Feats

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Arcane Feats

Feat Prerequisites Description
Arcane Discipline: Biomancy Mage I **** PENDING ****
Arcane Discipline: Blood Arkana Blood Arkana Gain the ability to cast special blood-Arkana based spells.
Arcane Discipline: Demonic Eldritch Knowledge, Mage, Special (See Description) Gain the ability to cast spells from the forbidden discipline of demonic Arkana.
Arcane Discipline: Elemental Mage I Gain the ability to cast spells from the Evocation discipline of Arkana and 3 Spell points
Elemental Power Arcane Discipline: Elemental, Mage II Add your Willpower to damage for Arcane spells that deal Elemental damage (Fire, Frost, Shock). If a spell would deal multiple types of energy damage, choose one and apply the bonus damage to that damage type only.
Arcane Discipline: Necromancy Mage I Gain the ability to cast spells from the Necromancy discipline of Arkana and 3 Spell points
Arcane Discipline: Transmutation Mage I Gain the ability to cast spells from the Transmutation discipline of Arkana and 3 Spell points
Arcane Focus Fabrication Mage I, Craft (Arkana) 1 Create an item attuned to a specific spell that you have created to make the spell easier to cast. Crafting the Spell Focus item is an extended Craft (Arkana) test that has an incremental DC equal to the DC of the spell, a Overall DC equal to the spell's casting DC x4, and requires materials that the item is to be created from equal to the Spellpoint (SP) cost of the spell x5. If a spell is modified after a spell focus item has been created for it, the item will need to be re-attuned. Reattuning a Spell Focus Item has an incremental DC equal to the spell's new casting DC, an overall DC equal to casting DC x1.5 (round up), and requires expending materials equal to the difference between the old SP cost of the spell and the new SP cost of the spell x4. E.G., if a spell had a casting DC of 6 and cost 10 SP to create, then was updated to have a DC of 7 and a new SP cost of 12 (total), then the mage would need to reattune their spell focus item for that spell with an extended Craft (Arkana) test with an Incremental DC of 7, an Overall DC of 11, and cost 10n in expended materials.

Spell focus items are attunded specifically to their creator and their spell and are unusable by other casters. Spell Focus Items typically take the form or rings, amulets, bracelets, or other forms of jewelry or worn items.

Discipline Focus Mage I Choose one Arcane Discipline that you already know. Reduce the DC for any spells cast from that Discipline by 1
Hellfire Touch Eldritch Knowledge Attack with touch empowered by raw Arcane energy. Touch deals 4 energy damage with Pen of 2.
Hellfire Blast Hellfire Touch Turn your Hellfire Touch into blasts of raw Arcane energy that have a range of WP x3.
Minor Arkana - Gain the ability to cast a few, minor spells from the Universal Discipline; gain 6 spell points
Spell Overcharge Mage I, Sorcerer Take 2 actions to Overcharge the next spell you cast. This increases the difficulty of casting the spell +2, but grants +3 bonus successes if the spell is successfully cast.
Wand Creation Mage I, Craft (Arkana) 1 Create wands attuned to specific domain with the Arkana skills which grant rerolls on tests to cast spells while the wand is weilded. Crafting requires an extended Craft (Arkana) test with an Incremental DC of [(3 x the nubmer of rerolls the wand grants)+1] with each increment being 8 hours, an Overall DC of [9x the number of rerolls granted], and requires expending materials which cost [(((number of rerolls granted)x2)x75)-75]. E.G., a wand that grants 1 reroll would have a Craft (Arkana) Incremental test DC of 4, an overall DC of 9 to create, and require expending 75n in materials to create. A wand that grants 2 rerolls would have an Incremental DC of 7 to create, an Overall DC of 18, and would require 225n worth of expended materials to create.

A wand is specific to it's creator unless specifically made otherwise. Making a wand that may be used by anyone increases the Incremental DC to create by 2, the Overall DC by 5, and mulitplies the cost of materials expended by 1.5 rounding down. E.G., a general use wand that grants 1 reroll would have a DC of 6 to create, an Overall DC of 14, and require 112n in materials to create. These wands typically sell for twice to three times their cost in materials and can be exceedingly rare for the most powerful wands.

