Additional Character Options

 

 

Home Game Alterations: Practice Makes Perfect pdf plus Origin of Species (all of Specialties but Seducer and none of the Racial Talents ... yet)

 

Talents From The Wiki

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Brooding: You tend to focus your thoughts on problems, which makes others feel rather disturbed.

+2 Charisma, -2 Constitution. Intimidate is always a class skill for you. Further, your result cap with this skill increases by 5 (max 60). Once per session you may request a hint from the GC for which the GC gains no Action Dice. If the GC refuses, you gain 1 bonus Action Die. You gain a +1 insight bonus with Will Saves. This bonus increases by an additional +1 at Career Level 4, 8, 12, 16, and 20.

 

Calculating: The odds are always on your side and you make sure they always do.

+2 Wisdom, -2 Charisma. Analysis and Sense Motive are always class skills for you. Further, your result cap with those skills increases by 5 (max 60). You may retry a failed skill check without penalty a number of times per session equal to your starting action dice. Once per session, you may request a hint from the GC for which the GC gains no action dice. If the GC refuses you gain 1 bonus action die. You gain a +1 bonus with skill checks made to determine surprise. This Bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

 

Eager: You’re always the first to volunteer for anything, regardless of the consequences.

+2 Constitution, -2 Intelligence. You gain the Fearless I NPC quality. You gain a +1 insight bonus with Initiative checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20. You gain 1 Interest. You gain an additional Interest at Career Levls 2, 4, 6, 8, 19, 12, 14, 16, 18, and 20.

 

Devoted: You may not be the best, but you're certainly the most determined.

+ 2 to your lowest attribute, and -2 to your highest attribute. You gain an extra action die.

You may retry a failed skill check without penalty a number of times per session equal to your starting action dice. You gain the Fearless I NPC Quality.

 

Moralistic: You follow a strict moralistic code, so much so you should be a priest. You can see straight through people’s lies.

+2 Wisdom, -2 Charisma. Your threat range with Sense Motive checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20. Manipulate is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60). Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.

 

Sneaky

+2 Dexterity, -2 Constitution. Sneak is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60). You gain a +1 bonus with skill checks made to determine surprise. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20. Your Speed increases by 5 ft.

 

Spartan: You live life with bare bones necessity and a cool head in combat.

+2 Strength, -2 Intelligence. You gain 1 additional wound point at Career Level 1, and 1 additional wound point at Career Levels 4, 8, 12, 16, and 20. You start the game with two fewer Interests than normal. You gain the Fearless I NPC quality. You gain the Edged and Exotic Edged weapon proficiencies.

 

Spirited: Even when everything looks grim, your determination allows you to accomplish your goals.

+2 Wisdom, -2 Constitution. You gain a +1 insight bonus with Will saves. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20. Once per session, you may request a hint from the GC for which the GC gains no Action Dice. If the GC refuses, you gain 1 bonus Action Die. You may retry a failed skill check without penalty a number of times per session equal to your starting action dice.

 

Tough: You can take more punishment than most people, and as such tend to have a never say die attitude.

+2 Constitution, -2 Strength. Your base defense increases by 2.

You gain 4 additional vitality points at Career Level 1, and one additional vitality point for each Career Level gained thereafter.

 

Whimsical: Capricious and acting on impulse, you live for the moment.

+2 any, -2 any. You gain an extra interest. You gain a further interest at career levels 2, 6, 10, 14 and 18. You gain an extra action die at the beginning of each session.

 

Specialties From The Wiki

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Battlerager: When you get into a fight, you see red... from your opponent's blood.

You gain the Berserker Basics feat. You gain the Unarmed and Melee proficiencies.

You gain +1 to Pummel attacks, with an additional +1 at Career Levels 5, 10, 15 and 20.

 

Blaine: You ain’t got time to bleed.

Bonus feat: Rock and Roll! You gain the Tactical weapon proficiency and focus. You gain +1 to attack checks made as part of a Suppressive Fire action. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

 

Campaign Veteran: You’ve been through the meat grinder and come out the other side.

Bonus feat: Superior Cover. You increase the lower of your Constitution or Wisdom scores by +2, applied after attribute bonuses due to your Talent. You gain the Rifle and Shotgun weapon proficiencies. Once per scene, you may gain the special benefits of attacking an opponent in a terminal situation without spending an Action Die or you may take a coup de grace action targeting a flat-footed standard character even if he is not helpless. Once per scene, you may roll 2 dice when making a specific save, keeping the result you prefer. You may use this ability an additional time per scene at Levels 7 & 14.

