You're considered to be proficient with a grenade, even if you don't posses the right weapon group proficiency. Further, when you use a hand thrown grenade or molotov cocktail, its range increments are increased by 5ft and its error range is reduced by one. Finally, when you requsition 1 grenade with gear picks, you gain 2 grenades of the chosen type. | Grenade mastery | BAB +10 or higher, grenade basics | When a grenade or molotov cocktail lands within 5ft of you. You can make a reflex save equal to the thrower's attack check. Deviation is determined as standard, except your str modifier (if positive) is added to the number of squares the weapon scatters. This ability cannot cancel successful grenade launcher attacks. The error range of grenades are reduced by 2(1-4 to 1-2). When reqisitioning a grenade, you get 3 instead of 1. The feats range and costs modifiers are replaced with the Grenade basics modifiers. | Hail of bullets | BAB +12 or higher, controlled strafe | Each time you make a half action burst attack, you may choose to makw two burst attacks. When you use this ability, each of your attack checks during the round suffers a -5 pnalty. This effect does not stack with the benefits of Rapid Shot but you may use Hail of Bullets with each of your standard ranged attacks during one round. This allows up to twice as many ranged attack as you're typically allowed standard half action ranged atacks during the round. | Increased Precision | BAB +6 or higher, Extreme Range | The range at which you may make sneak attacks, ranged disarms attempts, and benefit from your Point Blank Shot feat is increased be 1 range increment. Special: You may choose this feat up to 3 times, each time increasing te range at which you make the listed attacks by 1 range increment. | Lay Down Fire | BAB +3 or higher, Point Blank Shot | When you provide covering fire, you grant the target character a +6 defense instead of +4. Additionally, when you lay down suppressive fire, your target suffers a -6 penalty with attack and skill checks instead of -4. | Lightning Draw | BAB +6 or higher, Quick draw, Snap shot | When you draw a ranged weapon to attack an opponent with whom you aren't currently engaged in combat, you may first make a feint attempt against that target as a free action. If the feint succeeds,your next attack against that opponent gains a +1d6 sneak attack bonus to damage. This bonus isn't gained against targets who are immune to critical hits, who benefit from total concealment, or whose vitals are out of reach.. This feat cannot be used with strafe fire. Finally, when using this feat, you may not use a weapon that inflicts normal damage to inflict subdual damage, or vice-versa, even by applying the standard -4 circumstance penalty. | Machine Gun Basics | BAB +3 or higher, Speed trigger | You're considered proficient with all fully automatic weapons, even if you don't possess the appropriate Weapon Group Proficiency. Further, you may gain a +1 bonus with autofire and strafe attack checks, and when you use a weapon with burst mode, each attack uses only 2 shots. Finally, strength is considered to be 4 points higher when determining recoil penalties. | Machine Gun Mastery | BAB +10 or higher, Machine gun basics | When making an autofire attack, you score an aditional hit for every 3 points over the target's defense instead of 4 points. Further, when making an autofire or strafe attack, each volley uses only 2 shots. Finally, you may use a machine gun with only one hand by suffering a -2 penalty to your attack check. This ability cannot be used to use 2 or more machine guns at the same time. | Marksman | BAB +3 or higher, Precise shot | When aiming a weapon, you gain a +2 bonus with your attack check instead of +1. Also, wheen bracing a weapon you gain a +3 bonus instead of a +2. | Master Sniper | BAB +18 or higher, Sniper | When you gain a bonus with your attack check from either aiming or bracing your weapon, your threat range is increased by that bonus. If you gain a bonus with your attack check from both aiming and bracing your weapon, your threat range is increased by the highest bonus gained from either action. | Perfect Stance | BAB +1 or higher | When you take an aim action, you may also brace your weapon as a free action. Further, you may brace non-tatical ranged weapons even when a solid surface isn't avaible. Finally, your str is