Martial Feats

Feat Prerequisites Description
Calvary Charge Ride 2 When charging while mounted, gain an additional +1 bonus to the associated Melee Skill test.
Counter Melee 2 Make a free Combat Maneuver if you beat an opponent's attack roll with a Dodge or Parry by 3 or more.
Swift Counter Melee 3, Counter, Counter Roll Make a Counter Roll and either a Counter or Counter-Attack when you beat an opponent's melee attack roll with a Dodge by 5 or more successes
? Melee 3, Weapon Group Focus: Any Reach Weapon Any opponent within your reach is considered to be fighting you for the purposes of outnumbering an opponent. Must be using reach weapon.
Focus Kill Recovery Martial Focus For every kill the character makes he recovers 3 Martial Focus.
Martial Artist I Melee 2 Improve unarmed strike damage to 4+STR, pen 0 and gains the Deadly quality. Additionally, you always count as being armed with an unarmed strike in addition to any other weapons you are currently wielding. If wielding no weapons, you count as being armed with two unarmed attacks.
Martial Artist II Martial Artist I, Melee 4 Improve unarmed strike damage by 2. Additionally, gain +2 rerolls on all Dodge rolls when unemcumbered (no bulk).
Martial Artist III Martial Artist II, Melee 5 Improve unarmed strike damage by 1. Additionally, gain +1 successes on all Dodge rolls when unarmored and enemies no longer gain an attack bonus when you are outnumbered in melee.
Martial Artist IV Martial Artist III, Agility 7, Melee 7 Improve unarmed strike damage by 1 and gain +2 armor against damage in Melee. Additionally, gain +1 additional success on all Dodge rolls while unarmored.
Precision strike Martial Artist I, Melee 4 Your unarmed strikes base their damage
Martial Focus I Melee 2 or Gunnery 2 Gives character access to Martial Talents and a number of Martial Focus Points equal to their rank in the Martial Focus talent x2 + Will Power. You may expend 1 Martial Focus and one action or reaction to gain +1 re-roll on your next defensive roll. This use of Martial Focus must be declared before the defensive roll takes place.
Martial Focus II Martial Focus, Melee Skill 3 or Gunnery 3 Adds additional Focus Points to your Focus Points Pool and allows you to use more complex Martial Focus talents. Expending a Martial Focus point on a defensive reroll now grants +2 rerolls to your next defensive roll.
Martial Focus III Martial Focus II, Melee Skill 4 or Gunnery 4 Adds additional Focus Points to your Focus Points Pool and allows you to use more complex Martial Focus talents. Expending a Martial Focus point on a defensive reroll now grants +3 rerolls to your next defensive roll.
Martial Focus IV Martial Focus III, Melee Skill 6 or Gunnery 6 Adds additional Focus Points to your Focus Points Pool and allows you to use more complex Martial Focus talents.
Bloodletting I Martial Focus I, Melee 3 If your next attack hits and deals damage, the target takes 1 damage for the next 1d5 rounds. A bloodletting attack must be declared before rolling and the attack takes +1, and costs 1 Martial Focus to perform.
Bloodletting II Melee 6, Bloodletting I As Bloodletting I except target takes 2 damage for 1d5+1 rounds.
Rend Martial Focus II, Weapon Group Focus (Any Rending Weapon) After dealing a persistent wound to an enemy with a rending weapon, spend 1 Martial Focus to forcibly rip your weapon from the wound, dealing an additional 1d5 damage. Rending requires no additional actions, but must be done immediately after having dealt the wound.
Multi-Weapon Fighting (Melee) Agility 3, Melee Skill 3 Gain the ability to perform a Multi-strike with melee weapons. Attacks with each weapon are rolled individually and deal damage separately. The defender only rolls once to defend against the attacks with the result applying to all attacks from the Multi-Strike
