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d20 apocalypse Feat Feedback please

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Cowpies77
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PostPosted: Wed Jan 04, 2012 11:07 pm
I was going around and wanted to adapt some other sources for the purposes of making new feats in my d20 apocalypse game.
I'd like some feedback on them, if anyone would mind making some comments or suggestions.

Custom Feats:
Name: Bulk Trader
Description: Quantity is the name of the game, and you're holding all the cards.
Pre-req: Diplomacy - 5 ranks
Benefit: When selling five or more of the same thing, your goods are worth an additional 20% more TU.
(So, if you were selling 5 bullets worth 1 TU each, the total value you could trade for would be 6 TU of goods.)


Name: Fists of Fury!
Description: If you're going to get in trouble for hitting someone, might as will hit them hard.
Pre-req: -none-
Benefit: Unarmed attacks deal +2 damage. You can make an additional unarmed or melee attack during a charge with a -4 penalty to your attack roll.

Name: Six-Shooter
Description: You know that your trusty revolvers won't jam like those new-fangled automatic pistols. And hey, if you can't drop someone in six shots, you need to spend more time at the firing range.
Pre-Req: -none-
Benefit: Revolvers do not break on a critical failure, get +10 bonus range increment and on a critical threat get a bonus +2 to confirmation rolls.


Name: In Your Face!
Description: You know how to take advantage of people that rely on firearms: Get right next to them and raise some Hell!
Pre-Req: -none-
Benefit: Opponents can't make called shots and suffer a -4 penalty to hit when using a ranged weapon when you are within 5' and are only holding melee weapons or are unarmed.

Name: Mental Catalog
Description: You have so much experience with the random pieces of salvaged goods in the wasteland and knowledge of trading that you know valuable junk from useless waste.
Pre-Req: Int 14, Wisdom 14
Benefit: Get the identified name and description of any item you examine. +4 to Search when scavenging

Name: Heave ho!
Description: You have a knack for throwing a lot harder and farther than most people would suspect.
Pre-Req: Strength 14
Benefit: Weapons and grenades have their throwing range increased by +10. Thrown weapons deal double damage.

Name: Steady Aim
Description: You know how to wait for the perfect shot to show itself.
Pre-Req: -none-
Benefit: You may spend a move action to aim, gaining a +2 bonus to hit with a ranged attack.
(Note: This is meant to replace the feat "Dead Aim")

Name: Battlefield Saint
Description: As long as everyone is sitting still and following your directions, you can get them back to tip-top shape in no time.
Pre-Req: -none-
Benefit: When successfully restoring lost hit points with Treat Injury, for every 5 points you beat the DC, you restore an additional 1d4 hp. Additionally, you also restore an additional +2 hit points for every die you roll.  
PostPosted: Thu Jan 05, 2012 7:59 pm
Does I want Mental Catalogue mean anything? Cause that's pretty awesome. I rahter enjoy all the feats, but that one is the one that which stics out the most.  

Jacior


NaturesProfit

PostPosted: Sat Jan 07, 2012 11:05 pm
I'll need more time to give feedback on all of them, for now though I'm really liking the idea of Battlefield Saint. It actually gives a reason to rank up Treat Injury beyond the minimum. Steady Aim is pretty sweet as well.  
PostPosted: Sat Jan 07, 2012 11:09 pm
Jacior
Does I want Mental Catalogue mean anything? Cause that's pretty awesome. I rahter enjoy all the feats, but that one is the one that which stics out the most.

Kinda.
If you had to rate them on a scale of 1-10, with 10 being Godly and 1 being "Who would bother with this...?", what would you rate them and why?  

