Feat

Feats augment your base class in varied ways; by allowing heavier armors to be worn, bigger weapons to be wielded, changing the way stats relate to each other, or simply adding class functionality or versatility to combat. Below are example feats that may be adopted by the player. Players should feel free to create their own feats with the GM to perfectly customize their own character during play.

Equipment

Here is a link to the Items’ page

1 Natural Armor Character is adept at crafting magical armors from materials found in nature and may wear their creations for protection in combat. Once modded natural armor permanently takes on those attributes.
1 Modular Armor The armors manufactured by industrial societies are particularly dependable and versatile and may be worn in combat. Armor mods may be changed at any time requiring one full round to make any and all adjustments.
1 Simple Melee Weapons Allows the character to effectively wield simple melee weapons without penalty.
2 Natural Melee Allows the character to craft simple magical weapons and use them in combat.
2 Assault Melee Weapons Allows the character to effectively wield assault melee weapons without penalty.
3 Exotic Melee Weapons Allows the character to effectively wield exotic melee weapons without penalty.
1 Simple Ranged Weapons Allows the character to effectively wield simple ranged weapons (bow, blow gun, sling, throwing weapons, etc.) without penalty.
2 Foraging Ranged Allows the character to build most simple ranged weapons from found materials.
1 Guns Allows the character to effectively wield small guns (one handed) without penalty.
2 Long Guns Allows the character to effectively wield long guns (rifles and scatter guns) without penalty.
3 Heavy Guns Allows the character to effectively wield heavy guns (large machine guns) without penalty.
1 Energy Weapons Allows the character to effectively wield small EW’s (one handed) without penalty.
2 Energy Rifles Allows the character to effectively wield long EW’s (two handed energy rifles) without penalty.
3 Heavy Lasers Allows the character to effectively wield heavy EW’s (large laser batteries) without penalty.

Combat:

1 Ambidexterity Allows a character to wield a one handed weapon in each hand without penalty.
1 Shield Specialization Make an additional melee attack per round with your equipped shield for 1d2 damage.
1 Finesse The character may substitute his Dexterity for his Strength when determining his melee hit chance.
1 Trap Making The character understands the principles behind a wide array of traps and can craft traps of varying sophistication. The character also gains a bonus of 1 to sense checks while checking for traps.
1 Pharmacy Character shows an interest and understanding of natural substances around them. If recipes/concoctions are found and studied, the character is able to create the substance in question with greater control and potency. If someone without the feat were to make the concoction then a possible unwilling ‘victim’ must beat a 15 using a physical fortitude check. With the feat the victim must save against a 17+character level of the pharmacist.
1 Constitution +3 Vitality
2 Constitution… AGAIN +4 Vitality (for a total of +7)

Knowledge:

Old World History

Modern World History

Tribal Lore

Fey Lore

Legends of Wilder Civilizations

Legends of the God-Creatures

Religions of the Imposs’nim

Aviavel’Viol, the Religion of Violus

World Use:

Compass and maps: A form of more precise direction sense with the use of some tools.

Feat

Exile EvanGRogers