Multi-Weapon Block Multi-Weapon Fighting (Melee), Block 2 Gain +2 rerolls to Block or parry attempts when welding 2 or more Melee weapons. You may now stack the benefits of wielding up to 2 balanced weapons at once.
Multi-Weapon Rend Multi-Weapon Fighting (Melee), Melee Skill 4, Rend You may Rend once with each weapon that you wield in a round provided that each weapon deals a Persistent wound on it's own.
Multi-Weapon Fighting (Ranged) Agility 3, Gunnery 3, Proficiency with 1-handed non-pistol ranged weapon Gain the ability to perform a Multi-strike with non-gun ranged weapons.
Multi-Weapon Fighting (Pistol) Agility 3, Gunnery 3, Proficiency with Pistol Gain the ability to perform a Multi-strike with Pistol weapons.
Practiced Aim Martial Focus I Expend 1 Martial Focus to gain an additional +1 bonus to your Gunnery test when taking two aim actions. You must take two aim actions before your next attack for this talent to have an effect. Failing to take the required aim actions results in a loss of the focus point and the bonus from this talent.
Rapid Attack Gunnery 4 or Melee Skill 4 For a -1 penalty, your first attack in a round costs one less action than normal to perform.
Rapid Attack II Rapid Strike I, [Gunnery 4 or Melee Skill 6] Make up to two additional attack actions per round.
Rapid Attack III Rapid Strike II, [Gunnery 8 or Melee Skill 8] Make up to three additional attack actions per round.
Ride by Attack Ride 2 Charge past an enemy and attack while on the move. You may end your charge move beyond an enemy and still gain all the normal benefits of charging. Your target may only take a reactive attack against you if they success on a Dodge or Block roll.
Steady Shot Gunnery 2, [Ride 2 or Operate (Motorcycle) 2] Reduce penalties for firing from a moving mount by 2.
Sweeping Attack I Melee Skill 2 With a single melee attack, strike up to two adjacent opponents for a -2 penalty on the attack. Each opponent resolves dodge or block rolls independently. This attack takes 3 actions.
Sweeping Attack II Melee skill 4 As above, but up to 3 opponents for a -3. All opponents must be adjacent to one another.
Take the Hit - When standing adjacent to an ally, you may spend 1 Reaction to shield them from the an attack & take the damage yourself. You may not Dodge this attack, but you may attempt to Block it. You may "Take the Hit" after the ally you are shielding has already failed their own Dodge or Block attempt.
Twin Throw Gunnery 3, Proficiency with throwing stars or knives Whenever you would otherwise throw 1 throwing star or knife, you may instead throw 2 as a single attack at a -1 penalty. Both throwing stars or knives are treated as one for this purpose and will hit, miss, and/or deal damage as if they were one, though damage for each throwing star or knife is rolled separately. You may not apply your strength to damage when using Twin Throw.
Triple Throw Twin Throw, Gunnery 4, Weapon Group Focus (Thrown) Whenever you would otherwise throw 1 throwing star or knife, you may instead throw 3 as a single attack at a -2 penalty. All three throwing stars or knives are treated as one for this purpose and will hit, miss, and/or deal damage as if they were one, though damage for each throwing star or knife is rolled separately. You may not apply your strength to damage when using Triple Throw
Uncanny Dodge I Martial Focus I Expend your Ki or Martial Focus to gain +1 re-roll on Defense rolls for the next 3 rounds. Cost 1 Martial Focus or 1 Ki. This ability does not stack with itself.