Cowpies77
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Jacior

PostPosted: Sun Jan 08, 2012 7:51 pm
Bulk Trader 6 - effective, useful, but who has the ranks?
Fists of Fury! 7 - PUNCH TO THE FACE!
Six-Shooter 4 - I don't think anyone will use this one.
In Your Face! 8 - I like this one, it is a good flavor and purposeful.
Mental Catalogue 10 - A awesome feat! Instantly knowing what anything is by examining it? The exact thing a brain needs! ((In a sense))
Heave ho! 7 - I would like to use this on the good Colonel.
Steady Aim 8 - A good feat, I don't know what Dead Aim was but I like this one a lot.
Battlefield Saint 7 - Good for what it is meant for, I of course, will not be taking it and am slightly biased against feats I will likely never take.  
PostPosted: Sun Jul 22, 2012 2:00 pm
Something I need for tweaking, pricing and that sort of thing

heat wave: +4d6 fire damage

Trap triggers
  • Voice activation
  • Thermal sensor
  • Motion sensor



Weapons:
  • Rutan Chainsword: 2d8, 19-20, slashing. 14 lbs, large.
  • Silurian Wand: DC 15 or target is nauseated 1d4+1 rounds. Touch attack.
  • Anti-Tank pistol: 6d6, -, -, 80 ft. range, medium, 2 lbs., -4 attack
    Note: Always has Disposable trait
  • Rutan Cestus: Turns melee punch into 2d4 weapon.


Item:

  • HellGel: 1 tube covers 9 sq. ft., 2 rounds per sq. ft., burns holes in walls.
  • Jumper pack: Allows jumps of up to 250 ft/fuel use. Max Fuel: 10.
  • MicroTorch: 2d10 damage mini blowtorch, Melee touch attack.


Chemicals
  • AquaCura: allows water breathing for 1 hour
  • Battle Tonic: Turns all damage into non-Lethal for 1 minute, then 1 con damage
  • Biocorp: Improved natural healing for 1 day.
  • Revivall: Restores subject to 1hp
  • Prolong: Subject is treated as having Diehard feat
  • Energizer: Subject gains 2d4+2 temporary hp.
  • Rejuve: Subject gains fast healing 1 (1 minute)
  • Refresher: Reduces Fatigue level 1 step (Exhausted -> Fatigued and Fatigued -> Normal)



Bonuses
- All
  • Reduced weight: Reduce weight by 25%
  • Durable: +50% item HP


- Armor
  • Segmented: Reduce ACP by 1
  • Plated: +1 dr vs bludgeoning and bullets
  • Increased range of motion: +1 dex bonus to AC


- Ammo
  • Flechette Shotgun rounds: (+1 crit range, -1 attack)
  • Flight Stabilized rounds: (bullet range +50%)
  • Sleep round: 60' max range,dc 15 or fall asleep 2d4 rounds.
  • Poisoned dart (Muscle relaxant): 1d3 damage and if it beats DR, 1d4+1 dex damage (Fort DC 14, 1/2 damage)



Flaws
- All
  • Flimsy (-2 hardness)
  • Fragile (-25% item HP)
  • Increased Weight (+50% weight)
  • Increased Size (1 size category larger)


- Armor
  • Rigid (-1 Max Dex bonus)
  • Reduced Range of motion (+1 ACP)
  • Reduced Defense (-1 AC)


- Ammo
  • Birdshot Shotgun: -1 die damage
  • Diffusing: -2 damage


- Weapons
  • Inaccurate (-1 attack)
  • Disposable (Cannot be reloaded)


Adopting the following feat ideas:

  • Fists of Fury!
  • Mental Catalog
  • Heave Ho!
  • Steady Aim
  • Battlefield Saint
 

Cowpies77
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Cowpies77
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PostPosted: Sun Jul 22, 2012 2:38 pm
Descriptions
Rutan Chainsword
This large blade is a favorite by wealthier and/or more experienced Rutan officers. Featuring lines serrated edges, the main feature is when the safety is off and the handle is gripped with sufficient force, the two outer lines begin to quickly rotate while the central line, with its hooked serrations facing the opposite direction, stay still. The result being that whatever isn't cut by the sharp edges of the sword are quickly ripped to shreds. The Rutan materials used in the construction are designed to sunder enemy arms and... arms, ignoring 5 points of hardness against object when the rotating blade is activated. The chainsword runs on a microfusion cell embedded in the hilt, and 1 cell is enough to power the Chainsword for 200 rounds before it's empty.

Silurian Wand
A staple of the relatively peaceful and studious Silurians, this baton is designed to disable a subject to allow for capture and later experimentation on live subjects, as well as subdue aggressive subjects. It relies on blasting the body with a range of supersonic frequencies and specialized vibrations to cause a One-Two punch to disorient and quickly sicken a target.

