Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Sunday, February 04, 2007

By request...Emo Feats

Emo Basics (Unarmed Combat Feat)

All your romances are chemical.

Benefit: Diversion is a free action for you, and you do not become flat-footed if you fail the opposed skill check. Further, you gain the following stance and trick.

Resolute Stance (Stance): While in this stance, all stress damage you suffer is halved (round down), but you may not leave your current square.

Poser (Trick): You may make a Tire action, gaining a synergy bonus from your Cultures skill.

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Emo Moves

You're all about Emo Violence
.

Prerequisites: BAB +3 or higher.

Benefit: You gain the following tricks.

Cling (Trick): With a successful unarmed attack, you may at once make a grapple check targetting your opponent as a free action.

Lash Out (Trick): With a successful unarmed attack, you may force your opponent to make a Will save (DC 10 + the damage you inflicted). With failure, he must Fight Defensively on his next Initiative count.

The Shins (Trick): You may take a Kick action, with which your threat range increases by 1.

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Emo Supremacy

You're post-post-hardcore.


Prerequisites: BAB +12 or higher, Emo Basics, Emo Moves.

Benefit: Your Intelligence increases by 1. Further, you gain the following tricks.

All-Star Treatment (Trick): If an opponent within your reach becomes sprawled, you may target him with a Kick as a free action.

Quip (Trick): Once per round as a free action, you may make a Taunt as a full action that targets every opponent within 30 feet.

Saturday, February 03, 2007

"Gangsta" Feats

Gangsta Basics (Unarmed Combat Feat)

Word, G.

Benefit: You gain a +2 morale bonus to Resolve checks made in a Stand Off, and if you win the opposed Resolve skill check in a Stand Off, you inflict an additional 1d6 points of stress damage. Further, you gain the following stance and trick:

B-Boy (Stance): While in this stance, you may make Impress/Performance checks freely, counting every successful unarmed attack you make as one minute spent performing. If you leave this stance before the Performance check's time requirement is filled, the skill check fails.

Pimpslap (Trick): When you hit with an unarmed attack, you inflict an additional 2 points of stress damage.

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Gangsta Moves

Schoolin' marks is your favorite hobby.

Prerequisites: BAB +3 or higher.

Benefit: You gain the following tricks.

Yo Mama (Trick): With a successful unarmed attack, you may make a Taunt as a free action, substituting your Streetwise skill for Manipulate.

Buck 50 (Trick): Your unarmed attack gains the Bleed quality.

Chill Pill (Trick): Once per teammate per scene, you may make an unarmed Standard Attack. With a hit, the target may at once reroll the last Will save he made.

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Gangsta Supremacy

Big Pimpin'.


Prerequisites: BAB +12 or higher, Gangsta Basics, Gangsta Moves.

Benefit: Your Charisma increases by 1. Further, you gain the following tricks.

Cockblockin' (Grapple Trick): You may inflict 1 point of temporary Charisma damage upon one opponent currently held or pinned by you.

Poplockin' (Trick): With a successful unarmed attack, you recover 1 point of stress damage.

Sunday, November 12, 2006

Spycraft Master Class: Praetorian

Praetorian

Requirements

Allegiance: Umbrella or Career Level 15.

Base Attack Bonus: +6 or higher

Blend: 4+ ranks

Sleight of Hand: 4+ ranks

Feats: Nemesis Basics, Combat Mobility

The Umbrella sends out a Praetorian when situations need to be resolved with maximum prejudice. They think on their feet and have an uncanny knack for figuring out the vulnerabilities of their target.

Attributes: The Praetorian's emphasis on mobility and outwitting his opponents make Dexterity and Wisdom paramount.

Vitality: 1d10 + Con modifier per level

Class Skills

The Praetorian’s class skills are Acrobatics, Blend, Bluff, Investigation, Notice, Resolve, Sense Motive, Sleight of Hand and Streetwise.

Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Praetorian class skills for you.

Skill Points at Each Additional Level: 6 + Int modifier.

Class Abilities

Hamartia I: At Level 1, you gain the Nemesis Mastery feat. Further, once per mission as a free action you may choose any 1 allegiance, which all of your "Nemesis" Terrain feats are considered to apply to until the end of the current mission.

Hamartia II: At Level 4, you gain the Nemesis Supremacy feat. Further, you may choose an additional allegiance your "Nemesis" Terrain feats apply to twice per mission.

Keep Moving: At Level 1, you gain a +2 bonus to Defense for every Standard Move or Bull Rush action, and a +4 bonus to Defense for every Withdraw or Run action you take. This bonus lasts until your next Initiative Count.

Weapon Savant: At Level 2, once per mission as a free action, you may gain a number of temporary weapon proficiencies equal to your class level. These proficiencies last until the end of the mission.

Trenchcoat: At Level 3, the DCs of all Notice/Awareness and Search/Perception checks targeting gear you carry (including weapons and armor) increase by 4. Further, you may take 10 with Sleight of Hand checks, and the time to do so is not doubled.

Dog of War: At Level 4, you gain a competence bonus with all skill checks made as part of a Manhunt equal to the number of action dice you currently possess.

Hard Target: At Level 5, when you take a Total Defense action, choose an Allegiance that your "Nemesis" Terrain feats apply to. Attacks from characters possessing this Allegiance against you automatically miss unless they score a threat.


Table GTC.02: The Praetorian















Level

BAB

Fort

Ref

Will

Def

Init

Wealth

Gear

Abilities

1

+1

+1

+1

+1

+2

+1

0

-

Hamartia I, Keep Moving

2

+2

+2

+2

+2

+3

+1

0

1W

Weapon Savant

3

+3

+2

+2

+2

+3

+2

1

1W

Trenchcoat

4

+4

+2

+2

+2

+4

+2

1

1W, 1S

Hamartia II, Dog of War

5

+5

+3

+3

+3

+5

+3

1

1W, 1S

Hard Target