General Feats

Feat Prerequisites Description
Ambidexterity Agility 2 Reduce penalties for weilding weapons in your offhand by 2. Also reduces the penalty for secondary attacks as part of a multi-strike by 2.
Heirloom Weapon Level 1 Only You may begin play with a Quality 1 weapon with a base value of 60n or less
Mighty Grip I Str 3 Wield two-handed heavy weapons in 1 hand. Take -2 penalty to attacks with weapons wielded in this way. This penalty stacks with all other penalties.
Mighty Grip II Str 4 Reduce penalties for wielding heavy two-handed weapons in one hand by 1. Attacks with heavy two-handed weapons wielded in 1 hand are now at -1 penalty. This penalty stacks with all other penalties.
Lightning Reflexes I Agility 3 Gain 1 additional free reaction per round
Lightning Reflexes II Lightning Reflexes I, Level 16 Gain 2 additional free reactions per round
Minor Invention -
Shoot Through ??? Shoot an arrow through one enemy into one directly behind, dealing damage to both. [Needs mechanics]
Stipend Prominent Family or Other Source of Income Once per week you may solicit your family or other benefactor for funds. Gain a number of notes per week equal to the result of a Presence test x 10.
Starting Funds Level 1 Only Gain an additional 200n to spend at character creation.
Talent Substitution - Take two Talents. May be taken any number of times.

Faith Feats

Feat Prerequisites Description
Faith in the Arcane Faith I, Mage I or Faith I, Minor Arkana Call upon your god to enhance your spells. Spend 1 Faith Point to gain a +1 bonus to the next spell you cast. Takes 1 action.
Healing Touch I Faith I Heal ally a number of wounds equal to your result on a Divinity test with touch for 1 faith point. Takes 2 actions.
Healing Touch II Healing Touch I, Divinity 3 Add your Charisma to the number of wounds you can heal with a Healing touch.
Last Breath Faith I, must be a worshiper of a death god. End the life of someone on the verge of dying quietly and without pain. Range touch. Target must be in negative wounds or willing to die. Cost 1 Faith point, takes 3 actions, counts as an attack action.
Smite I Faith I, Melee Skill 2 or Gunnery 2 Spend faith points to deal additional damage equal to Charisma on next attack. 1 action
Smite II Faith III Spend additional faith points to increase damage on the next attack by an additional 2 wounds. 1 action
Strength of the Flock Faith III, Strength of the Believer Spend faith points to give a group of people a temporary bonus to an ability.

Mutation Feats

Feat Prerequisites Description
Claws Mutation Mutant or Shan'Kai Gain small retractable claws on up to two hands that deal 4+Str rending damage Pen 2, Rending. Side effect: Hands appear wicked and vicsious and the claws are obvious.
Mutable Form Mutant, Disguise 3 Change shape and appearance to aid in disguise attempts granting you +2 rerolls on all Stealth checks to disguise yourself. [Needs More]
Night Vision Shadow Vision See clearly in the dark as if it was daylight but without color.
Prehensile Tail (Mutant, 2 other mutations, Level 6) or Shan'Kai Grow a flexible, prehensile tail capable of grabbing or holding objects; treat as halving half your normal strength.
Sonar Hearing Heightened Senses: Hearing III Short range sonar allows you to sense surroundings without sight

Psy Feats

Feat Prerequisites Description
Pyrokinesis Psychic Manifest psychic power into a touch-based energy weapon that deals energy damage equal to WP+3 with an AP of 2. Manifesting this power is a free action with a Psy roll DC of 3. You must still touch your opponent in some way to deal damage to them; typically through the Melee skill.
Pyrokinetic Blast Pyrokinetic Bolt I Reduce damage of Pyrokinetic Bolt to add Splash to the attack. For every 2 points of damage you reduce damage by, increase Splash radius by 1. Using Pyrokinetic Blast takes 1 additional action to perform.
Telekinesis Psychic, Psy 1 Lift and move objects with mind up to 10x Willpower in lbs within your line of sight.
Telekinesis II Telekinesis, Psy 3 Lift and move objects with mind up to 20x Willpower in lbs within your line of sight.
Telekinesis III Telekinesis II, Psy 5 Lift and move objects with mind up to 30x Willpower in lbs within your line of sight.
Multikinesis Telekinesis, Psy 4 Use telekinesis to lift and move multiple objects; number of objects up to WP; total weight of all objects cannot exceed maximum weight able to lift with telekinesis
Telepathy Psychic Read surface thoughts of nearby people with opposed Psy vs Resolve test.
Telepathic Suggestion Telepathy Implant suggestions into people's minds.
Telepathic Domination Telepathic Suggestion, Telepathy III, Level 12 Actively take over someone's mind forcing them to obey your will.