Anti-Tank pistol
Used by the human military during the last World War, these one-shot collapsible pistols were designed as portable cannons to be used in destroying enemy fortifications and vehicles. The shaped charges ignore 10 points of Hardness upon a hit, and explode to devastate anything in a 10' radius of the target as well. When the Alien Invasion occurred, these pistols were extremely popular in disabling spaceships and destroying aliens heavy power armor due to being relatively more common and less cumbersome than Rockets or the other LAW anti-tank weapons.

Rutan Cestus
Used more for sport than for destructive power, many Rutans enjoy using these especially cruel cestus, which become deadlier if the user has unarmed training feats such as improved unarmed strike or brawl. They were developed after Rutans saw how Silurians favored using their natural claws, horns and fangs to bladed weapons.



=================================================================================


HellGel
This human invention came as an effective way to quickly and silently tear apart a wall. Its secret is that the normally inert gel can be applied to a surface, and when the electrical trigger activates, the gel quickly burns, melting metal, stone and occasionally flesh. It's popularity rose when Tribals and Raiders discovered that Alien ships that were otherwise impenetrable were susceptible to the gel. The result wrecked havoc on the aliens, as the Humans began to use the gel for defensive and offensive purposes.

Jumper pack
A primitive jetpack, this jumper pack was developed by the Commonwealth during the Alien Invasion as a response to combat Power Armor shock troops, who had an electronic version on some of their armors. The Jumper Pack relies on a premade and complicated mixture to give users temporary flight capababilities, but it never really caught on, as most people preferred not accidentally launching themselves into debris head-first.

MicroTorch
A small arc welder that was in use before the war, it emits blazing, focused heat out for about 1 inch, while being no larger than a flashlight. It can also be used as an improvised weapon, dealing 2d10 damage on a successful melee touch attack.
 
PostPosted: Sun Jul 22, 2012 3:23 pm
AquaCura
Developed by a military contractor company, this drug was often used by marines or SEALs to allow them long term submersion in water. This inhaled drug allowed the body to breathe in water, separating hydrogen from oxygen. It's formula is still remembered by Tribals that enjoy launching beachfront raids.

Battle Tonic
One of the more potent brews from the Tribal communities, this formula was discovered after a tribe settled in a military lab. After tinkering with one of the incomplete formulas, they discovered how to blend the chemicals together in a way that hardened their bones and muscles for a short while, allowing them to wade into battle and survive injuries that would have otherwise crippled them. But the results of the rub often left subjects coughing up blood and short of breath afterwards.

Biocorp
Popular among hospitals and professional athletics, Biocorp is a doctor-approved drug, administered via single shot, that promotes safe, natural healing. FDA approved as a non-addictive drug.

RevivAll
For when you don't have time to die, RevivAll is there for you. Spit on the invisible face of Death as RevivAll helps keep your body in working order long enough for you to seek professional medical attention.

Prolong
Do you have time to bleed out, unconscious after a gunfight? If failure is not an option for you, then we at Prescott Pharm. recommend Prolong. Originally designed as a generic form of Viagra, one of the researchers tripped and accidentally mixed in several alternative drugs into the batch, the result was a drug that keeps the body going until it's heart explodes. And for a little while after that, too.

Energizer
Developed for use in the military, Energizer has a long, storied use by shady coaches using the drug to give their athletes an edge whenever physical contact was known to be coming.

Rejuve
A sister drug of Battle Tonic, Rejuve taxes the body's immune system heavily to allow for rapid recovery of injuries, at the cost of long-term weakness. A common tactic was to go into battle and fight until you suffered an injury, then apply Battle Tonic rub to your body. Then as the fight wore on, use Rejuve to befuddle your enemies as they struggled to keep up with your body.

Refresher
A drug with its roots in the noble drug known as Crystal Meth, Refresher is a drug used in the Third World War to keep soldiers going well beyond the means of their physical limits, allowing them to harder, longer.
 

Cowpies77
Vice Captain

Unforgiving Punching Bag

10,100 Points
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Cowpies77
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PostPosted: Sun Jul 22, 2012 6:58 pm
Reduced weight
This item was made with superior materials, resulting in it being relatively lightweight.