 

Codebreaker: You are able to break every code from the Enigma to the modern monster ciphers.

Bonus feat: Living Cipher. Each time you gain 1 or more ranks in the Analysis skill, you also gain an equal number in the Science skill. This may not increase your Science skill beyond its maximum rank. You gain the Science (Mathematics) skill focus. Once per session, you may make a Tradecraft request check without spending an Action Die.

 

CSI: You manage to close every case with success.

Bonus feat: Observer. Once per mission, you may request a Caliber II Forensics Kit without spending an Action Die or making a Request check. +1 to the lower of your Intelligence or Wisdom. Each time you gain 1 or more ranks in the Notice skill, you also gain an equal number or ranks in the Search skill. This may not increase your Search skill beyond its maximum ranks.

 

Guardian: You watch over people, even when they don’t know about it.

Bonus feat: Observer. Your speed increases by 5 ft. Your Defense increases by +1. Each time you gain one or more ranks in the Notice skill, you also gain an equal number of ranks in the Blend skill. This may not increase your Blend skill beyond its maximum rank.

 

Gunslinger: You make your living trading bullets and avoiding those out to make their reputation with your death.

Bonus Feat: Quickdraw. You gain the Handgun and Rifle proficiency.

At the start of each mission you gain a free Caliber II Weapon pick of your choice.

Your base speed increases by 5. Your base Defense score increases by 2.

 

Military Brat: You've seen the world, met lots of people... most of them are wearing military uniforms.

Bonus Feat: Military Contacts. You gain a +1 Insight bonus with Tactics and Cultures skill checks. You gain an additional +1 at Career Levels 4, 8, 12, 16 and 20.

You gain a free Caliber II Gear Pick from the Weapons category.

 

Feats From The Wiki

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Skydiving Training
You have been trained extensively in jumping out of perfectly serviceable aircraft in a variety of conditions.
Prerequisites: Acrobatics 3+ ranks.
Benefit: During a skydive, you gain a +2 insight bonus with Acrobatics checks and checks made to navigate and determine surprise. Further, when you plan an ambush at the end of a skydive, each of your opponents suffers a -2 penalty with checks made to determine surprise. Also, you may reduce the falling time of any skydive jump over one round by one round (to a minimum one round for falling time) and you gain 6 points of falling damage resistance. Finally, you gain a single aerobatic parachute at no cost as part of your mission gear during the Intel Phase of each mission.

 

Subterranean Training (#1)
Being underground, while terrifying for others, is a just like home for you.
Prerequisite: Survival 3+ ranks.
Benefit: In subterranean terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise.  Further in subterranean environments you may treat tight maneuvering room as close, or close maneuvering room as open during a chase. Also, when you plan an ambush in subterranean terrain, each of your opponents suffers a -2 penalty with checks made to determine surprise.  Finally, when subject to a cave-in or similar collapse, you are considered to possess the Evasion I ability.  This ability stacks with the class Evasion ability as per normal.

 

Lash Basics
You have learned to use some very flashy weapons to fill the space around you with whirling steel.
Prerequisites: Weapon proficiency (Exotic (Blunt) and Exotic (Edged)).
Benefit: For 1 upgrade, you may add a length of chain to any 1-handed edged melee weapon. Your reach with such weapons is increased by 10 ft. and the weapon is also considered a whip-type weapon in addition to its usual type. Further, you gain the following Stance and Trick.
Conqueror Stance (Stance): Once per round, if one of your melee attacks renders an opponent unconscious or dead while you are in this stance, you gain a +3 bonus to defense and Intimidate checks until the end of your initiative count the following round. However, you may not move farther than 20 ft. during any round.
Flashing Arc (Trick): You gain a bonus to your attack check with a whip equal to one-half the number of opponents within 10 ft. of you, rounded down (maximum bonus equal to your starting action dice).

