Post by Deleted on Nov 7, 2017 15:56:31 GMT -5
Feats
DEFENSIVE DISARM [DISARM, COMBAT]
Prerequisites: Improved Disarm
Benefits: When attempting to disarm as normal, double the benefits of your Disarm feats. You may now defensively disarm a target by using your defense check as an opportunity to instead make an attack roll to disarm the target of a held weapon, or object, without them realizing it until the attack is over! If the target is disarmed of the weapon they were attacking with, and still have attacks left, they may not use those remaining attacks.
Special: Defensively Disarming is not considered disarming as normal, and thus doesn't benefit from the doubling.
MOBSTER [FANSERVICE, SOUL]
Prerequisites: Exclusive Marine
Benefits: This feat means you're a made man in a mob organization. This gives you the rank of at least soldier, and the resources of the mob at your disposal according to rank, meaning that you move the wealth loss for high DC on purchase checks are shifted down, meaning that your wealth bonus does not decrease for buying something 15 or less greater than your base wealth bonus. For the purposes of prerequisites, this feat is treated the same as Pirate. When dealing with non-Mobsters you recieve a -4 penalty to social checks with non-mobsters, double this when dealing with pirates and marines.
SPECIAL RELEASE: PLASMA TYPE [COMBINATION, SOUL]
Prerequisites: A release with the Fire and Lightning Types
Benefits: When you use a release ability that deals Fire or Lightning damage, you may choose to have the ability deal either, both, or neither types of damge. If the ability deals neither it instead deals a new energy type referred to as Plasma type, that functions the same as any other energy type. When one of your Lightnign or Fire type release abilities successfully damages a target, they must succeed a Fortitude save or have the damage immediately be treated as a critical hit.
Special: This feat may be taken multiple times. If it is, the incurred save's DC is increased by +2.
(A mildly unbalanced Combination feat that I like the idea of, and felt like sharing, even though I refuse to balance it, and therefore cannot be put into a supp. ;P)
THE SUN'S FURY [COMBINATION, SOUL]
Prerequisites: A release with the Fire, Space, and Gravity Types
Benefits: Your release abilities of the Space type now always deal fire damage to affected targets, dealing the damage of your Flame and Fire Blade abilities. Your release abilities of the Fire type now always deal bonus damage to affected targets, as if Centrifugal Force was applied to them. Your damaging Gravity Type abilities now deal bonus fire and untyped damge as if they had the Flame and Fire Blade abilities activated, as well as Centrifugal Force. If a target is rendered immobile by a Space or Gravity Type ability, or a held object is made unmovable by its weilder by one of these abilities, the target is immediately treated as having been damaged by that ability, and takes damage as if it was a normally damaging Gravity Type ability, there is no save.
SAIYAN PARAGON [KI, PARAGON]
Prerequisites: Saiyan, Constitution 18+, Exclusive Oldblood.
Benefits: Add +20 to spellscore for ki calculation. You are considered 2 levels higher for saiyan feats. As well, your saiyan racial feat and saiyan feats are considered ki feats. Saiyans with this feat gain Trained-Off Tail Weakness as a bonus feat.
CHANGELING PARAGON [KI, PARAGON]
Prerequisites: Changeling, Exclusive Oldblood, Charisma 18+
Benefits: A Changeling Paragon is considered 2 levels higher for all Changeling-related feats, and for purposes of BW calculation on their unarmed strikes. The Changeling also gains Extra ki twice, and increased reiatsu capacity, as bonus feats.
KI-USING HUMAN PARAGON [KI, PARAGON]
Prerequisites: Wisdom 18+, Exclusive Oldblood
Benefits: You gain +20 to your spellscore for ki calculation. You are treated as 2 levels higher for all ki-using human feats, additionally, you gain extra ki and psychic ability as bonus feats regardless of prerequisites.
SHIN-JIN PARAGON [KI, PARAGON]
Prerequisites: Shin-Jin, Wisdom 18+, Exclusive Oldblood
Benefits: You gain +20 to your spellscore for ki calculation. You are treated as 2 levels higher for all shin-jin feats, additionally the kaio-shin Prestige Path no longer has the epic tag, and does away with the skill-related prerequisites.
NAMEKIAN PARAGON [KI, PARAGON]
Prerequisites: Namekian, Wisdom or Constitution 18+, Exclusive Oldblood Benefits: You gain +20 to your spellscore for ki calculation. You are treated as 2 levels higher for all namekian feats, additionally, you gain Namek Limb Regrowth and qualify for Multifusion, both regardless of the prerequisites.
