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Old 05-19-2014, 12:45 PM   #1
MrNixon's Avatar
MrNixon
-- administrator --
  • Jul 2013
  • 579
Feats


In the SACPIC System, a feat is one type of ability a character may gain through level or class progression. Feats are different from skills in that characters can vary in competency with skills, while feats typically provide static bonuses to or offer new ways to use existing abilities.

Usually feats are chosen as a character gains levels. The first general feat is chosen at character creation, and an additional one is gained every three character levels (levels 3, 6, 9, 12, etc.). Some of these feats have prerequisites that must be met before selecting them.

There are different types of feats in the game, divided into 10 categories: Achievement Feats, Racial Feats, Background Feats, Augmentation Feats, Profession Feats, General Feats, Skill Fits, Survival Feats, Armor Feats, Weapon Feats.

RACIAL FEATS:

Racial Feats are given to a player character upon creation based their selected race. Different races receive generic, tactical, and other sorts of feats. These feats are treated as specific bonuses for those particular races.

BACKGROUND FEATS:

Background Feats can only be taken at character creation, i.e. at 1st level. Some represent an ability that can only be gained by birth. Others represent the character's backstory and their upbringing. Usually, background feats provide some unique advantages which are offset by relevant negative effects.

AUGMENTATION FEATS:

Augmentation Feats allow, modify or open new slots available for a character's augmentation tree development. Specific feats and abilities provided by the character's augmentations are listed here as well.

PROFESSION FEATS:

Profession Feats are feats that are given or made available to player characters on the basis of that character's profession and their profession level. Some professions receive generic, tactical, augmentation, Chances-of-Saving and/or skill feats at certain levels. These feats are treated as profession feats for those particular professions. Any feat automatically awarded at a certain profession level is given even if the character does not meet the stated prerequisites.

GENERIC FEATS:

Generic Feats are the most common feats, selected by players at character creation and at every third character level. They are generally restricted by stats or skill requirements in order to appear selectable.

SKILL FEATS:

Skill Feats modify a player character's Skills. Like generic feats they are available for selection by players at character creation and at every third character level.

SURVIVAL FEATS:

Survival Feats modify a player character's Chance-of-Saving rolls. Like generic feats they are available for selection by players at character creation and at every third character level.

ACHIEVEMENT FEATS:

Achievement Feats are passively given to a player character after they fulfill specific requirements to earn them. Some are obtained by special actions or interactions with other characters. Others are obtained as quests rewards. Achievement Feats cannot be manually selected by players.

ARMOR FEATS:

Armor Feats denote special qualities that equipped armor possesses, and cannot be influenced in any way by players, other than by modifying the armor itself.

WEAPON FEATS:

Weapon Feats denote special qualities that equipped weapons possess, and cannot be influenced in any way by players, other than by modifying the weapon itself.
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Old 08-09-2014, 09:32 PM   #2
MrNixon's Avatar
MrNixon
-- administrator --
  • Jul 2013
  • 579
BACKGROUND FEATS:

Background Feats can only be taken at character creation, i.e. at 1st level. Some represent an ability that can only be gained by birth. Others represent the character's backstory and their upbringing. Usually, background feats provide some unique advantages which are offset by relevant negative effects.


DARLING OF FORTUNE
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +1 bonus on all Chances-of-Saving as well as a +1 luck bonus to base Evasion Class. But with that, character suffers from -2 penalty to every Combat Skills checks.
Use: Automatic.
Luck has always been on your side when it comes to survival. However, thanks to that you've shown slight negligence in weapon training and usage.


EARLY BIRD
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +3 bonus to all skill checks during daytime, but suffers a -3 penalty to all skill checks at night.
Use: Automatic.
Like the saying goes, "Early to bed, early to rise, makes a man healthy, wealthy, and wise." You just find yourself more energized when the sun outside is shining.


FACEPALMER
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character receives +1 to Critical Miss range but also receives +1 to Critical Hit range too.
Use: Automatic.
Words simply cannot express how badly you critically fail. The good news is that your failures seem to rub off on others, as well.


FAST METABOLISM
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character recovers from addictions twice as fast. On the other hand the chances to become addicted doubled.
Use: Automatic.
You've always been blessed with a baby's metabolism, so everything runs its course twice as fast but is twice as likely to affect you.


GIFTED
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character receives +1 to all primary stats, in exchange only receiving half the proper skill points at the 2nd level and onwards.
Use: Automatic.
You were born special, but maybe a little bit conceited, because though your natural abilities are superior to others, you never bothered to practice improving your skills.


