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Anime d20 — System Reference Document v1.0

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Chapter 7: Feats

Step 8: Select Feats

While Feats will have a place in your anime campaign, Anime d20’s Attribute power creation system (particularly combat Skills) reduces the scope of Feats.

Additionally, since Anime d20 abstracts combat movement and position (thus there are no attacks of opportunity), many Feats no longer apply to anime characters. Finally, some Feats (such as Expertise) allow characters to perform actions that every character is capable of performing in Anime d20. GMs may also allow players to use approved Feats from any d20 System game.

See the PHB for the rules for acquiring Feats. The Game Master will decide whether the benefits derived from a Feat are cumulative if it is assigned multiple times.

Feat Costs

Feats cost 2 Character Points each.

New Feats

The following new Feats are introduce in Anime d20:

Accuracy, Blind-Shoot, Block Ranged Attacks, Concealment, Deflection, Judge Opponent, Leap Attack, One Shot Left, Portable Armoury, Reflection, Sneak Attack, Steady Hand, Weapons Encyclopaedia

Appropriate Feats

The following Feats are appropriate for an Anime d20 game:

Advanced Combat Martial Arts, Ambidexterity, Armour Proficiency (all), Blind-Fight, Brawl, Burst Fire, Cleave, Combat Martial Arts, Dodge, Double Tap, Empower Spell, Endurance, Enlarge Spell, Extend Spell, Far Shot, Force Stop, Frightful Presence, Great Cleave, Great Fortitude, Heighten Spell, Improved Brawl, Improved Initiative, Improved Knockout Punch, Improved Trip, Iron Will, Knockout Punch, Lightning Reflexes, Maximise Spell, Mounted Combat, Point Blank Shot, Power Attack, Quicken Spell, Rapid Shot, Run, Silent Spell, Spell Focus, Spirited Charge, Still Spell, Streetfighting, Stunning Fist, Two-Weapon Fighting, Vehicle Dodge, Whirlwind Attack

Inappropriate Feats

The following Feats are not appropriate for an Anime d20 game, and should probably not be used unless the GM decides otherwise:

Advanced Two-Weapon Fighting, Agile Riposte, Combat Casting, Combat Expertise, Combat Reflexes, Dead Aim, Elusive Target, Expertise, Extra Turning, Heroic Surge, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Critical, Improved Damage Threshold, Improved Disarm, Improved Two-Weapon Fighting, Improved Unarmed Strike, Low Profile, Mobility, Precise Shot, Quick Draw, Quick Reload, Renown, Ride-By Attack, Shield Proficiency, Shot on the Run, Skill Focus, Skip Shot, Spell Mastery, Spell Penetration, Spring Attack, Strafe, Sunder, Trample, Unbalance Opponent, Weapon Finesse

Table 8-1: Replaced Feats
The following Feats can be replaced by elements of the Anime d20 system, as indicated:
 

Acrobatic  

Replace with Jump and Tumble Skills

Advanced  

Firearms Proficiency Replace with Combat Skill

Aircraft  

Operation Replace with Pilot Skill

Alertness  

Replace with Heightened Awareness Attribute

Animal Affinity  

Replace with Handle Animal and Ride Skills

Archaic Weapon Proficiency  

Replace with Combat Skill

Athletic  

Replace with Climb and Swim Skills

Attentive  

Replace with Investigate and Sense Motive Skills

Brew Potion  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Builder  

Replace with appropriate Skills

Cautions  

Replace with Demolitions Skill

Craft Magic Arms and Armour  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Craft Rod  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Craft Staff  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Craft Wand  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Craft Wondrous Item  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Combat Throw  

Replace with Unarmed Attack and Unarmed Defence Skills

Confident  

Replace with Gamble and Intimidate Skills

Creative  

Replace with appropriate Skills

Deceptive  

Replace with Bluff and Disguise Skills

Defensive Martial Arts  

Replace with Combat Skills

Deflect Arrows  

Replace with Deflection Feat

Drive-By Attack  

Replace with Steady Hand Feat

Educated  

Replace with appropriate Skills

Exotic Firearms Proficiency  

Replace with Combat Skills

Exotic Melee Weapon Proficiency  

Replace with Combat Skills

Exotic Weapon Proficiency  

Replace with Combat Skill

Focused  

Replace with Balance and Concentration Skills

Forge Ring  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Gearhead  

Replace with Computer Use and Repair Skills

Guide  

Replace with Navigate and Survival Skills

Improved Feint  

Replace with Bluff Skill

Leadership  

Replace with Flunkies Attribute

Martial Weapon Proficiency  

Replace with Combat Skill

Medical Expert  

Replace with Medical Skill

Meticulous  

Replace with Forgery and Search Skills

Mounted Archery  

Replace with Steady Hand Feat

Nimble  

Replace with Escape Artist and Sleight of Hand Skills

Personal Firearms Proficiency  

Replace with Combat Skills

Scribe Scroll  

Replace with Item of Power and Magical Genius (variant of Mechanical Genius) Attributes