Traits
Naiive
Description: You're an innocent heart, and are prone to believing what you're told. According to the severity of this trait, you have a certain percentage chance to automatically believe any lie, half-truth, or bluff check, that is sent your way.
Boon: (25% (+6 Super Points), 50% (+11 Super Points), 75% (+16 Super Points), 90% (+21 Super Points), +1/Level thereafter)
PrPs
RESCUE SPECIALIST
Not all heroes are hardened warriors who only involve themselves with taking down the biggest bad they can find, quite a few are more concerned with the safety and well-being of citizens. These rescue specialists are the true heroes, saving more people in a single day than some combat-only heroes save in their entire careers.
Prerequisites:
Feats: Superior Heroics x2, Blooded
Skills: Fast Movement (Flash Speed or w/e) 7+ Ranks, Defense 7+ Ranks
Super Powers: Any super power, or combination of powers, which grants you a new mode of speed, or improves a mode of speed you possess, 5+ Levels, Hyper Stat (Dex, Con, or Int) 2+ Levels
1 - IN THE NICK OF TIME [PRESTIGE]
When a target would take damage, you may intercept the attack, instead substituting a defensive roll of your own, or making an appropriate save if it incurs a reflex or fortitude save. You cannot intercept an attack which would land or travel outside of your speed, though you may prematurely-intercept an attack that would burst or explode at a range, if its path travels through your range. If you intercept an Area of Effect attack, and cannot leave that area, you instead take the damage in lieu of the original target. Using this ability requires an immediate action.
2 - Bonus Feat
3 - FASTER THAN A SPEEDING BULLET [PRESTIGE]
Double the range of your speed when intercepting an attack.
4 - Bonus Feat
5 - CARRYING FIFTY PEOPLE FROM A FIERY WRECKAGE [PRESTIGE]
You may now use your swift actions for the purposes of movement, moving at full movespeed as well. This adds your speed again during a full-round move action. As well, you're able to carry others so easily, and efficiently, that it's almost as if their weight is that of a few extra pounds to you. Your lifting capacity now has constitution added to it as well.
Super Powers
MAGNETISM [MIND]
Cost: 3/level
Level Range: 1-20
Relevant Statistic: Intelligence or Wisdom (User's Choice)
Power Description: A relative and combination of the telekinesis and create object powers, this power gives you a degree of control over the electromagnetic forces, primarily magnetic fields, enabling you to control and manipulate iron and ferrous metals as if you had telekinesis and create object of this power's level, though you may not create more iron and ferrous metal this way.
Special: This power may be taken beyond level 20, with GM's permission. This power can have Telekinesis Advantages and Flaws applied to it.
Flaws:
- Weaker: When calculating with your relevant statistic for the purposes of telekinesis and create object in this power, or other needs besides saves, your relevant statistic is considered the statistic's modifier, rather than the actual statistic. (-1 Super Point/Level)
- Few Fields: You may now only manipulate objects made of iron specifically, not ferrous metals or other materials that contain trace amounts of iron. This may not be taken with Many Fields. (-2/3 Super Points/Level)(Under Consideration)
- Physical Link: If you attempt to use your Magnetism power beyond your strength score for the purposes of lifting and moving objects, you cannot exceed your physical strength score without first succeeding a concentration check (DC 15+the statistic number necessary to lift that object) to lift that object. (-1 Super Point/Level)
Advantages:
- Many Fields: The fields which you can interact with increases, now allowing a character with this power the ability to manipulate the magnetic fields of objects and substances with even trace amounts of iron, including things such as magma, blood, iron-rich foods, etc. (+5 Super Points/Level)
- Non-Ferrous: Your ability to manipulate magnetic fields extends somewhat beyond the general limitations of magnetism. Now, you're able to manipulate non-ferrous metals despite them not being magnetic, under the typical definition of such. (+8 Super Points/Level)
- Molecular Mastery: You are able to manipulate materials so finely that you can enhance the durability and structure of an object that you can repair it, by this power level in d6 hit points, or increase the hardness in this power's level. (+2 Super Points/Level)
- Spectrum Control: The ability to manipulate electromagnetism extends beyond mere metal, including the spectrum of light. You may now manipulate light as if you had Elemental Mastery (Light) at this power's level (This advantage enables you to purchase the extra super points option of Elemental Mastery as normal). (+1 Super Point/Level)
- Final Field Control: Your tapping into electromagnetism has reached such a great degree of power that you may directly tap into naturally electric fields themselves. This advantage is treated as Elemental Mastery (Electric) at this power's level (Enabling you to take the extra super points option of Elemental Mastery as normal).