HANDYMAN
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +2 bonus to checks on Repair, Science, Traps and Lockpick, but suffers a -3 penalty to checks on Speech, Trade, and Outdoorsman.
Use: Automatic.
Although you lack much of an outgoing personality, you've always had a knack for working with your hands.


HAWKEYE
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +5% bonus to base Field-of-Sight, but suffers from -10% penalty to base Range-of-Sight.
Use: Automatic.
True to the name, you see much farther, like a real hawk, but find it more difficult to identify objects outside of your tunnel vision.


HUCKSTER
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +2 bonus on Trade and Speech checks, but suffers a -2 penalty to Science and Lockpick checks. Useful to any trader.
Use: Automatic.
You have a real way with words, you snake oil peddler, you. However, your chatty nature affects your concentration with manual activities.


HUMANIST
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +5 bonus to Fist Aid, Doctor, Speech, and Trade skills,.but suffers -3 penalty to all combat skills, Melee Weapons, Throwing Weapons, Firearms Weapons, Energy Weapons, Field Weapons.
Use: Automatic.
While not quite a pacifist, you place more value in your fellow man than in ways to rip them apart.


INQUISITIVE MIND
Type of feat: Background.
Requirements: 1st level background trait.
Required for: None.
Specifics: Character gains a +2 bonus on Science and Expertise checks, but suffers a -2 penalty to Doctor and Repair checks. Useful for any explorer.
Use: Automatic.
A mind that never rests is a gift for any traveler seeking out valuable technology remaining from the Past Age. At the same time, such curiosity does not play well when it comes to monotonous, laborious activity.


KAMIKAZE
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +5 bonus on Initiative and a +5 bonus on Spot checks. But with that, character's base Evasion Class is decreased to zero. Quite a risky feat.
Use: Automatic.
By single-mindedly paying no heed to any threats, you're able to react faster and draw first. But you should really wear more armor to protect yourself from your reckless nature.


MOUNTAIN OF MUSCLE
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +2 to primary Strength, but suffer a -1 penalty to Attack Quantity.
Use: Automatic.
You're a real bruiser, but no slight of fist. You can hit harder through sheer strength, if rather slowly.


NIGHT OWL
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +5 bonus to all skill checks at night, but suffers a -5 penalty to all skill checks during daytime.
Use: Automatic.
You know what they say, "Early to rise, early to bed, makes a man healthy, but socially dead." All those early bird types can go suck it. You always feel most alive during the twilight hours.


ONE-ARMED MASTER
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains +5 bonus to Attack Bonus when unarmed or using one-handed, light, and throwing weapons, but suffers a -10 penalty to Attack Bonus when using two-handed weapons. Beyond that, you cant use dual-wielding.
Use: Automatic.
Not only aren't you ambidextrous, you're pretty uncoordinated with anything that takes more than 1 hand. But your gifted good arm has always been more than enough on its own, so that hasn't really held you back.


SCORPION BLOOD
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +1 bonus on Reflex Chances-of-Saving and +1 bonus on Fortitude Chances-of-Saving. However, every First Aid and Doctor skills checks on character receive -5 penalty.
Use: Automatic.
Nature has all the answers... at least that's what you always say. You spent so much time hardening your body, exposing yourself to various poisons, that you've grown very hardy and resilient, but you shun modern medicine like the plague.


SLENDER SHAPE
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains +1 to primary Agility, but receives a -3 penalty to Strength for determining carrying capacity.
Use: Automatic.
Your slim and catlike physique lends itself to swift and dexterous maneuvers. Just leave all the heavy lifting to those meaty bruisers, because your back can't handle the most abuse.


SLOW METABOLISM
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character is half as likely to become addicted. However, recovery from addiction takes twice as long.
Use: Automatic.
You've always been blessed with an iron stomach, so you can shrug off chemical effects better than anyone else, but those few potent enough to sicken you won't run their course for a long time.


STUBBORN BEGGAR
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains +1 bonus to Will Chances-of-Saving, but suffers a -1 penalty to Trade and Speech checks.
Use: Automatic.
Being the close-minded sort of person, you are hard to perceive any other points of view that are not your own. But hey, it makes any negotiating with you pretty exhausting.


TWO-ARMED MASTER
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains +5 bonus to Attack Bonus when using two-handed weapons, but suffers a -10 penalty when unarmed or using one-handed, light, and throwing weapons.
Use: Automatic.
Though you've always been quite skillfully ambidextrous, you're unusually uncoordinated with anything that requires one-handed proficiency. But that's okay, two hands are always better than one.