considered to be 4 points higher when determining recoil penalties. | Point Blank Shot | Dex 13+ | You gain a +1 bonus with your attack check and damage rolls against opponents within 1 range increment. | Precise Shot | Point Blank Shot | When you make a ranged attack against an opponent who's currently engaged in melee combat, you ignore the standard -4 circumstance penalty. | Quick Reload | Dex 13+, BAB +3 or higher, Speed Trigger | You may take the reload weapon action as a free action rather than a half action. This feat may be used only once per round. | Rapid Shot | Dex 13+, BAB +3 or higher, Speed Trigger | When you make your first attack during a round, you may make 1 single ranged attack that typically requires 1 half action. When you use this feat ability, each of your attack checks during this round suffers a -2 penalty. This effect does not stack with the benefits of Hail of Bullets. You may only benefit from one or the other. | Sharp-Shooting | BAB +3 or higher, Precise Shot | When making a ranged attack against an opponent benefiting from partial cover, you gain a +2 bonus with your attack check. This bonus is not gained against targets benefiting from total cover. | Shot on the Run | Mobility, Point Blank Shot, Sidestep | When you make a standard half action ranged attack, you may move up to 1/2 your speed(rounded down). You may move before and after the shot as long it does not exceed 1/2 your speed. | Snap Shot | Rapid Shot | At the start of the round, you may accept a penalty up to your BAB with your ranged attack checks during the round and add the same number to your initiative count during the round. This bonus may increase your initiative by more than 10 during the round, and only last until the end of the round. After accepting the penalty/bonus, you may not make any melee or unarmed attacks during this round, and you must make at least one ranged attack action during the round. | Sniper | BAB +9 or higher, Increased Precision, Marksman, Sharp-shooting | When using a ranged weapon, your threat range is increased by 1 and you need not spend an action die to activate a threat as a crtical hit. | Speed Trigger | none | You may make burst attackseven with firearms that typically don't allow burst attacks. You must have enough ammo in the clip to make the burst attack. | Zen Focus | Wis +13 | When making a ranged attack, your targets' conceament bonuses to defense are reduced to 1/2(rounded down). | Zen Shot | Zen Focus, BAB +4 or higher | When making a ranged attack, your targets' concealment bonuses to defense are negated. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Apr 22, 2008 15:44:04 GMT -5
Combat:Unarmed Feat name | Prerequisites | Benefit | Blocking Basics | none | you can either pick break weapon or shifting throw. break weapon:when attacked by an armed, adjacent opponent, make a str check to break the weapon. shifting throw: whun unsuccessfully hit by an adjacent opponent's unarmed or melee attack, you can move him to any adjacent square that does not put him jeporady. | Centered Stance | iron will, martial arts. | + vps= to will save modifier. when you leave stance, you suffer damage equal to what you gained.if put beneath 0 xp, then each excess point is subdual damage. can not run or charge while in stance. | Chi strike | wis +13 | at the start of a round, you can take a penalty on your AB with unarmed attacks up to BAB and add the same number to damage. | Closed Stance | martial arts, side step | while in stance, may end up in opponents square, gaining +2 to damage and 2 points of DR against your opponent | Coiled stance | lightning reflexes, martial arts | while in stance, you gain + to unarmed checks made against opponents with lower ref save bonus. you gain another bonus 5 ft step while in stance. | Dodgind stances | none | pick one of the following: deflect attack: once per round, if one hand is free when an opponent gets a successful hit with a thrown, hurled, melee, or exotic weapon may make a reflex save to deflect it. must not be flat-footed to use this feat. OR flying back flip: once per round when an opponent makes a melee attack against you, you may move 5 ft as a free action. this takes you out of opponents reach. | Five style adept | BAB +6 or higher, holding basics, kicking basics, martial arts, punching basics, throwing basics. | Unarmed attacks deal 1d8 damage. threat with