(+1 Super Points/Level)
ENERGY WEAPON [MIND/BODY]
Cost: 5 Super Points
Level Range: 1 Level
Relevant Statistic: Intelligence/Constitution
Power Description: You gain the ability to create a singular melee weapon made of a selected energy as a move action. You choose one type of melee weapon when you take this power, it cannot be changed later. This weapon deals 1d6 [BW] + 1 [BW] per 5 ranks after 1 in Weapon Attack. If this weapon is sundered, or you are disarmed, you may re-manifest it as a swift action next round. The Damage Dice of this weapon is affected by its wielder's size.
Flaws:
- Light Weapon: Your weapon deals 1d4[BW] damage intead of 1d6. (-1 Super Points)
- Linked Weapon: (Special Prerequisite: Slashing, Piercing, or Bludgeoning Energy Type) The energy weapon you manifest is now linked to your physiology, when sundered you now suffer the same damage the weapon did to your health.
Advantages:
- Fast Weapon: You may create your weapon as a Swift Action (+7 Super Points)
- Enhancement Bonus: You may add a +1 enhancement bonus to your energy weapon. You may grant weapon enhancement to your weapon as well as long as you have at least a +1 enhancement bonus left after granting abilities. (+2 Super Points/Reselectable/Stackable, cannot take more times than 5 + your character level)
- Any Weapon Will Do: You may create any melee weapon as an energy weapon instead of selecting only one type. (+1 Super Points)
- Ranged Weapon: Select one type of ranged weapon, your Energy Weapon now manifests as this instead. If you have selected Any Weapon Will Do, it reads “Any Ranged Weapon that deals fewer than 3 damage dice” instead. Now, your Damage Dice improves with Ranged Shot, rather than Weapon Attack. (+2 Super Points)
- Fisticuffs Weapon: Your Energy Weapon now manifests as an extension of your Unarmed Strike, dealing the same damage. Now, your Damage Dice improves with Unarmed Strike, rather than Weapon Attack. (+1 Super Points)
- Additional Energy: Select one type of energy you did not previously with this power at selection, you now deal that energy type, and the original selection, for all positive purposes. (+5 Super Points/Reselectable/Stackable)
- Twin Weapon: You may now summon a secondary weapon with the same action, it functions the same as your main hand's energy weapon for purposes of advantages taken, but is still treated the same as any other, light, off-hand weapon. Special: This makes Energy Weapon a "Per level" power, with each level granting an additional weapon. (+5 Super Points/Level)
- Hybrid Weapon: Weapons created by this super power may be sheathed over a weapon of the same kind, say an energy katanna being generated over another katnna, stacking their benefits and penalties. (+8 Super Points)
- Super Hybrid Weapon: (Special prerequisite: Hybrid Weapon) Energy weapons may now be shathed over weapons of a different kind. The new weapon is now treated as both for all positive purposes, even skill-use. (+3 Super Points)
- Weapon Fusion: This allows a character to apply Ranged Weapon, or Fisticuffs Weapon, without losing the benefits of the energy weapon being a melee weapon. If the character has both Ranged Weapon and Fisticuffs Weapon the weapon can be treated as both of these simultaneously, without any melee weapon benefits. (+2 Super Points)
- Powerful Weapon: The damage dice that your weapon deals increases by 1 size. (+3 Super Points/Reselectable/Stackable/Exclusive of Fisticuffs Weapon)
Other
(Dionon's final wording on a thing I was working on, keep in mind this is meant to replace automatically just getting maneuvers, even by leveling. With an added penalty because I'm a dick.)
To learn maneuvers from a discipline, you must first complete 24 hours of training per style you already know to learn the fundementals of the added style. Once you have completed training in this training you may begin to learn maneuvers for this discipline. Completing this training requires an Martial Lore check where the number of Styles you already know counts as the Statistic Modifier, and the highest level maneuver you know x2 counts as the Level for the DC.
Learning any maneuver takes 24 hours per Maneuver Level, while learning multiple maneuvers at the same time requires you to add their time together, learning all of the maneuvers at the same time once the training is complete. Each maneuver you attempt to learn takes a Martial Lore check using the same DC as Learning the Style,.
Training is broken into sessions that cannot exceed 8 hours, and cannot be briefer than 2 hours, per day.