 

Flail Basics
Your opponents have to watch really closely to see the swing that takes them out.
Prerequisites: Weapon proficiency (Exotic (Blunt)).
Benefit: While holding a readied flail, you gain a +2 gear bonus with melee attack checks made as part of a Cheap Shot trick, or skill checks made as part of a Feint action. Further, you gain the following stance and trick.
Punishing Stance (Stance): While you’re in this stance, each of your melee attacks inflicts 2 points of subdual damage (in addition to any other damage inflicted).
Double Twirl (Trick): When you miss with a Standard Attack action using a flail, but do not suffer an error, you may immediately make 1 final attack against the same opponent with the same weapon.

 

Crane Style
You are skilled at avoiding harm by using your enemies as shields.
Prerequisites: Spirit Basics, Submission Basics.
Benefits: You do not become vulnerable as a result of grappling. Further, you gain the following stance.
Crane Stance (stance): You receive 3/4 personal cover while grappling if you won the last opposed grapple check, but may not run while in this stance.

Drunken Style
The foe that underestimated you doesn’t last long.
Prerequisites: Boxing Basics, Rolling Basics.
Benefits: Your maximum vitality points are increased by one-half your ranks in Bluff (rounded down) and you gain the following stance.
Drunken Stance (stance): While in this stance you gain the drunken condition and DR 2/- against melee and unarmed attacks, but you may not run or take more than one Standard move action per round.

Eagle Style
Your hands are like talons!
Prerequisites: Spirit Basics, Vital Point Basics.
Benefits: Your unarmed damage is not divided by 2 when determining the Damage Save DC of inanimate objects. Further you gain the following stance.
Eagle Stance (stance): You are considered to be crouching while in this stance and your unarmed attacks gain the bleeding quality.

Fluid Arts
You are able to fight in a number of stances, moving from position to position with fluid grace.
Prerequisites: 4 unarmed combat feats that provide stances.
Benefit: Each time you succeed with an unarmed attack against an opponent, you may enter an unarmed combat stance as a free action.

Mantis Style
You’ve trained to deliver, precise, nerve-tingling strikes even in close quarters.
Prerequisites: Submission Basics, Wrestling Basics.
Benefit: You gain a +2 bonus to all initiative rolls and the following stance.
Mantis Stance (stance): While in this stance, you inflict an additional +1d6 subdual damage every time you inflict damage during a grapple and with every successful trip action.

Master of Eight-Steps
You’ve mastered a bewildering array of fighting stances, merging them into your own style.
Prerequisites: Fluid Arts.
Benefit: Choose any 4 stances provided by Unarmed Combat feats. You gain those stances. If you later gain the feat that provides a stance gained in this fashion, you may choose an additional stance to be provided by this feat.

Monkey Style
You are capable of outrageous acrobatics in combat.
Prerequisites: Footwork Basics, Rolling Basics.
Benefit: Your maximum vitality points are increased by one-half your ranks in Acrobatics (rounded down) and you gain the following stance.
Monkey Stance (stance): While in this stance, you may end your movement in an opponent’s square. While you and your opponent remain in the same square, you are considered adjacent to each other. Further, while you remain in the same square as your opponent, you gain a +2 dodge bonus against the opponent’s attacks and a +2 bonus to your unarmed attack checks against the opponent. Finally, you and your opponent may not take bonus 5-ft. steps while sharing a square.


Phoenix Style
You’ve learned to slip up under your opponent’s guard.
Prerequisites: Rolling Basics, Wrestling Basics.
Benefit: You gain a +2 bonus on all tripping checks and gain the following stance.
Phoenix Stance (stance): You are considered to be crouched while in this stance. Once per round, you may return to a normal stance from this stance to gain a +5 bonus to the damage you inflict with your next unarmed attack made this round.

Snake Style
Your hand-speed is so fast it’s unlikely that anyone but a master saw what just happened.
Prerequisites: Boxing Basics, Vital Point Basics.
Benefit: Your maximum vitality points are increased by one-half your ranks in Sleight of Hand (rounded down) and you gain the following stance.
Snake Stance (stance): While in this stance the threat ranges of all your unarmed attacks are increased by 2, however the damage of your unarmed attacks that do not inflict a threat or critical hit is reduced to one-half normal (round up).

Tiger Style
You always fight from a position of strength, utterly crushing every enemy in your path.
Prerequisites: Fist Basics, Kicking Basics.
Benefit: Your threat ranges of all your unarmed attacks against standard characters are increased by 1 and you gain the following stance.
Tiger Stance (stance): While in this stance, if one of your unarmed attacks renders an opponent unconscious or dead, you may immediately make 1 “cleave” unarmed attack against another opponent. You may gain this benefit any number of times per round.