Durable
This item was built to last, and it shows. Item is significantly stronger than comparable materials.


=================================================================================

Segmented
This armor was made with special advanced segmentation, allowing the user a to move slightly less encumbered.

Plated
This armor is reinforced with special high density ceramic plates placed in key areas, affording the user with some degree of protection against firearms and clubbing weapons.

Increased range of motion
This armor was made with experimental designs to allow the user slightly more flexibility at a negligible cost to protection.



=================================================================================

Flechette Shotgun rounds
This shotgun shell is filled with small, finned darts for deeper penetration.

Flight Stabilized rounds
These high-grade bullets were designed for the military to give them a slight edge in battle. Specifically built to fly along a straighter path longer, these bullets are prized for allowing Wasteland Survivors to take down opponents while remaining out of reach of retaliation.

Sleep round
This special capsule is designed to be fired and explode after striking something or after a specific distance, and was used by law enforcement to take down particularly dangerous opponents. The capsule is set to explode into a fine mist that, when inhaled, induces temporary unconsciousness long enough for trained individuals to move in and apprehend suspects. It can be set to explode anywhere up to 60' away, and Setting a different distance requires a standard action.

Poisoned dart
This is a small, hollow arrow, bolt or dart with a small reservoir embedded in it. When it hits an object, it breaks and injects its contents into the subject. The Strong, fast acting muscle relaxant in this dart is a relatively easy concoction, made from a combination of poisons.




=================================================================================

Flaws
Flimsy
This item was made with sub par materials, resulting in it being slightly softer than normal, and therefore less capable of taking damage.

Fragile
This item was made with sub par materials, resulting in it forming small cracks and chipping. The item is more prone to breakage then normal

Increased Weight
This item was made with with improper materials, resulting in it being heavier than comparable items.

Increased Size
This item was made with improper materials, resulting in it being made larger than comparable items, and subsequently harder to conceal.



=================================================================================

Rigid
This armor has become stiffer over the years, hampering mobility.

Reduced Range of motion
Years of weathering has left this Armor more cumbersome to move in.

Reduced Defense
Due to the many long years of service this armor has seen and its subsequent patchwork repair jobs, it's simply incapable of matching more whole armor in terms of protective capacity.



=================================================================================

Birdshot
Designed to be used in hunting quail and other retarded birds, these shells are rather common sight in the wasteland mostly due to the fact that they're rather hated by people that use shotguns. They're the staple for people that fire warning shots though.

Diffusing
This bullet has been exposed to weathering and general neglect, resulting in a bit of the powder going bad. It's lost some of the oomph in its stopping power as a result.



=================================================================================

Inaccurate
This firearm has incorrect, damaged or missing sights, or has a damaged barrel. This results in anyone that uses this gun having to rely a little more on luck to hit targets.

Disposable
Designed to be used once, these guns come with built in ammunition that, when expended, cannot be replaced.
 
PostPosted: Tue Jul 24, 2012 2:43 pm
Operator Feats:
All Operator Feats have the basic requirement of requiring the patronage of one (or more) Operators.

All Operator feats have 3 stages. Each stage grants 1 point of Damage reduction, and raises the storage amount accordingly.
Also, Each stage grants greater effects as well.

WHAT IS AN OPERATOR FEAT: God(s) act(s) in mysterious ways, but often do not directly intervene on petty mortal issues. Instead, sometimes they require a pawn to become something more. An Operator Feat is one of the tools in their arsenal to allow one to tip the balance of power in an otherwise dire situation, and push a person beyond the limits of what they are otherwise capable of.
Simply put, an Operator feat is a spark of divine will.
Drawing it's power from absorbed force and the willpower, it's easiest to draw this power from Combat, where bodies are regularly pushed to their limits and emotions run at their highest. By draining away just a little bit of both, one can store a little bit of power away for use to change the world just a little bit in their favor.

TO OBTAIN AN OPERATOR FEAT:
You must enter the service of an Operator (or similar being) and remain in their patronage. The Operator will give you a selection of descriptors, and awarded an appropriate feat to assist you in your services to the Operator, or to keep you alive when you are otherwise on leave. Should you offend an Operator you are drawing power from, they can elect to sever your contract with them (among other punishments), which will sever the power source of the they granted feat.