OUTLAW NATURE
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +3 bonus to checks on Stealth, Spot, Steal, and Lockpick, but suffers a -3 penalty to Speech, Trade, Expertise, and Science checks.
Use: Automatic.
Ever the roguish type, you don't fool anyone when trying to engage in mundane trades, but your experience with shifty activities is second to none.


QUICK SHOT
Type of feat: Background.
Requirements: 1st level background feat.
Required for: None.
Specifics: Character gains a +1 bonus to Attack Quantity. However, all attacks suffer a -10 penalty to Attack Bonus and cannot use Aimed Mode.
Use: Automatic.
You don't have time to take aim when you're trying to fire as fast as possible. Without proper weapon training you'll need to compensate for your inaccuracy with overwhelming showers of bullets.

AUGMENTATION FEATS:

Augmentation Feats allow, modify or open new slots available for a character's augmentation tree development. Specific feats and abilities provided by the character's augmentations are listed here as well.


CORE-7 IMPLANT I
Type of feat: Augmentation.
Requirements: Pastager, Gained Though Quests Only.
Required for: Core-7 Implant II.
Specifics: You receive access for Core-7 Implant Augmentation feats of 1st level.
Use: Automatic.
The CORE-7 is an experimental synth bio-chip providing its carrier with various advanced abilities including augmented reality HUD, personal Virtual Intelligence interface, powerful data angling tools, synesthesia enforcers, cerebral BIOS, etc.

Side effects may include: nausea, disorientation, double vision, hallucinations, delirium, mental disorders, brain embolism, impotence, neural disorders, echopraxia, cerebral paralysis, delamination of the frontal lobe, and brain cancer.

RACIAL FEATS:

Racial Feats are given to a player character upon creation based their selected race. Different races receive generic, tactical, and other sorts of feats. These feats are treated as specific bonuses for those particular races.


ELECTRONIC ENGINE
Type of feat: Racial.
Requirements: Drone.
Required for: None.
Specifics: You receive healing effects from Repair skill instead of gaining from First Aid skill. Cripped effects on you must be amended by repair kits using Repair skill instead of medical kits that use Doctor skill.
Use: At character creation.
N/A YET


QUICK TO LEARN
Type of feat: Racial.
Requirements: Pastager.
Required for: None.
Specifics: You receive one extra feat at 1st level.
Use: At character creation.
Like many other citizens of the United Governments you have accesses to various knowledge and scientific information to learn.


NON-BIOLOGICAL NATURE
Type of feat: Racial.
Requirements: Drone.
Required for: None.
Specifics: You are immune to all biological afflictions.
Use: At character creation.
N/A YET


SKILLED
Type of feat: Racial.
Requirements: Pastager.
Required for: None.
Specifics: You are given 1 extra skill point at 2nd level and at each following level.
Use: At character creation.
Due to the strong education basis you received in your youth as a young citizen of the United Governments you are more versatile than most of the human from above the surface.


WEAPON PROFICIENCY (PASTAGER)
Type of feat: Racial.
Requirements: Pastager.
Required for: None.
Specifics: This feat allows the character to use the club, knife, projectile, all sidearms, all laser weapons and coil handgun.
Use: Automatic.
You understand how to use in combat such weapons like club, knife, projectile, all sidearms, all laser weapons and coil handgun.

PROFESSION FEATS:

Profession Feats are feats that are given or made available to player characters on the basis of that character's profession and their profession level. Some professions receive generic, tactical, augmentation, Chances-of-Saving and/or skill feats at certain levels. These feats are treated as profession feats for those particular professions. Any feat automatically awarded at a certain profession level is given even if the character does not meet the stated prerequisites.


THE EQUALIZER
Type of feat: Profession.
Requirements: N/A YET.
Required for: N/A YET.

Specifics: The Equalizer feat neglects -50% penalty to Damage and Range you'd received using a weapon with Not a Weapon feat.
Use: Automatic.
N/A YET

GENERIC FEATS:

Generic Feats are the most common feats, selected by players at character creation and at every third character level. They are generally restricted by stats or skill requirements in order to appear selectable.


ARMOR PROFICIENCY (HEAVY ARMOR)
Type of feat: Generic, Racial.
Requirements: None.
Required for: None.
Specifics: This feat grants the knowledge to make effective use of heavy armors. Characters without this feat cannot equip heavy armor.
Use: Automatic.
You are skilled at wearing heavy armors.


