WNC Feats
Chance Feats:
Bloody Mess
Whether by skill, intuition or just quirk of fate, you always hit someone for maximum mess. Others often find this intimidating.
Prerequisites: Mark of Conflict, Base Attack +5 or higher.
Benefit: Each time one of your attacks reduce an opponent’s wound points to 0 or less they must immediately roll on the Table of Ouch (pg 332) with a +15 modifier (i.e. 1d20 + damage caused + 15). When an opponent suffers this effect, or when you kill an opponent the DC of any Search or Investigate checks on the body are reduced by 5.
The low-levels of radiation of the rad-lands have had an influence on you, and against all the odds it's a good thing.
Benefit: You gain 1 of the following npc qualities: acquatic, burrow, camouflaged, damage reduction (2 points), damage resistance (4 points), fast healing, fleet (+10ft), hulking (large 1x1), improved hearing, improved scent, improved vision, low-light vision, natural attack (caliber II), unnerving I.
However your physiology and appearance has altered to such a degree that you count as near-human.
Near Human: The error range of each Medicine check targeting a near-human character increases by 1. Further, a near-human character suffers a –2 penalty with all skill checks made to disguise himself as a human or blend in with humans.
Racial Feats:
Your old body is constantly re-growing into new and hideous forms, while you look absolutely disgusting, even for a ghoul – your bodies’ regeneration has its uses.
Prerequisites: Ghoul
Benefit: You heal 1 wound per hour, and 1 vitality per career level per hour, and critical injuries take 1 fewer missions to heal (minimum 0).However you become quasi-human, as your body becomes more cancerous growth than human.
Quasi -Human: The error range of each Medicine check targeting a quasi-human character increases by 4. Further, a quasi-human character suffers a –10 penalty with all skill checks made to disguise himself as a human or blend in with humans.