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Feats

Big Boomer | Brawny | Dietician | Energy Siphon | Fast Climber | Intimidating | Leap Attack | Long Bomb | Nage-Waza | Quick Healer | Spongy | Strapping | Strong Constitution | Tough as Nails | Toughness | Weapon Specialist | Will to Live | Corrupt | Distracting Throw | Face | Good Cop | Honest Liar | Inside Information | Leader | Network | Ear to the Ground | Pidgin | Plea Bargain | Plugged In | Translator | Potent | Recruiter | Ritual Leader | Rumormonger | Shadow | Social Networker | Straight Man | The Frugal Magister | Adrenaline Surge | Ambidextrous | Archer | Bulls Eye | Catlike | Double Jointed | Escape Artist | Fast Throw | The Right Stuff | Maverick | Hairpin Maestro | Gamer | Indy Driver | Sailor | Gymnast | High Kick | Keyboard Cowboy | Kick Boxer | Lockpick | Quick | Quick Draw | Slippery | Smooth Reload | Soft Martial Artist | Still and Silent | Stunt Helo | Top Shot | Go Go Go | Common Sense | Cop Eyes | Counter Counter | Counter Meister | Cyber Security Guru | Danger Sense | Doctor Death | Enchanter | Exotic Ranged Weapons | Fine Tuned | Firecracker | Flight Mechanic | Group Sneak | Heavy Weaponeer | Intuition | Marksman | Mini Me | Miracle Worker | Night Owl | Expert Scholar (subject) | Pack Rat | Perceptive | Photographic Memory | Potion Master | Problem Solver | Hacker | Cutter | Spoof | Firewall | Recursive Search Routine | WinZip | Code Armor | Bounce | Digital Camoflage | Boot B-Gone | Remote Pilot | Shaped Guru | Booby Trap | Speed Coder | Speed Reading | Urban Ninja | Artillerist | Apartment Hack | Bootlegger's Reverse | Calm | Ticket Hook-Up | Cyber Security Savvy | Discipline | Electronics Genius | Guts | Habit | High Pain Tolerance | Iron Man | Lead Foot | Mental Toughness | Facial Recognition | Overcharge | Piercing | Safe Bomber | Systematic | Accurate | Auto Cannon | Bump in the Road | Cutting Corners | Exotic Melee Weapons | Hard Martial Artist | High Jumper | Immelman | Jujitsu | Knot Master | Mac Truck | Natural Acrobat | Natural Athlete | On Rails | Pack Mule | Pile Driver | Shark | Suppressive Personality | Sure Grip | Ton of Bricks | Weapon Specialist |

Feat Name Attribute Use Description
Big Boomer Body Daily Add +3 to the result of any die dealt by an explosive device used by the character that penetrates.
Brawny Body Global The character gains +1 to his Light and Moderate Wound thresholds (non-cumulative). Pre- Requisite: Strapping; Upgrade: Tough as Nails
Dietician Body Daily The character may reduce his healing target by 1.
Energy Siphon Body Adventure This feat reduces the damage dealt by an interrupted ritual by 1/2.
Fast Climber Body Adventure Add +2m to the character's climbing movement rate for one consecutive climb
Intimidating Body Daily The character has learned to maximize his ability to cause fear. He receives * bonus on the check.
Leap Attack Body Encounter For +1 AP the character may may a leap attack. Conduct a melee attack at -4 dice but add the character's Body skill bonus to it's damage.
Long Bomb Body Encounter Increase the character's throwing range by 20%.
Nage-Waza Body Daily Nage-Waza is the Judo art of knocking down your opponent. When used against an opponent's attack, the opponent must succeed in a Dexterity save or fall down. Note, the attack is unaffected.
Quick Healer Body Encounter Increase the healing the character receives by +1 damage.
Spongy Body Daily Reduce the height fallen by the character by one story when calculating damage. This may be applied to crash damage as well but must be declared before the dice are rolled.
Strapping Body Global The character gains +1 to his Light Wound threshold (non-cumulative). Upgrade: Brawny
Strong Constitution Body Adventure Double the effectiveness of any rest.
Tough as Nails Body Global The character gains +1 to his Light, Moderate, and Serious Wound thresholds (non-cumulative). Pre-Requisite: Brawny
Toughness Body Global The character has Damage Resistance (Impact) 1. This reduces the damage from bludgeoning weapons, falls, etc. by 1 point per die that penetrates.
Weapon Specialist Body Encounter Add * to one successful melee attack result.
Will to Live Body Adventure If the character fails a save for True Death and has no Luck available, he may re-roll the death save.