Simple Weapon Proficiency  

Replace with Combat Skill

Skill Focus  

Replace with appropriate Skill

Stealthy  

Replace with Hide and Move Silently Skills

Studious  

Replace with Decipher Script and Research Skills

Surface Vehicle Operation  

Replace with Drive or Pilot Skills

Surgery  

Replace with Medical Skill

Toughness  

Replace with Damn Healthy! Attribute

Track  

Replace with Wilderness Tracking Skill

Trustworthy  

Replace with Diplomacy and Gather Information Skills

Vehicle Expert  

Replace with Drive and Pilot Skills

Weapon Focus  

Replace with Combat Skill

Weapon Specialisation  

Replace with Massive Damage Attribute (2 Points/Rank option)

Windfall  

Replace with Wealth Attribute

Table 8-2: Approved Feats
 

Feat Name  

Prerequisite

Accuracy  

Base Attack Bonus +2

Advanced Combat Martial Arts  

Combat Martial Arts

Ambidexterity  

Dexterity 15+, Base Attack Bonus +8

Armour Proficiency (Heavy)  

Armour Proficiency (Light),Armour Proficiency (Medium)

Armour Proficiency (Medium)  

Armour Proficiency (Light)

Blind-Fight  

-

Blind-Shoot  

-

Block Ranged Attacks  

Dexterity 13+

Brawl  

-

Burst Fire  

Wisdom 13+

Cleave  

Strength 13+

Power Attack  

-

Combat Martial Arts  

Base Attack Bonus +1

Concealment  

-

Deflection  

Dexterity 13+

Dodge  

Dexterity 13+

Double Tap  

Dexterity 13+, Point Blank Shot

Empower Spell  

-

Endurance  

-

Enlarge Spell  

-

Extend Spell  

-

Far Shot Point  

Blank Shot

Force Stop  

Drive Skill 4+ Ranks

Frightful Presence  

Charisma 15+

Intimidate  

Skill 9+ Ranks

Great Cleave  

Strength 13+

Cleave  

Power Attack, Base Attack Bonus +4

Great Fortitude  

-

Heighten Spell  

-

Improved Brawl  

Brawl, Base Attack Bonus +3

Improved Initiative  

-

Improved Knockout Punch  

Brawl

Knockout Punch  

Base Attack Bonus +6

Improved Trip  

Intelligence 13+

Iron Will  

-

Judge Opponent  

-

Knockout Punch  

Brawl, Base Attack Bonus +3

Leap Attack  

Dexterity 13+, Base Attack Bonus +3

Lightning Reflexes  

-

Maximise Spell  

-

Mounted Combat  

Ride Skill

One Shot Left  

-

Point Blank Shot  

-

Portable Armoury  

-

Power Attack  

Strength 13+

Reflection  

Deflection

Quicken Spell  

-

Rapid Shot  

Dexterity 13+, Point Blank Shot

Run  

-

Sneak Attack  

-

Silent Spell  

-

Spell Focus  

-

Spirited Charge  

Mounted Combat, Ride Skill

Still Spell  

-

Streetfighting  

Brawl, Base Attack Bonus +2

Steady Hand  

Dexterity 13+

Stunning Fist  

Dexterity 13+, Wisdom 13+, Base Attack Bonus +8

Two-Weapon Fighting  

Dexterity 13+

Vehicle Dodge  

Dexterity 13+, Drive Skill 6+ Ranks

Weapons Encyclopaedia  

-

Whirlwind Attack  

Dexterity 13+, Intelligence 13+, Dodge, Base Attack Bonus +4

Approved Feat Descriptions

The Feat entries herein detail information in the following format:

Feat Name

Prerequisites: Some Feats have prerequisites. A character must have the prerequisite in order to select or use that Feat. A character can gain a Feat at the same time that he or she gains the prerequisite. A character can’t use a Feat if he or she has lost a prerequisite.

Benefit: What the Feat enables the character to do.

