Darkmatter
Feats for d20
Feats in Darkmatter d20 work much the same as in D&D.
Characters get feats at 1st, 3rd, 6th, 9th, etc., levels. However,
no classes offer extra feats, as Fighters do in D&D. Therefore,
characters are able to buy extra feats by taking Quirks. Quirks are
disadvantages, flaws native in the character. For every Quirk a character
takes, he may take one extra Feat. A character may never have more
than two Quirks. A character can get rid of Quirks by spending a
feat slot. Below is the complete list of Darkmatter feats.
Feats
Alertness
Ambidexterity
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Blind-Fight
Dodge
Endurance
Evasion
Far Shot
Fast Movement
Favored Enemy
Field of Knowledge
Filthy Rich*
Good Luck
Great Fortitude
Hidden Identity*
Improved Critical
Improved Initiative
Improved Two-weapon Fighting
Improved Unarmed Strike
Iron Will
Lightning Reflexes
Mobility
Paranoid
Point Blank Shot
Precise Shot
Psionic Awareness
Psionic Resistance
Psychic
Quick Draw
Rapid Shot
Run
Shot on the Run
Skill Focus
Slippery Mind
Sneak Attack
Superstitious
Toughness
Track
Two-weapon Fighting
Uncanny Dodge
Vitality
Weapon Finesse
Weapon Focus
Weapon Specialization
Weapon Proficiency |
Quirks
Abducted*
Clueless
Clumsy
Criminal Record*
Dilettante*
Dirt Poor*
Fragile
Illiterate*
Oblivious
Obsessed
Old Injury
On Record
Phobia
Rebellious
Slow
Spineless
Temper
Weak-willed
Wild Talent |
Most of the above feats are explained in the 3rd edition
Player's Handbook. However some of them, and all of the Quirks, are
not found there. These are described below. Please note that
Feats and Quirks marked with an asterix are "background" Feats/Quirks.
This means that they can only be purchased at 1st level, and that, once
bought, they cannot be gotten rid of by using a Feat slot.
Feats
Armor Proficiency: armor's Action Check penalty
is reduced by 1.
Evasion: Prerequisite Dexterity 12+. Successful
Reflex save for 1/2 damage results in no damage.
Fast Movement: Character's base movement is raised
by 10'.
Favored Enemy: When fighting, tracking, or interacting
with favored enemy, gains +1 bonus. Can be doubled up on different
or same creatures.
Field of Knowledge: Character is particularly
familiar with a class of unusual knowledge, like UFO lore, paranormal activities,
etc (not like medicine or computer science). Character can make a
Bardic Knowledge check about info from this field.
Filthy Rich: Character starts with twice normal
amount of money.
Good Luck: Player can re-roll one roll per game.
Hidden Identity: The character has no records
stored in any country's federal information system.
Paranoid: Character is constantly on the look
out for those trying to get him. He gains a +2 bonus when resisting
attempts at fooling him, watching him, or doing anything else without his
knowledge.
Psionic Awareness: Character is aware of psionics,
and can detect the with a Wisdom check against a difficulty of 10+ the
psychic's skill rank in that psychic ability.
Psionic Resistance: Character gains a +2 bonus
to resisting psychic powers.
Psychic: Character gains access to one psychic
power. See the Psychic Abilities for Darkmatter d20 section.
Slippery Mind: As the Rogue ability in the PHB.
Sneak Attack: Character can attack those who don't
see him for +2d6 damage.
Superstitious: Gains a +2 bonus to saves and checks
against Arcane and Faith magic directed against him.
Track: Uses Search skill instead of Wilderness
Lore.
Uncanny Dodge: Character retains Dexterity bonus
to Armor Class even if surprised.
Vitality: Character gains 1 Wound point.
Weapon Proficiency: Character learns to use one
additional type of weapon i.e., Pistol, Rifle, Submachine Guns, Heavy Weapons,
Bows, Crossbows, Knives, Clubs, Spears, Swords, Axes, or any other type.
Quirks
Abducted: Character was abducted by aliens.
He must make a Willpower check at DC20 to remain in the presence of aliens
without running away in fear.
Clueless: Character thinks he is good at one skill,
but is not. He gains a -2 to checks with that skill. It cannot
be a specific example of a cascade skill such as Knowledege or Craft.
Clumsy: Character has a -2 to Reflex saves.
Criminal: Character is wanted
by one or more law enforcement organizations for a crime.
Cursed: Character is hexed. He gains a -1
penalty to all Saving throws.
Dilettante: Character cannot focus on any skill.
Treats all skills as non-class skills in relation to how many ranks can
be bought in that skill.
Dirt Poor: Character starts with 1/2 normal money.
Fragile: Character suffers a -2 to Fortitude checks.
Illiterate: Character is illiterate, as the Barbarian
in the PHB.
Oblivious: The character is unaware of his surroundings,
and suffers a -2 to Spot and Listen checks.
Obsessed: Character suffers a 5% experience penalty
from any situation that does not involve him pursuing his own personal
obsession.
Old Injury: Character either a)suffers -5' movement
a -2 to Reflexes saves (crippled leg), b)-2 to Spot checks (one-eyed),
or c)-4 to Listen checks (deafened).
On Record: Character is on record with the government,
either for a previous crime, or because he used to work for them.
Phobia: Character must make Will save DC20 to
resist running in fear from the object of his fear.
Rebellious: When negotiating with authority figures,
character suffers -2 to reaction checks.
Slow: Character gains -10' to move.
Spineless: When confronted with violence, character
must make Will save DC15 or run away in fear.
Temper: When angered (at GM's discretion), character
must make Will save DC15 to keep from attacking the thing that is making
him angry.
Weak-willed: Character suffers a -2 to Will saves.
Wild Talent: Character must have a Psychic power.
Power activates randomly, with a 1/20 chance very hour. Can regain
control with a Concentration check DC 10. Attempts to activate powers
add +2 to DC.
The rules above are just a basic guide. Feel free
to develop your own Feats. If you have any questions or feats of
your own please e-mail us. |