unarmed attacks becomes 19-20 | Forward stance | confident charge, martial arts. | while in stance and taking charge action that ends in an unarmed attack, your threat range is increased by 1 and you gain +2 to attack check. if charge misses, you are knocked prone. | Guard stance | martial arts, expertise | while in stance, threat ranges of all melee, hurled, and unarmed attacks against you are reduced by 2 to a minimum of 20. may not charge or run while in stance. | Holding basics | none | pick one of the following: joint lock: opponent suffers -4 with all attempts to escape being pinned OR one-handed choke: may grapple or pin opponent with one hand, leaving other free for other tasks. | Inverted stance | acrobatics, martial arts | tumble is always a class skill. init count increased by one when in unarmed combat. no movement other than jump checks and 5-ft steps. | Iron fist | martial arts, chi strike. | while making a strike an object attack, the break DC is reduced by 4. you make attacks as if you're using a melee weapon even when making an unarmed attack. your strength modifier is doubled for the purpose of damaging objects. you are not considered to be using a melee weapon for all other purposes. | martial arts | none | unarmed attacks do 1d6 damage. you do not suffer a -4 penalty to attack checks when inflictying normal damage.threat range becomes 20. | Kicking basics | none | pick one of the following, jump kick: may move one 5-ft square before unarmed attack. this does not prevent you from taking your bonus 5-ft bonus movement OR roundhouse kick: you may attack 2 opponents that are adjacent to you and each other with 1 single attack. compare the roll to each defense and roll damage accordingly. | Open stance | combat instincs, martial arts | while in stance, if an opponent's melee or unarmed attack misses you, the attacker is drawn into your square and you may make a grapple check to trip attack him. this may only be used once per round. the benefit may not be combined with an additional attack gained from combat instincts. may not charge or run while in stance. | Prone stance | jump up, martial arts | you become prone. being knocked prone does not take the ability away. no circumstance penalties for being prone. all melee and unarmed attacks against you only get a +2 instead of +4. +2 to grapple if grappling and entering stance. | Punching basics | none | pick one of the following, knuckle punch: When you make a successful unarmed attack, you inflict your standard damage + and additional amount = to 1/2 you str mod rounded up. | Ready stance | imp. init., martial arts | while in stance, when u successfully hit an opponent by one or more of your unarmed attacks suffers a -2 penalty with all attack checks until the end of the round. | Reverse stance | blind-fight, martial arts | while in stance, you gain a +2 bonus with feint attacks. when you succeed with a feint action, your next attack against a feinted opponent gains +1d6 sneak attack damage. while in stance, defense is reduced by one and you may not run or charge. | Rooted stance | great fortitude, martial arts | while in stance, gain a +2 bonus to all saving throws. may not take any movement action even your bonus 5-ft step action. | Rolling basics | none | tumble always class skill. gain the following, roll: you may take an additional 5-ft bonus step before one unarmed attack. sway: when you make an successful unarmed attack, gain a +2 bonus to defense against all attacks made by your target until the next round. | shattering blow | BAB +3 or higher, iron fist | your unarmed attacks inflict at least 1d8 damage. while making a strike object sheck, opponents break DC is reduced by 8 instead of 4. when making strike object check, str mod is doubled for damaging the object. | Shifting stance | martial arts, mobility | when in this stance and you make a unarmed attack, your target's dodge bonus to defense is reduced to half standard, rounded uo. if the attack scores a threat, you may move to the square on your opponent's opposite side if not occupied. | Throwing basics | none | gains the folowing abilities, flying tackle: you may move one 5-ft square before you make a trip attempt. this does not prevent you from taking a bonus step. | Warrior's grace | BAB +3 or higher, martial arts | when you make your first attack check during a round, you may make 1 single unarmed attack that requires a half-action. when you using this ability, each or your attack checks during the round suffer a -2 penalty. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 14, 2008 8:04:52 GMT -5