Accuracy
Prerequisites: Base Attack Bonus +2
Benefit: The character suffers reduced dice penalties when attempting an accurate attack, such as striking at partial Armour, weak points, or vital spots, shooting at longer-than-usual ranges. Accuracy is also used when attempting a special trick shot, such as carving an initial on someone’s body or ricocheting an arrow off a wall to shoot a target around a corner, and when using the Deflection Feat. Each difficulty penalty is reduced by 2 (to a minimum of 0). For example, attacking a vital spot (-8 penalty) would become a -6 penalty, while firing at double range (-4 penalty) would receive -2 penalty. This Feat can be assigned more than once.

Advanced Combat Martial Arts
Prerequisites: Combat Martial Arts, Base Attack Bonus +8
Benefit: When the character scores a critical hit on an opponent with an unarmed strike, the character deals triple damage.

Ambidexterity
Prerequisite: Dexterity 15+
Benefit: The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed. Without this Feat, a character who uses his or her off hand suffers a -4 penalty to attack rolls, Ability checks, and Skill checks.

Armour Proficiency (Heavy)
Prerequisites: Armour Proficiency (Light), Armour Proficiency (Medium)
Benefit: When a character wears heavy armour, the armour check penalty applies only to Skill checks that involve moving. A character who is not proficient suffers the armour check penalty on attack rolls as well.

Armour Proficiency (Light)
Benefit: When a character wears light armour, the armour check penalty applies only to Skill checks that involve moving. A character who is not proficient suffers the armour check penalty on attack rolls as well.

Armour Proficiency (Medium)
Prerequisites: Armour Proficiency (Light)
Benefit: When a character wears medium armour, the armour check penalty applies only to Skill checks that involve moving. A character who is not proficient suffers the armour check penalty on attack rolls as well.

Blind-Fight
Benefit: The character does not suffer penalties associated with attacking or defending with melee weapons or while unarmed in poor light, absolute darkness, or against an invisible opponent.

Blind-Shoot
Benefit: The character suffers half penalties associated with attacking with ranged weapons in poor light, absolute darkness, or against an invisible opponent. This Feat can be assigned twice to reduce the penalty to zero. The character must be capable of detecting the general presence of the target, however, through one of his or her senses (smell, hearing, sixth sense, etc.).

Block Ranged Attacks
Prerequisites: Dexterity 13+
Benefit: Under normal circumstances, a character cannot use a Block Defence against a ranged attack. With this Feat, a character gains this defensive option.

Brawl
Benefit: When making an unarmed attack, the character receives a +1 bonus on attack rolls, and delivers damage equal to 1d6 + his or her Strength modifier.

Burst Fire
Prerequisites: Wisdom 13+
Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target (instead of using the normal auto-fire rules). The character receives a -4 penalty on the attack roll, but deal +2 dice of damage.

Cleave
Prerequisites: Strength 13+, Power Attack
Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out or by reducing the opponent’s Hit Points to less than 0), the character gets an immediate extra melee attack against another opponent adjacent to the character. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character can use this ability once per round.

Combat Martial Arts
Prerequisite: Base Attack Bonus +1
Benefit: With an unarmed strike, the character inflicts damage equal to 1d4 + Strength modifier.

Concealment
Benefit: The character has an unearthly ability to conceal weapons about his or her person. As long as the character has something to hide the weapons (even if it only long hair or a light robe) the character’s weapons will not be noticed by anything short of an actual physical search, and such a search is conducted at a -8 penalty. A Special Attack weapon with the Concealable Ability is even harder to find: searches suffer a -12 penalty.

Deflection
Prerequisites: Dexterity 13+
Benefit: If the character makes a successful Block Defence, he or she can deflect a standard melee or ranged attack away harmlessly without damaging the blocking object. The GM may decide that some types of attacks cannot be deflected. When trying to deflect a Special Attack, the Block Defence roll is penalised: -2 for each Rank of the Special Attack.

Dodge
Prerequisite: Dexterity 13+
Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defence against any subsequent attacks from that opponent. The character can select a new opponent on any action. A condition that makes the character lose his or her Dexterity bonus to Defence also makes the character lose dodge bonuses.

Double Tap
Prerequisites: Dexterity 13+, Point Blank Shot
Benefit: When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a -2 penalty on this attack, but deals +1 die of damage with a successful hit.

Empower Spell
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many Hit Points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell uses up a spell slot two Ranks higher than the spell’s actual Rank.

Endurance
Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character’s breath, and so on), the character gets a +4 bonus to the check.

Enlarge Spell
Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Extend Spell
Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this Feat. An extended spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Far Shot
Prerequisite: Point Blank Shot
Benefit: When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled.