Corrupt Charm Global The character is very good at bribery. He gains one bonus * for any bribe.
Distracting Throw Charm Daily If the character has small items handy he may throw them at a close target for 1 AP. Make a Projectiles: Thrown Weapons (13) check {% add a -2 modifier to the target's next attack if it is not delayed}. This also puts the target under fire.
Face Charm Adventure In negotiations the offer will be modified by 10%. Multiple characters using this ability are not cumulative.
Good Cop Charm Daily The character is really good at gaining trust from interrogation subjects. As long as the character is not viewed as complicit in torture he gains a +2 circumstance bonus on Interrogation checks.
Honest Liar Charm Daily As long as the lie is built around a kernal of truth, the character receives a +3 bonus to "sell" the untrue parts.
Inside Information Charm Adventure By spending 1d4 hours trolling contacts, the character receives +2 to hacking rolls in a particular system.
Leader Charm Adventure The character is a natural leader. He automatically convinces targets to do neutral tasks as long as no negatives would have applied to the roll. If he chooses to make an Interaction test add * to the successful result.
Network Charm Daily The information provided by your contacts is acquired in 1d10 minutes rather than 1d4 hours.
Ear to the Ground Charm Global The character is generally well liked. Regardless of Reputation, there is a 4/6 chance he will be warned of anyone looking for him before they arrive.
Pidgin Charm Global The character is exceptionally adept at puzzling out half undestood communications. Language skills he does not have can be partially deciphered with a 1/6 chance he misunderstands.
Plea Bargain Charm Adventure For 2 AP the character may attempt an Interaction (15) check. If it succeeds and the target fails a Resolve save then the target's loses 1d6 AP as he hesitates due to the character's impassioned plea.
Plugged In Charm Daily You may eliminate the time requirement for an etiquette check. This represents your personal knowledge.
Translator Charm Global The decker is tied into translation databases. He has the equivalent of every language-soft. Pre-requisite: Hacker feat
Potent Charm Adventure The save target against a spell cast by you is increased by 1. This feat may be used after the victim rolls his save.
Recruiter Charm Adventure The character's Interaction skill gains * Immediately add your counterpart to your contacts for 1/2 price with a Reputation 1 less than it would otherwise be (full price may be paid to increase the Reputation to normal).
Ritual Leader Charm Global If a ritual is going to have more than one participant, at least one of them must have this feat. The leader of the ritual will use his Sorcery skill, feats, and metamagics when casting the spell.
Rumormonger Charm Adventure The character knows just how to spread the word so "everyone" gets it quickly. 4d6 hours of work and the people he is targetting will get the word.
Shadow Charm Daily The character is skilled at discretely following a subject. If the character fails a Stealth: Shadow check he can remain unnoticed if he immediately breaks contact with the subject.
Social Networker Charm Adventure Your geek buddies sometimes know hacking backdoors. When Hacking, you may add +10% to your chance to successfully use the Backdoor program. NOTE this feat is useless without the Hacker feat.
Straight Man Charm Daily The character is skilled at being the distraction while his partner pulls a job. He may roll his Buff dice and add any successes to his partner's Buffs.
The Frugal Magister Charm Global The character can perform a ritual with fewer/cheaper materials. The cost is reduced to 150¥ + 25¥ / Mana.
Adrenaline Surge Dexterity Adventure When his action is opposed, the character may act first. This does not change his Initiative.
Ambidextrous Dexterity Global The character may use both hands at the same time with a -1 penalty (rather than -2). Note this feat may be purchased up to 3 times if the character has Shiva Arms.
Archer Dexterity Encounter The character may load an arrow for 2 AP rather than the 4 AP usually required. NOTE: This feat may be used TWICE per encounter.
Bulls Eye Dexterity Daily Double the damage dice gained from * for one firearms attack.
Catlike Dexterity Global The character moves with an elegant, stealthy gait. He receives a +1 bonus to the Stealth: Sneak skill. In addition, the character should be treated as having a Habit of moving stealthily.
Double Jointed Dexterity Global The character receives +1 to any Knowledge: Escape Artist checks. This also applies to attempts to escape from grappling.
Escape Artist Dexterity Daily The character is skilled at escaping bonds. He may attempt to escape professional restraining devises (handcuffs, straight jackets, etc.) and receives a +3 bonus when escaping hand tied ropes.
Fast Throw Dexterity Daily For 3 AP the character may throw 3 small throwing knives at targets that are next to each other. Each attack receives a +3 target modifier. The weapons must be in hand or in chest sheaths.