Combat: Covert Feat | Pre-reqs | Benefit | Bludgeon | Chara level 3, must be able to do +1d6 sneak attack damage at least | You may choose to inflict subdual damage with a weapon that inflicts normal damage without the -4 penalty. | Break Fall | Dex 13+, Climb 4+, Tumble 4+ | ignore the damage for the first 10 feet of falling | Concealed Weapon | Sleight of Hand 4+ | gain +8 to concealment DCs with your weapon. | Flawless Identity | none | you have cover identities that are perfect in every way equal to your level divided by 5(rounded up) | Hidden Run | Tmproved Equilibrium, Hide 8+, Move Silently 8+ | When moving up to your speed, you are unaffected by move silently and hide checks. | Improved Equilibrium | Dex 13+, Balance 4+, Climb 4+ | when moving over rough terrain, you are unaffected by balance check DC modifiers. | Jump Up | Dex 13+ | You may stand from prone, or take a crouch, low crawl, or high crawl as a free action instead of a half. | Mingling Basics | Culture 6+, Hide 6+ | When making a mingling checks with the cultures skill you get a bonus equal to your dex modifier amd you may attempt to blend it a crowd as small as 20 people. | Mingling Mastery | Mingling Basics, Culture 12+, Hide 12+ | you ignore the -5 penalty when making a mingling check under observation and you may move up to your speed while mingling with no penalty. | Moving Target | Dex 13+, Tumble 13+ | When fighting defensively, you gain a dodge bonus to Defense by an additional +2. This stacks with the +2 dodhe bonus from fighting defensively, a total of +4. Further, when fighting defensively your attack check penalty is reduced by half. | Nimble Fingers | Escape Artists 4+, Openm Lock 4+, Slieght of Hand 4+ | You may use each of the following abilities once per session:Fast Slip- with a successful EA check, you can slip out of your bonds in half the time. Fast Pick- with a successful Open Lock check, you can pick a lock in half the time Fast Swipe- with a successful slieght of hand check, you make a conceal or a prestidigitation check as a free action. | Private Identity | none | You have a hidden identity so that you can use it if your cover identity(s) are blown. | Spider Walk | Improved Equilibrium, Balance 8+, Climb 8+ | You scaling checks are increased by twice your dex modifier. You climb C is only increased by +2 if climbing a wet or slippery surface. | Traceless | Int 13+ | The DCs for a;; attempts to notice your pressence or passage is increased by your int modifier. | Whack | Chara level 9+, must be able to do +4d6 sneak attack damage, Bludgeon | When making an attack that inflicts subdual damage against someone thats flat-footed, your attack does not cease the character from being flat-footed. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 14, 2008 8:41:47 GMT -5
Gear Feats Feat | Pre-reqs | Benefit | Bandage | First Aid 4+ | When you have access to a first aid kit and spend an action dice to recover vitality after taking a refresh action, your result is increased by half your first aid ranks rounded down. | Clean and Polished | none | Each of your non-weapon operations gear items gains the dependable quality. | Electronic Warfare Basics | Electronics 5+ | Electronics is always a class skill and the ECM and signal power ratings of communications and jamming gear are increased by +2. | Electronic Warfare Mastery | Electronic Warfare Basics, Electronics 10+ | Cryptography is always a class skill. ECM and signal power is increased by another +1(total +3+. | Electronic Warfare Supremacy | Electronic Warfare Mastery, Electronics 15+ | ECM and signal power is increased by another +1(total +4) | Explosives basics | Demolitions 5+ | Demolitions is always a class skill. Your error range with explosives is reduced by 1. You can requisition in the explosive ordinaces bundle for 1 gear pick less than standard. | Explosives Mastery | Explosives basics, Demolitions 10+ | When you set off an explosive, hardness and scenery are ignored and each explosive does +2d6 more damage. When making a disarm check and getting a critical failure, the GM must use an extra action die to activate the critical failure. | Explosives Supremacy | Explosives