Optional: Fighting the day of training
On a day that you've trained, you take a penalty equal to the number of hours you've trained that day + the highest level maneuver you were training to learn, to all physical checks you make. If you're learning more maneuvers than your constitution modifier at a time, you multiply the penalty x1+number of maneuvers beyond your con modifier.
Achievement-Based Levels
Here's kind of a formal format for something that GMs have often liked to use, but players have grown frustrated over inconsistency. This is an attempt to break down how THIS GM achieves these kinds of things.
When you reach a level (or start) a number of accomplishments is set privately by the GM to determine how long it should take to reach the next character level. Some accomplishments do not garner a level up, but a consistent agreement is that a full arc should always be an achievement to finish out a level up. An accomplishment cannot bleed over into the next level, when you level up, the accomplishments of the encounter stop applying to your growth.
Generally, once you’ve started on accomplishments, you should be doubling the number of accomplishments needed to level up each time, bearing in mind that certain accomplishments can be multiplied based on special circumstances.
Some GMs may put a cap on how many levels a character can gain from one encounter, or even in a single arc, depending on the pace of their game.
Accomplishments Calculated Accomplishment
Defeating a challenging opponent 1
+Per summoned opponent during +0.2
+Per Boss Character 2
-Per Beat Opponent Before -0.5
+Returning Opponent with big boost +.5 from normal
Defeating a mundane opponent 0.5
Defeating an average mob 0.2
-Mob is able to be mooked at all -0.1
Defeating a challenging mob 0.5
Dramatic Loss 2
Take a suitably dramatic loss at GM-request 5
GM Forced to Plotkai Victory Fast-Tracked to next level
Completing a Full-Arc Fast-Tracked to next level
*NOTE: Anything that can be construed as weak is not an accomplishment
*NOTE 2: This is not meant to be entirely inclusive of the entire thing
Example Accomplishment Level-Up Chart
1st level: Start
2nd level: 1 Accomplishment
3rd level: 2 Accomplishments
4th level: 4 Accomplishments
5th level: 8 Accomplishments
6th level: 16 Accomplishments
7th level: 32 Accomplishments
8th level: 64 Accomplishments
9th level: 128 Accomplishments
10th level: 256 Accomplishments
Obviously it begins to require a seemingly-absurd in terms of accomplishments, but GMs are encouraged to manipulate the number of accomplishments that opponents are worth, and to define mobs per accomplishment. As well, you should get at least one level up per full arc (non-filler).
Anime Training Variant
So, in the ever-increasing unpopularity of XP in this system, it has been found that unless you're attempting to meet a prerequisite, there's no point in training. So, here's another way to use your time.
When training intensively for an extended period of time, in this case we'll say anywhere between 4-8 hours, though greater bonuses will begin to demand greater time requirements, you begin to grow and develop beyond your level and feature's normal abilities! Of course, this is not only lengthy training, but hardcore, this your character, on any given day that they've completed their training, will recieve a penalty to all physical checks equal to the number of hours they've trained, times the number of weeks they've trained for without that many days resting.
The bonus to checks from your training is known as your "Training Bonus" and the penalty on a day during which you've already trained is your "Training Penalty". In order to gain a training bonus, you must first designate which skill you intend to train. This can be any combat skill, but once you've selected it, you will have to start your training over again in order to select a different skill. In this way, by changing skills between training regimens, you can have multiple training bonuses, but one will almost always be suffering while the other grows. A character with a positive Constitution Modifier, may choose to train multiple combat skills at the same time, up to their constitution modifier, without having to spend any additional time. Selecting skills to train beyond this, however, increases the amount of training necessary by 1 hour per skill chosen. As long as this time doesn't exceed the amount of time necessary for your character to sleed, note that the average human who is physically active and an adult should be sleeping 9-10 hours a day, though not necesarilly all at once, while an adolescent or child would need even more, your character can manage this on a full-training day. 4 hours is always the minimum amount of time a character should be training in order to begin garnering the bonus.
Once a character had completed 5 days of training within a 7 day period, they gain a +1 bonus to the skills that they trained. Note that a character may train 6 days out of the week to gain an extra day towards their next week. You do not have a penalty during your first week of training, when fighting on a day you've already trained, or your second, as long as you took at least 1 rest day during the first week. In order to increase the bonus you gain from training, you must train an additional week beyond the bonus that you've already gained. Ex. a bonus of +2 requires 2 weeks of training, after completing the 1 week of training necessary for a +1, 3 weeks.