Social Feats

Feat Prerequisites Description
Barbed Tounge Presence 3 or Intimidate 3 When winning an opposed social combat roll, you deal 1 additional Ego damage.
Dangerous Influence Presence 2 Where an Intimidate roll is called for during a social combat, you may use Presence instead. You must be able to communicate a clear method of exerting dangerous influence over the individual you are attempting to influence, though it need not be readily apparent. If you are not actually able to exert the influence that you claim, then the Presence test takes a -2 penalty.
Gun Diplomacy Small arms 5 and Presence 3 or Intimidate 3 Using a superior display of marksmanship, you may fire at your opponent, missing them just barely; enough to let them know that you *could* have hit them. You may fire your weapon as a normal attack action that does no damage but grants +1 per 3 successes to your next Presence or Intimidte roll in the same round.
High Society Lore Focus (Nobility), Presence 2 You are well familiar with the customs and courtesies of operating in high society. Gain a +1 bonus on any opposed social tests when in a high society setting, such as a noble's banquet, fancy ball, or elite social club meeting.
Prominent Family Level 1 Only Due to your family's reach, some NPCs may start off viewing you either more favorably or less favorably as determined by the GM (perhaps even so far as throwing themselves at your feet or attacking you on sight!). You may re-roll up one additional dT in Social Combat with NPCs that have a favorable impression of your family. If the GM has made no determination as to the NPCs stance toward your family, he may opt to roll randomly to determine if it is reasonable to do so. This talent may have little to no effect outside of your families local city or area of influence. The specifics of your families reach and influence is up to the GM to work out with the Player.
Silver Tongue Presence 1 You are exceptionally adept at catching your potential slip-ups while engaging in social situations. Spend a Hero Point to be able to re-do or take back your last character interaction, going back to the beginning of the scene even after some immediate consequences of that dialog have already played out. This is not a reversal of time; the events simply never happened.
Sly Presence 2 You are well versed in deception and have a cunning nature. When attempting to deceive, lie, bluff, or hide your true intentions from an opposing party, gain +2 re-rolls to the relevant skill test. Additionally, successes on these rolls gain +1 degree of success when successful.
Stubborn Willpower 3 Reduce all Ego damage from losing an opposed Social Combat test by 1 to a minimum of 1.
Underworld Contacts Charisma 3 You have developed an extensive list of underground contacts. You can use these contacts to gain information or assistance in any major settlement that you happen to find yourself in. While this does not always mean that the information or assistance is reliable, it does mean that you always have someone to turn to in any population center. You may spend a Hero Point to stir up a contact through your connections which will be available in 2d5 hours. Additionally you gain +3 rerolls on any Conacts test dealing with the underworld or criminal organizations.

Stealth Feats

Feat Prerequisites Description
Lost in the Crowd Stealth 3 When moving into a crowd of people to evade pursuers, you may take a free Stealth check to appear as though you are a member of the crowd. If being pursued, you must have broken line of sight with your pursuer and moved into the crowd of people for this talent to have any effect. Your pursuer will then be obligated to take an Awareness test opposed by your Stealth roll to be able to pick you out of the crowd and continue pursuit.
Shadow Jump Stealth 2, Martial Focus I or Shadowling Expend 2 Martial Focus and one action to jaunt from one shadowy area to another. Shadowling characters may instead expend one Stamina point. The two areas must be in line of sight and effect to one another and a distance within the character's movement speed. The character is entitled to a free stealth check when arriving at their destination.
Stealth Attack I Stealth 2 Increase armor penetration by 4 against unaware target. Stealth Attacks may only be performed with Light or Ninja weapons. Stealth Attacks take 3 actions.
Stealth Attack II Stealth Attack I, Stealth 4, Melee 3 Increase damage against unaware target by 3. Stacks with Stealth Attack I. Stealth Attacks take 3 actions.