In Centerfold Gaming, your character will have a set of Feats that further defines them from the rest of the party they find themselves in. Feats are special skills that your character holds, however they are not inherently unique to that character. Each role starts off with a set of Feats that is unique to the role, and they have one free Feat to choose from the list. Feats can be chosen as the party levels up and progresses through the game.
Here's a list of the Feats available to the characters as well as a short description of each Feat. After the list, the set of Feats given to each role can be found.
Keep in mind however that this list will be expanding as time goes on.
Here's a list of the Feats available to the characters as well as a short description of each Feat. After the list, the set of Feats given to each role can be found.
Keep in mind however that this list will be expanding as time goes on.
Basic Feats (Simple feats used to help create the foundation for a character.)
- Armor Proficiency: Light - The ability to wear and use Light Armor.
- Armor Proficiency: Medium - The ability to wear and use Medium Armor.
- Armor Proficiency: Heavy - The ability to wear and use Heavy Armor.
- Weapon Proficiency: Melee - The ability to use Melee Weapons.
- Weapon Proficiency: Handguns - The ability to use Handguns.
- Weapon Proficiency: Sub-Machine Guns - The ability to use Sub-Machine Guns.
- Weapon Proficiency: Shotguns - The ability to use Shotguns.
- Weapon Proficiency: Assault Rifles - The ability to use Assault Rifles.
- Weapon Proficiency: Sniper Rifles - The ability to use Sniper Rifles.
Passive Feats (Feats that assist without needing to be activated.)
- Toughness - +1 HP every 2 Levels.
- Improved Toughness - +2 HP every 2 Levels. (Requires Toughness)
- Elite Toughness - +3 HP every 2 Levels. (Requires Improved Toughness.)
- Conditioning - +1 to all Strength and Constitution rolls.
- Improved Conditioning - +2 to all Strength and Constitution rolls. (Requires Conditioning.)
- Elite Conditioning - +3 to all Strength and Constitution rolls. (Requires Improved Conditioning.)
- Caution - +1 to Demolitions and Stealth.
- Improved Caution - +2 to Demolitions and Stealth. (Requires Caution.)
- Elite Caution - +3 to Demolitions and Stealth. (Requires Improved Caution.)
- Empathy - +1 to Persuasion and Medical.
- Improved Empathy - +2 to Persuasion and Medical. (Requires Empathy.)
- Elite Empathy - +3 to Persuasion and Medical. (Requires Improved Empathy.)
- Detail Oriented - +1 to Mechanical and Perception.
- Improved Detail Oriented - +2 to Mechanical and Perception. (Requires Detail Oriented.)
- Elite Detail Oriented - +3 to Mechanical and Perception. (Requires Improved Detail Oriented.)
- Endurance - +1 to Recovery rolls when Unconscious.
- Improved Endurance - +2 to Recovery rolls when Unconscious. (Requires Endurance.)
- Elite Endurance - Automatically recover when entering Unconscious state, will still be below 0 HP but able to do actions until death/full recovery. (Requires Improved Endurance + entering Unconscious state and successfully recovering three times.)
Active Feats (Feats that assist when called upon or activated.)
- Power Strike - +5 to Melee Damage, -3 to Dodge for next turn (Melee only).
- Improved Power Strike - +5 to Melee Damage, -2 to Dodge for next turn (Requires Power Strike.)
- Elite Power Strike - +5 to Melee Damage, -1 to Dodge for next turn (Requires Improved Power Strike.)
- Multi-Strike - One extra Attack during one turn, -3 to Dodge(Melee)/Damage Threshold(Ranged) during next turn.
- Improved Multi-Strike - One extra Attack during one turn, -2 to Dodge(Melee)/Damage Threshold(Ranged) during next turn. (Requires Multi-Strike.)
- Elite Multi-Strike - One extra Attack during one turn, -1 to Dodge(Melee)/Damage Threshold(Ranged) during next turn. (Requires Improved Multi-Strike.)
- Called Strike - Higher critical range during one turn, -3 to Dodge(Melee)/Damage Threshold(Ranged) during next turn.
- Improved Called Strike - Higher critical range during one turn, -2 to Dodge(Melee)/Damage Threshold(Ranged) during next turn. (Requires Called Strike.)
- Elite Called Strike - Higher critical range during one turn, -1 to Dodge(Melee)/Damage Threshold(Ranged) during next turn. (Requires Improved Called Strike.)
- Sneak Attack - +2 to Stealth check after killing/knocking someone out while using Stealth to remain undetected.
- Improved Sneak Attack - +3 to Stealth check after killing/knocking someone out while using Stealth to remain undetected. (Requires Sneak Attack.)
- Elite Sneak Attack - +4 to Stealth check after killing/knocking someone out while using Stealth to remain undetected. (Requires Improved Sneak Attack.)
Security Starting Feats - Armor Proficiency: Light, Medium, Heavy ; Weapon Proficiency: Melee, Handgun, SMGs, Shotguns, Assault Rifles
Researcher Starting Feats - Armor Proficiency: Light, Medium ; Weapon Proficiency: Melee, Handgun, SMGs
Doctor Starting Feats - Armor Proficiency: Light ; Weapon Proficiency: Melee, Handgun
Scientist Starting Feats - Armor Proficiency: Light ; Weapon Proficiency: Melee, Handgun
Researcher Starting Feats - Armor Proficiency: Light, Medium ; Weapon Proficiency: Melee, Handgun, SMGs
Doctor Starting Feats - Armor Proficiency: Light ; Weapon Proficiency: Melee, Handgun
Scientist Starting Feats - Armor Proficiency: Light ; Weapon Proficiency: Melee, Handgun
Last edited by Centerfold on Sat May 27, 2017 11:34 am; edited 1 time in total