ARMOR PROFICIENCY (HI-TECH ARMOR)
Type of feat: Generic, Racial.
Requirements: INT 14+.
Required for: None.
Specifics: This feat grants the knowledge to make effective use of advanced hi-tech armors. Characters without this feat cannot equip hi-tech armor. Pastagers have this feat for free.
Use: Automatic.
You are skilled at wearing advanced hi-tech armors.


ARMOR PROFICIENCY (LIGHT ARMOR)
Type of feat: Generic, Racial.
Requirements: None.
Required for: Armor Proficiency (medium) and Armor Proficiency (heavy).
Specifics: This feat grants the knowledge to make effective use of light armors. Characters without this feat cannot equip light armor. Pastagers have this feat for free.
Use: Automatic.
You are skilled at wearing light armors.


ARMOR PROFICIENCY (MEDIUM ARMOR)
Type of feat: Generic, Racial.
Requirements: None.
Required for: Armor Proficiency (heavy).
Specifics: This feat grants the knowledge to make effective use of medium armors. Characters without this feat cannot equip medium armor.
Use: Automatic.
You are skilled at wearing medium armors.


AWARENESS
Type of feat: Generic.
Requirements: Perception 12+, Level 2+.
Required for: None.
Specifics: You can see the HP of any characters, creatures and robots when you see them.
Use: Automatic.
N/A YET


WEAPON PROFICIENCY (ENERGY WEAPONS)
Type of feat: Generic.
Requirements: None.
Required for: None.
Specifics: This feat allows the character to use all types of energy weapons: laser weapons, plasma weapons and coil weapons. Characters without this feat cannot equip energy weapons.
Use: Automatic.
You understand how to use in combat such energy weapons like laser/plasma pistol, laser/plasma rifle, coil handgun, coil rifle and coil sniper rifle.


WEAPON PROFICIENCY (FIELD WEAPONS)
Type of feat: Generic.
Requirements: None.
Required for: None.
Specifics: This feat allows the character to use field weapons. Characters without this feat cannot equip that type of weapons.
Use: Automatic.
You understand how to use in combat weapons based on Higgs Field Technology.


WEAPON PROFICIENCY (MELEE WEAPONS)
Type of feat: Generic.
Requirements: None.
Required for: None.
Specifics: This feat allows the character to use all types of melee weapons: axe, club, hammer, knife, spear, staff, one-handed sword and two-handed sword. Characters without this feat cannot equip melee weapons.
Use: Automatic.
You understand how to use in combat the axe, club, hammer, knife, spear, staff, one-handed sword and two-handed sword.


WEAPON PROFICIENCY (FIREARMS WEAPONS)
Type of feat: Generic.
Requirements: None.
Required for: None.
Specifics: This feat allows the character to use all types of firearms: sidearms, submachine guns, shotguns, assault rifles, sniper rifles and heavy firearms. Characters without this feat cannot equip firearms weapons.
Use: Automatic.
You understand how to use in combat deadly firearms, such as sidearms, submachine guns, shotguns, assault rifles, sniper rifles and heavy firearms.


WEAPON PROFICIENCY (THROWING WEAPONS)
Type of feat: Generic.
Requirements: None.
Required for: None.
Specifics: This feat allows the character to use all types of throwing weapons: any projectile, throwing knives, throwing axes. Characters without this feat cannot equip throwing weapons.
Use: Automatic.
You understand how to turn into deadly weapon any projectile, throwing knives and throwing axes.

ACHIEVEMENT FEATS:

Achievement Feats are passively given to a player character after they fulfill specific requirements to earn them. Some are obtained by special actions or interactions with other characters. Others are obtained as quests rewards. Achievement Feats cannot be manually selected by players.


COMMANDER AFFINITY:
Type of feat: Achievement.
Requirements: Gained Though Quests Only.
Required for: None.
Specifics: You don't receive -1 penalty to base Stat when developing your CORE-7 implant.
Use: Automatic.
N/A YET

ARMOR FEATS:

Armor Feats denote special qualities that equipped armor possesses, and cannot be influenced in any way by players, other than by modifying the armor itself.

WEAPON FEATS:


Weapon Feats denote special qualities that equipped weapons possess, and cannot be influenced in any way by players, other than by modifying the weapon itself.


CRYSTAL COOLING SYSTEM
Type of feat: Weapon.
Requirements: Energy weapons or field weapons equipped.
Required for: None.
Specifics: You weapon inflicts extra +3 (base) damage.
Use: Automatic.
Based on the quantum effects technology, this system provides effective and compact cooling by capturing electrons and manipulating their spins. All of these allows to overlook some charging systems of energy weapons.