TO LEVEL UP AN OPERATOR FEAT: You must either spend a feat (Minimum level 6 for rank 2 and level 11 for rank 3), or perform services and act in a manner your Operator approves of.

Points marked with a star ( * ) require lethal damage for the purposes of charging the pool. Subdual damage is still deflected, but NOT absorbed.

Damage Absorbed MUST be from a significant source. Attempts to deal minimum damage (i.e., trying to stab yourself with a toothpick or needle) are simply unaffected by the absorption ability.

These feats do not run on pain, they run on absorbed willpower and on absorbed inertia.

Name: Operator's Acumen
Requires: 5 Points*
Description: Focusing your absorbed power, you guide your attack to where you know their defenses are going to be the weakest.
Benefit: On one attack roll, gain +2 to attack for 3 rounds.


Name: Operator's Alacrity
Requires: 5 Points
Description: Focusing your mind, things around you move slightly slower.
Benefit: When activated, gain a free standard or move action for 1 round, but cannot attack.


Name: Operator's Annulment
Requires: 5 Points
Description: Channeling your power, you might not be able to change the past, but that doesn't mean you can't alter their perceptions about it.
Benefit: When activated, you can Wipe, Add or Modify 10 minutes of memory from one target. Any concrete evidence that contradicts the new memories dispels the effect.


Name: Operator's Authority
Requires: 10 Points
Description: You imbue your words with the absorbed power for greater effect.
Benefit: One target within 30' obeys one non-suicidal suggestion for 1 round.


Name: Operator's Aversion
Requires: 10 Points
Description: Clouding the minds of those around you, you form a perception filter in their minds for a brief span of time.
Benefit: When activated, become invisible for 1 round. All onlookers forget your existence until you reappear.


Name: Operator's Bulwark
Requires: 5 Points
Description: Drawing upon your power reserves, you create a small field around you that not only absorbs incoming force, but actively repels it.
Benefit: Upon activation, gain +2 to AC and Saves for 3 rounds.


Name: Operator's Castigation
Requires: 5 Points*
Description: You force a mental spike into your opponent, causing them to hesitate and second-guess themselves for a short while.
Benefit: One target gains -1 to attack rolls and skill checks for 1 minute


Name: Operator's Restriction
Requires: 10 Points
Description: With enough force, you can bend even the strongest people to your will, just for a little while.
Benefit: One target cannot perform one action for 1 round. If it's an attack, they cannot knowingly harm one person of your choosing. You must say the action they cannot perform, and they must be able to hear you.


Name: Operator's Reinforcement
Requires: 10 Points
Description: Drawing upon your power, you cause your body to become more powerful in one respect for a while.
Benefit: Upon activation, gain +2 to any ability score for 10 minutes.


Name: Operator's Restitution
Requires: 5 Points*
Description: Drawing upon your powers, you can mend small wounds even before they occur.
Benefit: One subject within touching range heals 5 hp or gains 5 temporary hp. Temporary hit points fade after 24 hours.


Name: Operator's Retorsion
Requires: 5 Points
Description: Drawing upon your powers, you damage the very bonds of one target.
Benefit: One target within 30' takes 5 damage. Not subject to Damage reduction, cover, displacement or hardness. Requires no attack roll.


Name: Operator's Retribution
Requires: 10 Points*
Description: Beyond simple hate, sorrow or frustration, you find that the most damning thing you can do with your powers is to simply make someone understand the pain you feel.
Benefit: One successful attack against you redirects all damage you would suffer back to the source in the form of subdual damage.


Name: Operator's Substitution
Requires: 10 Points*
Description: Using your powers to compress space and time, you draw fragments from realities that were or might have been, or even will be. They may be ephemeral visions of yourself, but you can still put them to use.
Benefit: Create 1d4+1 semi-real dopplegangers adjacent to you or one of your dopplegangers. You are shifted to any square they occupy when you activate this ability. As a move action, you may switch places with any doppleganger. Dopplegangers have hit points equal to your current total, cease to exist after 1 minute and cannot attack.