Force Stop
Prerequisites: Drive Skill 4+ Ranks
Benefit: When the character attempts to sideswipe a surface vehicle with his or her own, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid.

Frightful Presence
Prerequisites: Charisma 15+, Intimidate Skill 9+ Ranks
Benefit: When the character uses this Feat, all opponents within 10 feet who have fewer Ranks than the character must make a Will saving throw (DC 10 + the character’s Rank + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a -2 penalty on attack rolls, saves, and Skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the Feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this Feat for 24 hours. This Feat does not affect creatures with an Intelligence of 3 or lower.

Great Cleave
Prerequisites: Strength 13+, Cleave, Power Attack, Base Attack Bonus +4
Benefit: As Cleave, except that the character has no limit to the number of times he or she can use it per round.

Great Fortitude
Benefit: The character gets a +2 bonus on all Fortitude saving throws.

Heighten Spell
Benefit: A heightened spell has a higher spell Rank than normal (up to 9th Rank). Unlike other magical Feats, Heighten Spell actually increases the effective Rank of the spell that it modifies. All effects dependent on spell Rank (such as saving throw DCs) are calculated according to the heightened Rank. The heightened spell is as difficult to prepare and cast as a spell of its effective Rank.

Improved Brawl
Prerequisites: Brawl, Base Attack Bonus +3
Benefit: When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character inflicts damage equal to 1d8 + the character’s Strength modifier.

Improved Initiative
Benefit: The character gets a +4 bonus on Initiative checks.

Improved Knockout Punch
Prerequisites: Brawl, Knockout Punch, Base Attack Bonus +6
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage.

Improved Trip
Prerequisites: Intelligence 13+
Benefit: If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.

Iron Will
Benefit: The character gets a +2 bonus on all Will saving throws.

Judge Opponent
Benefit: The character can judge his or her opponent’s approximate Base Attack Bonus and weapon Skill Rank from the foe’s attitude and posture even without actually seeing him or her fight. Additionally, the character can accurately estimate the opponent’s remaining Hit Points. For both of these advantages, the GM may decide to provide descriptive indications such as “your enemy is much better than you with a sword, but if you connect a few times with your ki blast, it will drop him,” rather than saying “the enemy’s base attack bonus is +10, with a Melee Attack (Sword) Skill of 2, and he has 60 Hit Points remaining.”

Knockout Punch
Prerequisites: Brawl, Base Attack Bonus +3
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit.

Leap Attack
Prerequisites: Dexterity 13+, Base Attack Bonus +3
Benefit: The character can make leaping attacks with his or her melee weapon, delivering additional damage due to momentum. Any time the character has a higher Initiative than his or her opponent, he or she may attempt a leaping attack. If the strike is successful (it hits and the target fails a defence) the character gets an extra +2 bonus to damage and may additionally add half his or her Jump Skill Ranks (if any) to the damage. If the character fails to hit, however, or the opponent succeeds with his or her defence, the character is off balance and receives a -4 penalty to any further defence checks until his or her turn to act in the following round.

Lightning Reflexes
Benefit: The character gets a +2 bonus on all Reflex saving throws.

Maximise Spell
Benefit: All variable, numeric effects of a maximised spell are maximised. A maximised spell deals maximum damage, cures the maximum number of Hit Points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximised spell uses up a spell slot three Ranks higher than the spell’s actual Rank.

Mounted Combat
Prerequisite: Ride Skill
Benefit: Once per round when the character’s mount is hit in combat, the character may make a Ride check to negate the hit. The hit is negated if the character’s Ride check is greater than the attack roll (essentially, the Ride check becomes the mount’s Armour Class if it’s higher than the mount’s regular AC).

One Shot Left
Benefit: The character will always have at least one projectile remaining for his or her ranged weapon, even after an extended combat. This might be a final bullet in a gun, arrow in a quiver, plasma unit in a wrist blaster, or stone in a sling. This option does not remove the need to reload weapons in a game that uses realistic ammunition rules, but rather assures that the character will not be forced to reload at a critical moment. One Shot Left does not affect weapons or Special Attacks built using the Limited Shots Disability.

Point Blank Shot
Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.

Portable Armoury
Benefit: The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories must still be acquired via the Personal Gear Attribute, but remarkably, the character can access them whenever he or she needs them instead of being forced to return to where they are normally stored. Characters with Portable Armoury may also make field modifications on their weapons, switching options such as laser sights or scopes in a single round.

Power Attack
Prerequisite: Strength 13+
Benefit: On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.