ENHANCED RETARGETING SYSTEM
Type of feat: Weapon.
Requirements: Energy weapons or field weapons equipped.
Required for: None.
Specifics: You receive +20 to Max Range for your weapon.
Use: Automatic.
Beam-steering technologies make the arrays of this weapon conformal with the airframe, to provide instant retargeting across a large field of regard, and to compensate for the effects of atmospheric turbulence.


NO-RECOIL
Type of feat: Weapon.
Requirements: Firearms, energy weapons or field weapons equipped.
Required for: None.
Specifics: You receive +3 to Attack Bonus for your weapon.
Use: Automatic.
The absence of recoil in the weapon you’re using brings an extreme accuracy to your shots.


NOT A WEAPON
Type of feat: Weapon.
Requirements: None.
Required for: None.
Specifics: If you don't have The Equalizer feat, you receive -50% penalty to Damage and Range of the weapon equipped.
Use: Automatic.
Come on, are you seriously going to use this stuff as a weapon? Oh, it looks like you really are.


V-ALLOY
Type of feat: Weapon.
Requirements: Melee weapons or throwing weapons equipped.
Required for: None.
Specifics: You weapon inflicts extra +1d7 (physical) damage.
Use: Automatic.
N/A YET


VIZO SIGHT
Type of feat: Weapon.
Requirements: Firearms, energy weapons or field weapons equipped.
Required for: None.
Specifics: You receive +1 to Attack Bonus from your sight device.
Use: Automatic.
N/A YET
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Old 08-10-2014, 10:49 AM   #3
Fallen Angel's Avatar
Fallen Angel
-- co-founder --
  • Dec 2013
  • 3
Hello everyone,

I have been quite quiet in the past but I guess that having background feets which gives an advantage on the one hand and on the other an disadvantage which is exactly as "powerful" as the advantage those background feets could get somewhat uncommong in the game. Why should someone take "Early Bird" in a game which would make the player character very vulnerably during the night? Yes... I could sleep every night and avoid the disadvantage nearly completely but I guess this isn't wanted by the game devs. Also it might not be very realistic too... otherwise shift workers wouldn't be very effective at all in our lives ;-) but that is only one feat.

Another feat for example "Kamikaze" who would want to take that background feat? When you take it it seems that you can't avoid any attacks any more. I don't think that a character with that feat would make much sense because I guess you won't start with a high grade military armor which could withstand bullets or claws that much. :-)

I understand the way that the devs want to go.... a deep rpg where backgrounds have some meaning but I think that some of those "feats" won't attract many people and are therefore useless.

In most other games especially pen & paper games the character background want to tell the story of an character and some npc's and pc's would react in another way to the own character. Also it may define some kind of starting equipment f.e. a military seargent would get a handcannon 9mm and a ballistic vest or something like that.
And some backgrounds would lead to some advantages or disadvantages too but those are mostly designed by the player themself or are predefined as here. Some of those feats remember me of d&d especially that computer game nwn 2 where you "can" choose some background with an advantage and an disadvantage but they weren't that "heavy" as here. At least some are very "heavy" like "Kamikaze".

I don't know how far the game design got by now and if the devs already tested the game that way and my english is by far not that good to make very long posts which would be easier to understand but I hope at least that some of those feats will be overthought because as I already mentioned before... a feat... or a with other words a "component" of a game which isn't used might be not worth the effort to create it.

Background feats which I like so far:

"Darling of Fortune" because it's somewhat true... if you don't need to fight for your life than you might get a bit lazy in fighting ;-)
"Huckster" The one are good talkers and the others get the things done as it is in rl.
"Slender Shape" quite realistic because only the carry weight is mentioned and not their overall strength.

Other feats sometimes seems a bit weird and doesn't feel complete: (a small list)

"Fast Metabolism" I guess a fast metabolism would react in the way that you will need much more food and water as normal but on the other way your body might be recovering faster and other things. But only to get addicted faster and recovering from it feels a little "uncomplete".

"Gifted" You are slightly better than normal in your stats which might mean that your genetic pool were better and you had a good time in your life and you were able to grow without getting harmed that much with good food and pure water. I'd accept that a person like that would get a bit lazy at the young age but as an adult you are always forced to learn more to be better than the rest... especially in an apocalypse. I think having an disadvantage at the 1st level would be enough.

"Humanist" I'd like to call it "Paramedic" (you have been a paramedic in the past) and because of that you are better in aiding people than hurting them. But that would cut out the speech and trade skill. It just feel a bit weird if being a humanist would benefit my ability to aid people's wounds. I mean... some humanists get unconscious if they see blood :)
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