 

Zen Archer
Sometimes the shot you don’t take is the only one that finds its mark.
Prerequisites: Exotic (hurled) and Hurled Proficiency.
Benefit: Your error range with hurled attacks is reduced by 1 (minimum 1).
Further, once per round, when you roll a ‘natural 1’ with a hurled attack and no one activates the error, you may re-roll that check. You must have sufficient ammo remaining to make the attack again (both the original and re-rolled attacks use ammo normally). You then become flat-footed at the end of your current Initiative Count.
Finally, when one of your attacks with a hurled weapon misses by 4 or less and you do not score an error, you may negate the attack. The attack is considered not to have happened; its effects are not applied and any ammunition required for the attack is unspent. Characters may not react to it in any way.

 

 

Fist Basics
You’ve practiced many open hand techniques and can strike with unexpected precision and power.
Benefit: Your error range does not increase when you use the Cheap Shot trick as part of an unarmed attack. Further, you gain the following stance and trick.
Crushing Stance (Stance): While in this stance, your unarmed Standard Attacks inflict additional damage equal to 1/2 your target’s dodge bonus (rounded up). Further, you may not take move actions other than your 5 ft. bonus step.
Knife Hand (Trick): When making an unarmed Standard Attack, you may apply the Cheap Shot trick even if it has already been used against the same target during the current scene. You must choose a Cheap Shot penalty that the target has not yet suffered during the current scene, however.

Fist Moves
It’s not unfair to call your hands deadly weapons.
Prerequisites: Base attack bonus +3 or higher.
Benefit: You gain the following tricks.
Back-Fist (Trick): Once per round while fighting defensively, when you’re hit by a melee or unarmed attack, you may immediately make an unarmed Standard Attack against the attacker. The amount of damage inflicted by this attack cannot exceed the amount of damage inflicted by the attack that triggered it.
Integrate the Breath (Trick): Before you take an Anticipate action, you may apply this trick. If the Anticipate action succeeds, you also gain DR 2/— against all melee and unarmed attacks made by your target for 1 full round. If the Anticipate action fails, however, you become flat-footed.
Spinning Back-Fist (Trick): Before you make an unarmed Standard Attack, you may increase the attack’s Reach by 5 ft. If the attack misses, however, you become flat-footed.

 

 

 

 

 

 

Feats from the Stargate Book

 

Clockwork Tactics

You’re the guiding force of your unit.

Prerequisite: Requires Lead Ability

Effect: During the beginning of combat, you may expend 1 use of your Lead ability to increase the initiative of a number of your teammates who rolled less than you to your initiative. This may affect a number of people equal to your Charisma modifier +1 (minimum of 1).

 

Controlled Burst

You’re skilled at firing controlled bursts, able to hit the right marks for maximum effect.

Prerequisite: Autofire Basics, Autofire Mastery

Effect: When making a burst attack, you gain a +1 bonus with both your attack & damage roll in addition to any other modifiers.

 

Controlled Strafe

You’re skilled at firing controlled strafe attacks, able to target multiple opponents with incredible precision.

Prerequisite: Base Attack Bonus +6 or higher, Controlled Burst

Effect: When making a strafe attack, you only suffer a –1 penalty for each square targeted after the first. When making an autofire attack, you don’t count the first volley when calculating your attack penalty.

 

Intuitive Linguist

You have a gift for languages allowing you to model linguistic drift in your head.

Prerequisite: Cultures 8+ ranks, Xeno-Languages 4+, D-Gate Explorer

Effect: When dealing with an unknown language partially or fully based on an Earth language, you gain a +2 synergy bonus. When making a communication check with an unknown language partially based on an Earth language, lower the DC by 5, with a fully based language lower the DC by 10.

 

D-Gate Explorer

Your extensive dimensional world experience helps you avoid most basic dimensional relationship blunders.

Prerequisites: Career Level 4+

Effect: When making a Bureaucracy or Sense Motive check targeting a character of another species, you gain a +2 bonus to Fondness checks and drop the Error range by 1.

 

Promotion

Your hard work has not gone unnoticed.

Prerequisite: Career Level 5+

Effect: You gain 1 rank

Special: May be chosen twice, each time gaining 1 rank, and must be two levels gained between when it is chosen. (i.e. Career Levels 5th and 7th at minimum.)