Reflection
Prerequisite: Deflection Feat
Benefit: If the character makes a successful Deflection defence and a successful attack roll (which uses an attack action), he or she can reflect a standard melee or ranged attack towards any target within range (including the attacker) without damaging the blocking object. This Reflection is treated as a normal attack against the target using standard attack rules. The GM may decide that some types of attacks cannot be reflected.

Quicken Spell
Benefit: Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell uses up a spell slot four Ranks higher than the spell’s actual Rank.

Rapid Shot
Prerequisites: Dexterity 13+, Point Blank Shot
Benefit: The character can get one extra attack per round with a ranged weapon. The attack is at the character’s highest base attack bonus, but each attack (the extra one and the normal ones) suffers a -2 penalty. The character must use the full attack action to use this Feat.

Run
Benefit: When sprinting, the character moves five times normal speed instead of four times normal speed. If the character makes a running jump, increase the distance or height cleared by one-fourth, but not past the maximum.

Sneak Attack
Benefit: If the character attacks a target who cannot defend him or herself effectively (the target has a situational defence roll or Armour Class penalty), the attacker adds an additional +1d6 damage each time this Feat is assigned.

Silent Spell
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Spell Focus
Benefit: Choose a school of magic, such as Illusion. The character’s spells of that school are more potent than normal. Add +2 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. The character can gain this Feat multiple times. Its effects do not stack. Each time the character takes the Feat, it applies to a new school of magic.

Spirited Charge
Prerequisites: Mounted Combat, Ride Skill
Benefit: When mounted and charging into combat, the character deals double damage with a melee weapon (or triple damage with a lance).

Still Spell
Benefit: A still spell can be cast with no somatic (movement) components. Spells without somatic components are not affected. A still spell uses up a spell slot one Rank higher than the spell’s actual Rank.

Streetfighting
Prerequisites: Brawl, Base Attack Bonus +2
Benefit: Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 damage.

Steady Hand
Prerequisites: Dexterity 13+
Benefit: This is the ability to attack with ease while moving quickly (running or sprinting, flying at high speeds, etc.) or otherwise engaged in complex stunts. This reduces the penalties suffered for attacking while in motion. Each penalty is reduced by 2 (to a minimum of 0). A character with this Feat may also use weapons in conjunction with the Tumble Skill, and may aim while they are moving. This Feat may be assigned more than once.

Stunning Fist
Prerequisites: Dexterity 13+, Wisdom13+, Base Attack Bonus +8
Benefit: Declare that the character is using the Feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character’s unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character’s Rank + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round (until just before the character’s next action). A stunned character can’t act and loses any Dexterity bonus to Armour Class. Attackers get a +2 bonus on attack rolls against a stunned opponent. The character may attempt a stunning attack once per day for every four Ranks attained, and no more than once per round.

Two-Weapon Fighting
Prerequisite: Dexterity 13+
Benefit: The character can effectively fight with two melee or ranged weapons at once against the same or different targets, provided both weapons are designed for one-handed use. When using two weapons, the character can attack twice using the normal Two Weapons rules, but the penalties for doing so are reduced by 2 each time this Feat is assigned (to a minimum of 0). Alternatively, the character can attack with one weapon and defend with another receiving a -2 penalty to Attack checks he or she makes but adding a +2 bonus to his or her Defence checks vs. melee or unarmed attacks. This bonus lasts until the character’s turn in the following round.

Vehicle Dodge
Prerequisites: Dexterity 13+, Drive Skill 6+ Ranks
Benefit: When driving a vehicle, during the character’s action the character designates an opposing vehicle or a single opponent. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defence against attacks from that vehicle or opponent. The character can select a new vehicle or opponent on any action.

Weapons Encyclopaedia
Prerequisites: Intelligence 13+
Benefit: A character has the ability to recall the vital statistics and important quirks of practically all known commercially available weapons. This includes, but is not limited to, its general level of reliability as well as all vital statistics — material composition, ammunition capacity, calibre, possible outfitted accessories, etc. Characters without this ability will only have such information on weapons they actually own or use regularly and will need to successfully roll an Intelligence based Knowledge: Military Science (Hardware Recognition) Skill check to recall important details. In addition, Weapons Encyclopaedia also includes knowledge on acquiring weapons, so characters will have a +4 bonus on any Knowledge: Streetwise or Knowledge: Business Skill checks needed to locate or buy weapons.

Whirlwind Attack
Prerequisites: Dexterity 13+, Intelligence 13+, Dodge, Base Attack Bonus +4
Benefit: A character can give up all his or her regular attacks for the round and instead make one melee attack at the character’s highest Base Attack Bonus against each adjacent opponent.

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