The Right Stuff Dexterity Global The character is a natural astronaut. He receives +2 to his Piloting: Aerospace skill.
Maverick Dexterity Global The character is a natural pilot. He receives +2 to his Piloting: Aircraft skill.
Hairpin Maestro Dexterity Global The character can pick locks using nearly anything small. Even fingernail clippings might work. He receives no penalties for not having available lockpicks.
Gamer Dexterity Global The character is an accomplished vid gamer. He receives +2 to his Piloting: Anthroform skill.
Indy Driver Dexterity Global The character is a natural driver. He receives +2 to his Piloting: Ground Vehicles skill.
Sailor Dexterity Global The character is a natural sailor. He receives +2 to his Piloting: Watercraft skill.
Gymnast Dexterity Encounter The character can attempt to Dodge firearms. To dodge spend 2 AP and make a Dexterity Save. If you succeed, the attack misses. The firearms attack's AP cost must overlap you next action point for you to be eligible to dodge.
High Kick Dexterity Global For +1 AP you may choose to roll 1d6 for your kick attack's hit location rather than 1d6+6.
Keyboard Cowboy Dexterity Adventure You automatically receive 4 successes on one Defense roll while hacking. This must be used before the roll is made. Pre-requisite: Hacker feat
Kick Boxer Dexterity Encounter Move the hit location of a successful kick attack up to 1d3 locations.
Lockpick Dexterity Daily Your character is skilled at picking locks. He receives * bonus on each successful check related to one lockpicking attempt.
Quick Dexterity Daily Double the * scored on an Athletics: Running check.
Quick Draw Dexterity Encounter You may draw and fire your weapon for the same AP as simply firing it by accepting a +2 target modifier.
Slippery Dexterity Daily The character receives +2 to a Dodge save.
Smooth Reload Dexterity Encounter The AP cost for the character to reload a weapon is reduced by 1 (minimum of 1).
Soft Martial Artist Dexterity Encounter When he successfully parries an unarmed attack he may make a non-dodgeable counter-attack for 2 AP.
Still and Silent Dexterity Daily The character may choose to cast a spell without a verbal or somatic component (he need not move or speak). This adds +2 to the target to cast the spell.
Stunt Helo Dexterity Global This feat allows the character to fly his Helo sideways or backwards at high speed. His maximum speed is reduced to 1/2 when doing this. Without this feat helicopters can sideslip at very slow speed.
Top Shot Dexterity Encounter Roll again for your hit location and choose one result.
Go Go Go Dexterity Daily The character may roll an additional Initiative die if one of his rolls a natural 20.
Common Sense Intelligence Global If the character is about to do something the GM deems foolish, the GM should give him a chance to reconsider.
Cop Eyes Intelligence Encounter The character gains * bonus to a successful Awareness: Visual check to determine whether a subject is armed.
Counter Counter Intelligence Daily 3/6 chance one counterspell targeting a spell you cast fails to work.
Counter Meister Intelligence Encounter Add +20% to the chance a counterspell succeeds. This may be used after the roll.
Cyber Security Guru Intelligence Adventure The character's wizzer knowledge allows him to trick Guardian IC into thinking it is communicating with the CPU when it really is talking to a tofu hot dog vendor in Bangladesh. Prevent the Action Level from changing.
Danger Sense Intelligence Daily Negate surprise penalties to your AP.
Doctor Death Intelligence Daily The character is adept at causing pain while keeping the victim of his interrogation alive. Subtract 1d10% from the victims Death Save target.
Enchanter Intelligence Global The mage can enchant objects using the enchanting rules.
Exotic Ranged Weapons Intelligence Global You are familiar with lasers, gyrojet weapons, flamethrowers, mouth guns, etc. Without this feat critical failures happen on a 1-3.
Fine Tuned Intelligence Global Any vehicle the character started the adventure in posession of has its top speed increased by 10% (round to nearest 10 mph so this has no effect on vehicles slower than 50 mph top speed).
Firecracker Intelligence Encounter The character can estimate the amount of explosives required to accomplish a task. If he uses that much and succeeds on his Demolitions check, no damage roll need be made to see if the task is accomplished.
Flight Mechanic Intelligence Global The character knows how to work on aircraft. Without this feat critical failures happen on a 1-3.
Group Sneak Intelligence Daily By taking time to organize the group, the character may allow them to use his Stealth result -1 success in place of their own roll.
Heavy Weaponeer Intelligence Global With fixed artillery he may Fire For Effect which places subsequent rounds within one scatter die (by range) meters of the first round fired in a random direction with no roll required. Fire For Effect continues to apply until the character shifts his aim.
