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 Feats and Flaws

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Better Alex



Posts : 148
Join date : 2011-09-30

PostSubject: Feats and Flaws   Sat Aug 04, 2012 6:35 pm

In addition to the standard feats in the D20 Modern and D20 Future manuals, there will be some new feats. Some ported from DnD, some taken from other D20 supplemental books. And some I'm pulling out of my ass. Also, I'm willing to accept other imported feats from DnD books, just run them by me first.

In addition, I am posting an exhaustive list of flaws allowed. Flaws are special character attributes that offer penalties and benefits in equal measure, usually in the form of a bonus feat in exchange for a meaningful and detrimental effect on the character's abilities.

Here are the basic feats from D20 Modern:
http://www.d20resources.com/modern.d20.srd/feats/

D20 Future:
http://www.d20resources.com/future.d20.srd/feats/

D20 Urban Arcana:
http://www.d20resources.com/arcana.d20.srd/feats/

Ignore any feats that have to do with magic or psionics.


Last edited by Better Alex on Fri Sep 20, 2013 2:02 pm; edited 5 times in total
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Better Alex



Posts : 148
Join date : 2011-09-30

PostSubject: Re: Feats and Flaws   Sat Aug 04, 2012 8:11 pm

Combat Feats are a broad range of feats that enhance various combat-based abilities and actions and sometimes allow new uses of existing abilities. They fall into several categories, the first of which are general combat feats:
Spoiler:
 

Ranged Combat Feats improve your capabilities at range.
Spoiler:
 

Melee Feats are all about improving your chances in close combat:
Spoiler:
 

Defensive Feats increase your ability to defend against attacks, whether through armour or dodging blows:
Spoiler:
 


Last edited by Better Alex on Tue Nov 22, 2016 12:56 am; edited 58 times in total
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Better Alex



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PostSubject: Re: Feats and Flaws   Sun Aug 05, 2012 12:49 am

Critical Feats let you specialise in dealing critical hits and affecting your foes through them in combat:
Spoiler:
 

Leadership feats increase a character's ability to lead people in combat and elsewhere.
Spoiler:
 

Teamwork feats increase a character's ability to fight with other teammates as a group.
Spoiler:
 

Military feats are specific leadership- and teamwork-related feats that pertain to the military career track, progression within it, and to Unit Combat gameplay.
Spoiler:
 


Last edited by Better Alex on Tue Mar 07, 2017 11:35 am; edited 47 times in total
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Better Alex



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PostSubject: Re: Feats and Flaws   Sun Aug 05, 2012 5:44 am

Class-Specific Feats


Strong Hero
Spoiler:
 

Fast Hero
Spoiler:
 

Smart Hero
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Dedicated Hero
Spoiler:
 

Charismatic Hero
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Commando
Spoiler:
 

Assassin
Spoiler:
 

Martial Artist
Spoiler:
 

Crusader
Spoiler:
 

Sneak Attack Feats
Spoiler:
 


Rage Feats
Spoiler:
 


Last edited by Better Alex on Fri Dec 30, 2016 1:49 pm; edited 47 times in total
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PostSubject: Re: Feats and Flaws   Sun Aug 05, 2012 5:46 am

Character Trait Feats, typically taken at creation, and give special modifiers and bonuses based on the character's background and personal history. All of these require GM approval.
Spoiler:
 


Character Feats are miscellaneous feats that boost innate character abilities, as well as action point usage.
Spoiler:
 

Skill and Ability feats enhance your use of certain skill sets or your base abilities. These include certain character interaction feats that increase the use of human interaction skills. As well as feats that add special functions with certain skills and actions.
Spoiler:
 


Last edited by Better Alex on Tue Nov 22, 2016 1:18 am; edited 26 times in total
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PostSubject: Re: Feats and Flaws   Thu Aug 16, 2012 7:17 pm

Secret Techniques are special abilities that only those who are masters of a school of martial arts can learn.
Spoiler:
 


Psionic Feats
Psionic feats are one related to the use of psionic abilities. A character must have the psionic template to take these feats, other than the Wild Talent feat, which requires only that a character have come into intimate physical or mental contact with a psionic character or object.
Spoiler:
 


Last edited by Better Alex on Fri Mar 17, 2017 2:18 pm; edited 21 times in total
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PostSubject: Re: Feats and Flaws   Fri Feb 06, 2015 1:52 am

Flaws are the flip-side of feats. Whereas a feat enables a character to do something extraordinary or special, a flaw disables them in some fashion. A player may select up to two flaws when creating a character, and they must meet GM approval. After 1st level, a character cannot take on additional flaws unless the GM specifically allows it or if the circumstances mandate it.
Spoiler:
 


Mental Disorder Flaws are a specific sub-set of flaws. Most of them correspond to a roll on the Insanity chart. They may be taken as a flaw during character creation, to simulate a character having preexisting mental disorders. Like all flaws, this requires GM permission.
Spoiler:
 
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