Name: Operator's Transportation
Requires: 10 Points
Description: Using the power you've absorbed, your break your body down into raw energy and reform it nearby, leaving just enough of your essence to throw off any aggressors in the meantime. Just make sure there aren't any solid objects in the space you want to reform or it may prove painful, to say the least.
Benefit: You move via teleportation in any 1 direction for up to 10 ft., leaving an after-image at your previous location. You are invisible until the start of your next turn, when you attack or until your after-image is attacked, whichever occurs first.



Name: Operator's Voluntatem Dei
Requires: 20 Points*
Description: The universe exists according to strict rules. Focusing your power, you can dominate a small area, place an edict and command a punishment for violating your law to those who would challenge your authority.
Benefit: For one minute, one specific action is prohibited by all those within 120' that heard the restriction. Any subject that performs the specified action is Cursed for 1 hour. Curse must be declared at the time of the prohibition, and violators suffer one of the following:

  • "Physical Destruction" (-4 to all physical stats)
  • "Mental Destruction" (-4 to all mental stats)
  • "Sensory Destruction" (rendered blind and deaf)

Note: A true Operator or other being of equal or greater power can override this ability.  

Cowpies77
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Cowpies77
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PostPosted: Tue Jul 24, 2012 6:16 pm
AquaCura: allows water breathing for 1 hour
Penalty: No penalty

Battle Tonic: Turns all damage into non-Lethal for 1 minute
Penalty: 1 Constitution damage

Biocorp: Improved natural healing for 1 day.
Penalty: No penalty

Revivall: Restores subject to 1 hp. Lasts 1 minute.
Penalty: After minute passes, if subject hasn't recovered any hit points, subject is reduced to previous HP total and takes 1d4 additional damage.

Prolong: Subject is treated as having Diehard feat. Lasts 10 minutes.
Penalty: -2 constitution penalty for 2 hours.

Energizer: Subject gains 2d4+2 temporary hp. Lasts 1 hour.
Penalty: Shakes, Tremors and muscle weakness, resulting in -1 penalty to Attack, damage and AC for 24 hours. Addictive, and side effects can be postponed by taking a second dose.

Rejuve: Subject gains fast healing 1 (1 minute)
Penalty: 1 constitution damage

Refresher: Reduces Fatigue level 1 step (Exhausted -> Fatigued and Fatigued -> Normal)
Penalty: Insomnia. Subject is Fatigued the next day.  
PostPosted: Thu Jul 26, 2012 3:30 pm
Level Two Operator Feats

Name: Operator's Acumen+
Requires: 10 Points*
Description: With some practice, you've learned how to follow up attacks with greater efficiency.
Benefit: Gain +2 to attacks for 1 minute. Every time you hit an opponent, you gain +1 to attack and damage rolls against that opponent the following round. Multiple hits during the same stack for determining bonus the following round.


Name: Operator's Alacrity+
Requires: 10 Points
Description: Your practice with time manipulation has uncovered a means to be just a little bit faster on the attack, removing some of the limitations from before.
Benefit: When activated, gain a free standard or move action.


Name: Operator's Annulment+
Requires: 20 Points
Description: Your techniques for manipulation are increasingly powerful, and a bit more persistent.
Benefit: When activated, you can Wipe, Add or Modify 10 minutes of memory from one target you can touch. Any concrete evidence that contradicts the new memories causes the target to take 1d6 subdual damage per level when the effect is dispelled.

Name: Operator's Authority+
Requires: 20 Points
Description: Your words gain more power, lasting longer.
Benefit: One target within 30' obeys non-suicidal suggestions from you for 5 rounds.


Name: Operator's Aversion+
Requires: 20 Points
Description: You have begun to learn to stretch the power of making others look past you, enabling you to stay hidden longer.
Benefit: When activated, become invisible for 1 minute. All onlookers forget your existence until you reappear.
(Note: At this point, I feel obligated to mention that if you directly attack someone while invisible, the effect will break because you're forcing them to pay attention to you.)


Name: Operator's Bulwark+
Requires: 10 Points
Description: Your field of protection is enhanced, widening the area of affect enough to grant mild degrees of protection to nearby allies.
Benefit: Upon activation, gain +2 to AC and Saves for 1 minute, and Allies within 5' gain +1 AC and reflex saves.