Intuition Intelligence Daily When the character successfully searches for a specific object and scores *, he finds the object in 1d4 minutes.
Marksman Intelligence Encounter Your firearms attack does +2 dice of damage
Mini Me Intelligence Global Any vehicles that the character began the adventure owning receive +10% to their Space. NOTE: This does not change the vehicle's Body. It just allows the character to cram more stuff inside.
Miracle Worker Intelligence Daily With a successful Biotech: First Aid check the character immediately heals 1 wounds of any type (lowering the wound level).
Night Owl Intelligence Global The character's brain is exceptionally good at processing dimly perceived information. Low light modifiers are reduced by 1 and the character receives a +3 bonus to perceive invisible (or nearly so) objects.
Expert Scholar (subject) Intelligence Global The character is an expert on a particular subject. The chosen subject must be a subset of a skill. General information requires no roll to acquire. For detailed info, add +6 to the roll.
Pack Rat Intelligence Global The character is really good at hiding thing in vehicle frames. Items he hides get a 3/6 save versus being found unless the vehicle is completely disassembled. Note that scent triggers are not affected.
Perceptive Intelligence Daily The character notices one detail he otherwise would have missed. If there are no details he missed, this ability is not used. Note: With Photographic Memory this ability may be used later to review the memory of a scene.
Photographic Memory Intelligence Daily The character remembers something perfectly as if it is on video.
Potion Master Intelligence Global The mage can enchant potions using the enchanting rules. If he also has the Enchanter feat the number of potions created in one ritual can be increased by 2.
Problem Solver Intelligence Adventure When the GM is pressing you for an instant decision you may take up to 1 minute to decide.
Hacker Intelligence Global With this feat and a computer you may make Hacking attmpts.
Cutter Intelligence Adventure You may reroll a failed Death Save for your computer.
Spoof Intelligence Daily When hacking, if you are traced, you may make an Intelligence save to defeat it. NOTE this feat is useless without the Hacker feat.
Firewall Intelligence Daily When your computer takes damage while hacking, you may reduce the damage by 1/2. NOTE this feat is useless without the Hacker feat.
Recursive Search Routine Intelligence Global When searching for data while hacking any failures are automatically converted to 1 success. NOTE this feat is useless without the Hacker feat.
WinZip Intelligence Daily When hacking, reduce download times by 25%. NOTE this feat is useless without the Hacker feat.
Code Armor Intelligence Global When attacked by Black IC, reduce the damage suffered by 1d6. NOTE this feat is useless without the Hacker feat.
Bounce Intelligence Adventure When making hacking attempts, if you are kicked and a Trace is attempted, you automatically defeat it. This may be used after all other countermeasures have already failed. NOTE this feat is useless without the Hacker feat.
Digital Camoflage Intelligence Daily If an enemy decker finds you, you may make a Charm save to defeat him before he attacks. NOTE this feat is useless without the Hacker feat.
Boot B-Gone Intelligence Daily When hacking, you may raise your Response by 1. This applies only to the node you are in but does last between visits on the same hacking run. Once you jack out, the benefit is lost. NOTE this feat is useless without the Hacker feat.
Remote Pilot Intelligence Global The character can pilot any remote vehicle he is otherwise qualified to operate. Without this feat a critical failure occurs on a 1-3.
Shaped Guru Intelligence Daily Increase the damage die type for an explosive device used by the character.
Booby Trap Intelligence Daily The character can improvise whatever is at hand to make a trap or explosive. Effect and time is based on what is available with each * increasing the effect 50%.
Speed Coder Intelligence Daily Halve the time required to modify a slave node's function (minimum 1 action).
Speed Reading Intelligence Global The character receives ** on his Intelligence (0) test {* -5 AP} to speed read. One page of text takes 30 AP base.
Urban Ninja Intelligence Daily The character is good at dodging patrols chasing him. Add +3 to any attempts he makes to disengage once he breaks contact with security.
Artillerist Resolve Encounter When firing Artillery or indirect grenades the character has 1/2 the usual scatter.
Apartment Hack Resolve Global If your Lifestyle's Necessities are Middle or lower you do not have to pay for them. Pre-requisite: Hacker feat
Bootlegger's Reverse Resolve Daily For 2 AP the character can change his vehicle's facing to whatever he desires with no movement. This feat may only be used when driving a vehicle for which the driver has the appropriate driving skill at 4+.
Calm Resolve Encounter Once per encounter you may ignore the effects of stress on an action.