Mastery, Demolitions 15+ | When making a reflex or fort save to defend from the affects of an explosion, success results in no damage taken or entirely avoiding the blast. You may reduce the damage inflicted by an explosive by 1 die to increase the blast radius by 5 ft. The threat ranges are increased by 2. | Extra Supplies | none | You gain 3 more gear picks during the gearing up phase of a mission. | Extra Support | none | You gain 2 more Resource points during the gearing up phase of a mission. | Mine Basics | Demolitions 5+ | You are proficient with all explosives even if you don't posess the Wepon Group Proficiency (Tatical). DCs to detect explosives you place are increased by 5. DCs of reflex saves to avoid damage from an explosive you place is increased by 2. | Mine Mastery | Mine Basics, Demolitions 12+ | The damage an explosive you place is increased by +1 for each die it normally iflicts. DC to detect you explosives are increased by another +5(total +10) and DCs of reflex saves are increased by another +2(total +4) | Mother Hen | none | Each of you operatives gear items gain rugged quality as well as a +2 bonus to saves made against hostile enviroments. If an item suffer damage, you may make a reflex save to transfer the damafe to yourself. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 14, 2008 9:16:43 GMT -5
Basic Skill Feats Feat | Pre-reqs | Benifit | Acrobatics | Balance 1+, Jump 1+, Tumble 1+ | You gain a +2 bonus with all Balance, Jump, and Tumble checks. Threat range increased to 19-20 | Alertness | Listen 1+, Search 1+, Spot 1+ | +2 to all Listen, Searh, and Spot checks. Threat range 19-20 | Athletic | Climb 1+, Sport 1+, Swim 1+ | +2 to all climb, sport, and swim checks. Threat range 19-20 | Field Operative | Innuendo 1+, Dense Motive 1+ | +2 to all Innuendo and Sense Motive checks. Threat 19-20 | Grease Monkey | Electronics 1+, Mechanics 1+ | +2 to all Electronics and Mechanics checks. Threat 19-20 | Magician | Escape Artist 1+, Open Lock 1+, Slieght of Hand 1+ | +2 to all Escape Artisit, Open Lock, and Slieght of hand checks. Threat 19-20 | Master Fence | Appraise 1+, Forgery 1+, Gather Info 1+ | +2 to all Gather Info, Appraise, and forgery checks. Threat 19-20 | Mathematical Genius | Computer 1+, Cryptography 1+ | +2 to all Computers and Cryptography checks. Threat 19-20 | Mimic | Disguise 1+, Perform 1+ | +2 to all Disguise and Perform Checks, Threat 19-20 | Ordinary Past | Craft 1+, Hobby 1+ Profession 1+ | +2 to all Craft, Hobby, and Profession checks. Threat 19-20 | Outdoorsman | Handle Animal 1+, Survival 1+ | +2 to all Survival and Handle Animal check. Threat 19-20 | Persuasive | Bluff 1+, Diplomacy 1+, Intimidate 1+ | +2 bonus to all Bluff, Diplomacy, and Intimidate checks. Threat 19-20 | Police Training | Bureaucracy 1+, Demolitions 1+, Surveillance 1+ | +2 to all Bureaucracy, Demolitions, and Surveillance checks. Threat 19-20 | ScHeyrly | Concentration 1+, Knowledge 1+ | +2 to all Knowledge and Concentration checks. Threat 19-20 | Speed Demon | Boating 1+, Driver 1+, Pilot 1+ | +2 bonus to all Driver, Boating, and Pilot checks. Threat 19-20 | Stealthy | Hide 1+, Move Silently 1+ | +2 to all Hide and move silently checks. Threat 19-20 | World Traveller | Cultues 1+, First Aid 1+, Languages 1+ | +2 to all langages, Cultures, and First Aid checks. Threat 19-20 | Xeno-Studies | Xeno-Culture 1+, Xeno-Languages 1+ | +2 to all Xeno-Cultures and Xeno-Languages checks. Threat 19-20. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 14, 2008 10:48:01 GMT -5
Advanced Skill Feats Feat | Pre-reqs | Benefit | Advanced Skill Mastery | Char level 6+, at least 1 basic skill feat | Choose one basic skill feat you posses and increase the +2 bonus to +3 and increase the threat range from 19-20 to 18-20 | False Start | At least 1 basic skill | choose one basic skill you possess. When you fail a check with a skill under that basic skill feat that takes longer than one roundto complete, you can stop halfway through the skill and begin again. If the skill requires materials, only half are used up(rounded up). You may take 20 vy s[ending 15 times the standard amount of time. | Grand skill Mastery | Chara level 12+, Advanced skill mastery for 1 basic skill | Increase the bonus by +1 and increase the threat range by 1. No longer need to spend an action die to activate critical success. Once per session, you may choose to re-roll one failed check. You may not re-roll a critical failure. | Perfect Skill Mastery | Character Level 18+, Grand skill mastery with 1 basic skill | increase the bonus to +5 and the threat range to 16-20. GM needs to spend an extra action die to activate critical failure. 