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Old Apr 11th, 2012, 05:31 PM
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New Feats

There are additional feats to be found in the Ship Combat rules document.

Freefall [General, Fighter]
You are trained to fight in conditions of varying or zero gravity. This could be when you fall overboard or
when your ship's gravity plane shifts.
Prerequisite: Dex 10+, Int 10+, Spacefarer.
Benefit: You suffer no penalty to actions in low or zero gravity, and you receive a +4 bonus to keep
your balance when the gravity suddenly shifts. In addition, your character will not provoke an attack of
opportunity when performing an action, unless that action would normally provoke one.
Normal: Without this feat, most actions suffer a -4 penalty in zero gravity, and actions in a low-gravity
environment suffer a -2 penalty. The character does not threaten the area around them and cannot
perform attacks of opportunity, while any action he takes provokes one.

Phlogiston Sense [General]
You have an intuitive grasp of how the Phlogiston moves, allowing you to better navigate this chaotic
medium.
Prerequisite: Profession (navigator) 4+ ranks, Spacefarer, one trip between the spheres.
Benefit:You can use your Profession (wildspace navigator) skill to shorten trips through the phlogiston
in addition to wildspace. This feat will not create a path where there wasn't one before.
Normal: There is no way to shorten the travel time between spheres. A ship with Phlogiston charts that
enters the flow can reach the desired sphere, as long as a path exists. A ship without Phlogiston charts
will reach a random nearby sphere within 10-100 days.

Slow Respiration [General]
You can enter a trance to conserve air in wildspace.
Prerequisite: Wildspace Survival 2+ ranks.
Benefit: By concentrating for 10 minutes, you can enter a trance during which you consume one-tenth
the air you normally would. During the air-preserving trance, you can take no actions. You are still aware
of everything going on around you, and can regain full consciousness in 1d6 rounds if the need arises.
This trance can be maintained until the air runs out or the character starves.
Normal: The character uses the normal amount of air, food and water during this time.

Space Mariner [General]
You have traveled far and seen much of the spaceways.
Prerequisite: Spacefarer.
Benefit: You gain a +2 bonus to Wildspace Survival checks and Profession (spacehand) checks.

Spacefarer [General]
You either hail from or have lived in a spelljamming aware society for a significant period of time.
Benefit: You have a basic understanding of spelljamming and wildspace. You can also learn to use
spelljamming related skills and feats with the appropriate training.
Normal: Without this feat, characters don't have a grasp of the universe beyond their world—or maybe
even beyond their village. They suffer a -4 circumstance penalty on all knowledge-based skills relating to
spelljamming. Such characters cannot choose feats or learn skills that have Spacefarer as a prerequisite.
Special: This feat is typically not chosen when a character is eligible to select a new feat. Most characters
that hail from a spelljamming aware society, such as the Rock of Bral, gain this feat for free when they are
created. Characters from unaware societies may take it for free once they have spent one full level gaining
familiarity with Wildspace and the Phlogiston. A character could meet this requirement by adventuring
at an asteroid port, learning from a spelljamming relative, or traveling with others who know their way
around the void. Characters are never required to take this feat. Characters only gain the feat if they are
actively attempting to learn and acclimate themselves to spacefaring life.

Ship Focus [General]
You are experienced with the intricacies of a particular make of spelljammer.
Prerequisite: Spacefarer.
Benefit: Having this feat for the specific type of ship you are on gives you +1 to all ship-related skills. This
feat is useless except on the specific ship type that it is taken for, for exabe taken several times selecting a different ship (type) each time.
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