Name: Operator's Castigation+
Requires: 10 Points*
Description: After enough practice, learning to make one person hurt was too easy, so you learned how to make multiple people suffer from your mental onslaught.
Benefit: 1d4+1 targets take a -2 penalty to attack and damage rolls, and -4 penalty to skill checks for 1 minute.


Name: Operator's Restriction+
Requires: 20 Points
Description: Your increased powers are becoming more dominant, forcing those to submit.
Benefit: 1d4+1 targets within 90' cannot perform one action for 3 rounds. If it's an attack, they cannot knowingly harm people of your choosing. You must say the action they cannot perform. They do not need to hear you or share a common language.


Name: Operator's Reinforcement+
Requires: 20 Points
Description: Your powers are more developed now, allowing you to enhance more aspects of yourself.
Benefit: Upon activation, gain +4 to any two ability scores for 1 hour.


Name: Operator's Restitution+
Requires: 10 Points*
Description: Your life-spark grows stronger than ever, allowing you to be a conduit of regenerative power.
Benefit: One subject within 30' heals 10 hp, gains 10 temporary hit points and gains fast healing 1 for 1 minute. Temporary hit points fade after 24 hours.


Name: Operator's Retorsion+
Requires: 10 Points
Description: Drawing upon your powers, you damage the very bonds of one target.
Benefit: Up to 3 targets within 60' take 10 damage. Not subject to Damage reduction, cover, displacement or hardness. Requires no attack roll. Items affected by this gain the Broken condition 50% of the time.


Name: Operator's Retribution+
Requires: 20 Points*
Description: They say Pain shared is half the pain. Prove them wrong.
Benefit: For one round, redirect all damage you would suffer back to its source in the form of subdual damage. All opponents within 30' take 1 damage every time damage is redirected.


Name: Operator's Substitution+
Requires: 20 Points*
Description: As you become more powerful at compressing time and searching alternative realities, you begin to learn how to extend your mind to tap into your alternates.
Benefit: Create 1d6+1 semi-real dopplegangers adjacent to you or one of your dopplegangers. You are shifted to any square they occupy when you activate this ability. As a free action once per round, you may switch places with any doppleganger. Dopplegangers have hit points equal to your current total, cease to exist after 1 hour and cannot attack. They cease to exist if they go farther than 1,000 feet from you. When they cease to exist, you can opt to learn any information they gathered. You may end them prematurely at will.


Name: Operator's Transportation+
Requires: 20 Points
Description: Breaking down and reforming your body is more an art than a science. One you're becoming more skilled at.
Benefit: You move via teleportation in any 1 direction for up to 30 ft., leaving an after-image at your previous location. You are invisible for 1 round per level, when you attack or until your after-image is damaged, whichever occurs first.


Name: Operator's Maior Voluntatem Dei
Requires: 40 Points*
Description: Your grasp on the true nature of reality grows greater, with you being able to set an edict to punish those who defy you, but also empower those who submit to your will.
Benefit: For up to ten minutes, one specific action is prohibited by all those within 150' that heard the restriction. Any subject that performs the specified action is Cursed for 1 day. Curse must be declared at the time of the prohibition, and violators suffer one of the following:

  • "Physical Destruction" (-4 to all physical stats)
  • "Mental Destruction" (-4 to all mental stats)
  • "Sensory Destruction" (rendered blind and deaf)
  • "Suffering" (Target loses their actions 50% of the time due to pain, including on the action that violated the prohibition.)
  • "Time Destruction" (Lost in Time and Space for the duration of the curse)
  • "Physical displacement" (Randomly moved in one direction, including straight up or straight down, by 5 miles.)

Additionally, when the law ends, those that obeyed your rule gains a blessing for 1 day. Examples are as follows

  • "Gift of Mind" (+4 to all mental stats)
  • "Gift of Body" (+4 to all physical stats)
  • "Gift of Wholeness" (Recover from all ability damage and physical deformities]

(Note: Regenerated limbs stay regenerated and so on.)
Note: A true Operator or other being of equal or greater power can override this ability.  

Cowpies77
Vice Captain

Unforgiving Punching Bag

10,100 Points
  • Dressed Up 200
  • First step to fame 200
  • Generous 100
Reply
The Drunken Dwarf Tavern

 
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