3 times per session you can re-roll a failed skill check thats not a critical failure. | Talented | Must be taken at Character Creation | Choose one skill you possess that is based of an ability with a score of 13+ and you have at least 2 ranks in, This skill is always a class skill. You gain an extra rank in that skill for no skill point cost. This stacks with Unlocked Potential. | Training | none | You gain 4 extra skill points. You gain 1 rank per point when you spend these for ranks. You may not succeed your max rank for any skill. | Unlocked Potential | none | Shoose 1 class skill and increase your maximum rank with that skill by 3. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 14, 2008 11:08:50 GMT -5
Style Feats Feat | Pre-reqs | Benefit | Bloodthirsty | Stone Cold | When one of your attacks reduces an opponents WP to 0 or lower or renders him unconscious, you may threaten as a free action. | By The Book | none | When Following orders given using the tatics ability, your bonus is increased by an additional +2. You also gain a +2 in Profession(Military) checks. | Charmer | none | When creating a disposition with an NPC whos disposition is Nuetral, Friendly, or Helpful, you threat range is increased to 18-20 and you gain a +2 bonus with all cha checks with that target. | Command Decision | Character level 6+ | Once per session, when following orders given by the tatics ability, each member of your team may activate 1 critical ithout spending an action die. | Extrapolate Connections | Cultures or Knowledge(History) 8+, Xeno-Cultures 4+, Stargate Explorer | When dealing with am alien society based on ancient Earth culture, you gain a +5 bonus with Xeno-Cultures checks. | Fortunate | none | You begin each session with 1 extra d4 action die. | Glint of Madness | Stone Cold | When you succeed with a threaten combat action, the numerical morale penalties you inflict on your opponents are doubled. | Hard Core | none | When establishing a disposition with an NPC that has a disposition of Unfriendly, hostile, or adversary, you threat range is increased to 18-20 and you gain a +1 bonus with all cha checks against that character. | Intuitive Linguist | Languages 8+, Xeno-Languages 4+, Stargate Explorer | When dealing with an alien tongue based on an ancient Earth Language, You gain a +5 bonus to your Xeno-Languages checks. | The Look | Cha 13+ | You gain a +1 bonus with all cha-based skill checks against the opposite sex. | Mark | Wis 13+ | As a free action, you can target 1 NPC and name 3 skills. The GM must tell you if the NPC possesses those skills and its highest bonus. | Old School | Character Level 6+ | +2 bonus with cha-based skill checks with charcters that have at least one of your base classes. That class level must be 1 level higher than the other character's. | Political Clot | Chara level 9+, Bureaucracy 8+, Political Favors | The bonus with cha-based skill checks gained from political favors is increased from +1 to +3. You may use your ability to shrug off criminal charges and gain access to goverment facilities twice per mission. You may gain access to secret facilities and shrug off capitol crimes also. | Political Favors | Chara level 3+ | You gain +1 to all cha-based skill checks targeting politicians. Once per mission, you may make a call to shrug off criminal charges or gain access to goverment facilities. | Promotion | none | Gain 1 rank. | Silver Tongue | none | +2 bonus with seduction checks and your threat range is increased by 2. | Stargate Explorer | Character level 4+ | When making a Bureaucracy or Sense Motive check targetting a character of another species, you ignore the penalties. | Stnoe Cold | none | +1 with will saves made during combat. Each time one o your attacks reduces your enemy's WP to 0 or less, you gain a +1 bonus with all Initmidate checks made against an NPC who witnessed the attack until the end of combat. The max intimidate bonus you can gain is equal to half your charcter level. | Unconventional | none | You suffer no penalties when disobeying your commander's orders. |
