Features

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FEATURES
Type: GeneralAction: None (passive)
Range: PersonalDuration: Permanent (see description)
Resistance: None (see description)Cost: 1 point per rank

You have one or more minor features or effects that grant you an occasionally useful ability worth about 1 character point. This effect is essentially a version of the Benefit feat but an FX rather than a virtue of skill, talent, or social background. For example, diplomatic immunity or wealth are Benefits; fur, the ability to mimic any sound, or a hidden compartment in your hollow leg, are Features.

It’s up to the GM what capabilities qualify as Features; generally if something has no real game effect, it’s just a descriptor. If it has an actual game benefit, it may be a feature. There’s no need to define every possible feature a character may have down to the last detail.

Sample Features

Some examples of possible Features include the following:

  • Environmental Adaptation: This feat may also be a Feature for some characters, depending on its descriptors and origin.
  • Insulating Fur: You have a layer of fur that protects you from sunburn and cold, giving you immunity to those environments.
  • Internal Compartment: You can carry a objects inside you body! You have a pouch or compartment of some sort, able to hold objects no larger than about one-fifth your own size and weighing no more than your light load.
  • Iron Stomach: You can eat anything that’s not toxic without ill effects: spoiled or unpleasant food, for example. You get a +5 bonus on Survival checks involving feeding yourself.
  • Mimicry: You can imitate almost any sound you’ve heard, giving you a +10 bonus to Persuasion or Art checks to convince others your mimicked sounds are real.
  • Special Effect: You have some special effect, like a gust of wind at the right dramatic moment, or ideal spotlighting, or personal theme music. The GM may give you a +2 bonus for favorable circumstances when your special effect is likely to impress people or otherwise aid you.
  • Temporal Inertia: You are somehow uniquely “anchored” in the space-time continuum, making you immune to changes in history. You recall the “true” version of historical events, even if no one else does.

Flaws

  • Duration: Some Features may be sustained duration rather than permanent with no change in cost. This suits active Features a character has to use and maintain rather than having them as passive traits requiring no effort whatsoever.
d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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