Ticket Hook-Up Resolve Global You have intimate knowledge of a local airline's ticketing computer. Airline tickets are free for you. Pre-requisite: Hacker feat
Cyber Security Savvy Resolve Global The character's electronics receive a 2/6 save against being hacked. This is cumulative with other saves.
Discipline Resolve Global The character receives +3 to Resolve checks to force yourself to endure harsh conditions.
Electronics Genius Resolve Daily Reduce the time to bypass an electronic alarm or lock by 1/2.
Guts Resolve Global The character receives +3 to Resolve saves to overcome fear. This applies to suppressive fire saves.
Habit Resolve Global The character may choose a habit (always carrying a gun in his left boot, checking behind doors when he passes through them, etc.).
High Pain Tolerance Resolve Adventure The character may make a Resolve save to stay conscious after he fails a Death Save. He is still bleeding and dying. The AP cost of actions are doubled until he receives full healing.
Iron Man Resolve Adventure The character practices fatigue and bladder control. He adds +2 to his Resolve when determining how long he can continue a ritual.
Lead Foot Resolve Daily Add * to your result in a Speed based chase
Mental Toughness Resolve Global The character receives +2 to Resolve save checks to resist mind affecting effects.
Facial Recognition Resolve Global The decker can run a picture of a face through extensive public and private databases to find a name, etc. Doing so takes a Knowledge: Computer check (*: 1d10 x 10 minutes; **: 1d8 x 10 min; ***: 1d6 x 10 min; ****: 1d4 x 10 min). Pre-requisite: Hacker feat
Overcharge Resolve Global Any weapons the character began the adventure owning receive +1 die of damage.
Piercing Resolve Encounter When a spell is affected by a successful Negamage roll the character may choose to increase the Drain of the spell 50% to gain a 3/6 save against the Negamage ability.
Safe Bomber Resolve Daily Negate one critical failure when using explosives.
Systematic Resolve Daily Add * to a successful Search check
Accurate Strength Encounter You may move your hit location from a firearms attack up to 1 location.
Auto Cannon Strength Daily Your automatic fire is unusually accurate. Add +2 to the hit chance (for the individual bullets).
Bump in the Road Strength Daily The character can bump into a vehicle his size or smaller and change it's movement direction by 45 degrees for one action.
Cutting Corners Strength Global Any vehicles that the character began the adventure owning receive +1 to their Maneuverability.
Exotic Melee Weapons Strength Global You are familiar with sais, pole arms, chainsaws, foot blades, mouth knives, whips, etc. Without this feat critical failures happen on a 1-3.
Hard Martial Artist Strength Daily Add 5% to any death saves resulting from one of the character's unarmed melee attacks. This may be used after the save is rolled but may not be combined with similar abilities.
High Jumper Strength Encounter Add +1d4 Feet to the vertical height of the character's jump.
Immelman Strength Encounter When piloting aircraft the character can perform an immelman maneuver for 2AP which moves him backwards 1/2 his current movement while maintaining his current heading and speed.
Jujitsu Strength Daily For 2 AP (instead of the usual 1) the character may attempt to parry an incoming unarmed attack. If he beats the attack roll by 2 or more, the opponent is grappled.
Knot Master Strength Daily You are a former sailor or, at least, skilled with knots. Escape checks when you tie someone must score *** additional buffs.
Mac Truck Strength Global If a third melee damage die penetrates, add +2 more damage (total +6). Pre-Requisite: Ton of Bricks
Natural Acrobat Strength Global The character receives +1 to his Acrobatics: Gymnastics skill.
Natural Athlete Strength Encounter The character receives * on a successful Athletics check.
On Rails Strength Adventure Add ** to your result in a Maneuver based chase
Pack Mule Strength Global The character may carry 25% more without becoming encumbered (5 Kilos per Strength is normal if distributed).
Pile Driver Strength Global Add +2 to your melee damage if at least one die penetrates. Upgrade: Ton of Bricks
Shark Strength At Will The character may perform attacks without spending * from his swimming check.
Suppressive Personality Strength Encounter Your suppressive fire is really scary. Add +2 to targets' Resolve saves.
Sure Grip Strength Encounter The character may reroll a failed save that would result in him losing his grip on an item or while climbing.
Ton of Bricks Strength Global If a second melee damage die penetrates, add +2 more damage (total +4). Pre-Requisite: Pile Driver; Upgrade: Mac Truck
Weapon Specialist Strength Encounter The character receive +2 damage dice on any successful attack with a projectile weapon.

Copyright 2024 James Watson