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 14, 2008 14:13:10 GMT -5
Species Feats Feat | Pre-reqs | Benefit | Advanced Technology | Advanced Near-Human, Asgard, Goa'uld, or Tok'ra | You gain 3 resourcepoints during the gearing up phase . These points can only be spent to requisition and tech from the listed species. | Alien Healer | Advanced Near-Human, Asgard, or Tok'ra, First Aid 4+ | You always begin each mission with 1 first aid kit possessing the superior tools quality. You suffer no penalty when making a First Aid check targetting a character of another species. | Clear Mind | Reol | You gain +2 with fort and will saves made to resist the effects of mind-affecting chemicals or tech. You also gain 1 point of damage reduction against poisons that cause temporary damage to int, wis, or cha. | Favor of the Gods | Character level 6+, Primitive Near-Human | Each of your action dice explodes when you roll a nat 1 or highest value. | Goa'uld Hunter | Asgard, Knowledge(Goa'uld) 5+ | +1 to all attack checks made against a target know to be a Goa'uld. | Harmless | Character level 3+, Con 13+, Reol | When making a Cultures, Hide, or Move Silently check to avoid detection by any character under the influence of your chemical deception, you apply your con mod to your skill check results. | Heal The body | Character Level 9+, Asgard, Alien Healer | You may touch a character for 10 rounds to make a first aid check. The check DC is 10+2x the amount of combined damage to Str, Con, and Dex. With success, you heal 1 point of ability damage the target has suffered. | Heal The mind | Character Level 9+, Asgard, Alien Healer | You may touch a character for 10 rounds to make a first aid check. The check DC is 10+2x the amount of combined damage to Int, Wis, and Cha. With success, you heal 1 point of ability damage the target has suffered. | Kelno'reem Mastery | Character Level 6+, Jaffa, Rapid Healing, Symbiote. | While in Kelno'reem, you heal 5x your standard rate. If you enter kelno'reem while poisoned, you may for a number of minutes equal to the poison's save DC to auto succeed with the secondary damage. | Lucid Touch | Chara level 6+, Clear Mind | By spending 1 action die and touching 1 character, you may provide the target with an additional saving throw against any hallucination or ability damage caused by a chemical or a poison that targets his int, wis, or cha. +2 to all listen, sense motive, and spot checks during the following 1d4+1 rounds. If the target is unwilling, he must succeed a melee touch attack to use this ability. | Naquadah sense | Goa'uld or Tok'ra(or symbiote feat), Spot 5+ | When within 50 ft of a Goa'uld, Tok'ra, Jaffa, or another being with blood Naquadah present, the GM immediately makes a Spot check for you. With success, you detect the elemnt's ressence and you know where that character is if in your line of sight. | Phase Sense | Chara level 5+, Goa'uld, Tok'ra, or Symbiote Feat, Spot 5+ | When within 30 feet of a being out of phase, the GM makes a spot check for you . If succeeded, you detect the being. | Phase Targetting | Chara level 6+, Phase Sense, Spot 8+ | When you succeed with the phase sense feat, ou detect the pressence and know roughly where the person is. All concealment bonuses are lost. | Rapid Healing | Chara level 3+, Goa'uld, Tok'ra, Symbiote Feat | While at rest, your character level is considered to be 4 higher for the purpose of determining your natural healing rate. You recover temporary ability damage at 2 times the standard rate. | |
[/td][td]Chara level 6+, Con 13+, reol[/td][td]You may make a touch melee attack against a number of adejacent characters up to your con mod. Each character who is successfully attacked gains full benefits of your chemical deception talent so long as you remain adjacent to him.[/td][/tr][tr][td]Symbiote[/td][td]Character Level 1 and Jaffa only unless GM permission is given[/td][td]If larva is removed, you must make a fort save every hour. If you fail a save, your VPare reduced to 0 and you lose 1 WP. -1 WP for a number of minutes equal to your con score until you symbiote is returned or you die. Once per session you may spend 1 action die to cause a critical hit to affect the symbiote instead. If the symbitoe is injured, it takes goes dormant for a number of hours equal to the amount of damage inflicted. You lose all abilities involving and including this feat during this time. You must kelno'reem for at least 4 hours every 24 hour periods. This requires 1 full action and a successful concentration check. You must declare the amount of time you wish to kelno'reem. If you don't meet the required amount of time, you become ill and your con score drops by 2 per day until you kelno'reem for at least 8 hours.While in kelno'reem, you are flat-footed and blind. Some other abilities are:immunity to disease- you are completely immue to all forms of natural and synthetic disease, except for contagions specifically engiunered to affect characters hostin a symbiote. Long Life- your are considered 1/3 the age you picked. Healing Trance-While in kelno'reem, you heal 2 times faster Shallow Breathing Trance- You mave survive without oxygen for a number of minutes equal to your con times 4 after which you must only make a con check to avoid suffering damage. You may breathe indefinitely when submerged under water to a depth of 50 ft.[/td][/tr][/table]
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 14, 2008 15:12:47 GMT -5
Terrain Feats Feat | Pre-reqs | Benefits | Aquatics Training | Swim 2+, Survival 2+ | You gain a +2 bonus with all survival and awareness checks made while you are in costal terrain or a large body of water. When planning an ambush in costal, lakeshore, or rivershore terrain, you opponent's awareness DC is increased by 2. Concealment bonuses from being submerged are considered 1 level higher. | Artic Training | Balance 2+, Survival 2+ | You gain a +2 bonus with all survival and awareness checks made while you are in artic and tundra terrain. When planning an ambush in artic and tundra terrain, you opponent's awareness DC is increased by 2. You walk 3/4 your speed on foot on Artic and tundra trails. 2 points of DR against ice and cold based damage. | Desert Training | Spot 2+, Survival 2+ | You gain a +2 bonus with all survival and awareness checks made while you are in desert terrain. When planning an ambush in desert terrain, you opponent's awareness DC is increased by 2. You walk 3/4 your speed on foot on desert wilderness. 1 point of DR against hot based damage | Forest Training | Move Silently 2+, Survival 2+ | You gain a +2 bonus with all survival and awareness checks made while you are in forest terrain. When planning an ambush in forest terrain, you opponent's awareness DC is increased by 2. You walk 3/4 your speed on foot on forest trails. You can drive vehicles at 1/4 the speed in forest terrain. | Jungle Training | Hide 2+, Survival 2+ | You gain a +2 bonus with all survival and awareness checks made while you are in jungle terrain. When planning an ambush in jungle terrain, you opponent's awareness DC is increased by 2. You walk 3/4 your speed on foot on jungle trails. You can drive vehicles at 1/4 the speed in jungle terrain. | Mountain Training | Climb 2+, Survival 2+ | You gain a +2 bonus with all survival and awareness checks made while you are in mountain terrain. When planning an ambush in mountain terrain, you opponent's awareness DC is increased by 2. You walk 3/4 your speed on foot on forest trails. You can drive vehicles at 1/2 the speed in mountain terrain. 1 point of DR against falling damage. | Swamp Training | Listen 2+, Survival 2+ | You gain a +2 bonus with all survival and awareness checks made while you are in swampy terrain. When planning an ambush in swampy terrain, you opponent's awareness DC is increased by 2. You walk 3/4 your speed on foot on swampy trails. You can drive vehicles at 1/4 the speed in swampy. You gain a +2 bonus to saves against poison. | Track | none | When tracking in a building or ship, you must make a spot check every 300 ft. Another check everytime the tracks become hard to follow. When tracking, accept a -5 penalty or move at half your speed. When you fail a spot or survival check, you temporarily lose his trail. You may retry tracking him after one hour outdoors or 10 minutes indoors. With a critical success, you gain a +5 bonus to the next survival or spot check. When you score critical failure, you immediately lose the target and may not attempt tracking the target. | Urban Training | Move Silently 2+, Surveillance 2+ | +2 bonus to survival and awarness checks in urban areas. When planning an ambush in desert or plains terrain, your opponents' awarness DCs are increased by 2. |
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