Technique Feats

Deflect Arrows (3):

Prerequisites: DexterityDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. 3, PerceptionPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. 3

Level 3:

The character must have at least one free hand, or an arm-like limb able to grip, to use this FeatFeat专长A special ability bought with XP or character-creation points.. When the character is hit by a ranged weapon that fires physical projectiles, they can make a DEXDexterity敏捷Agility, coordination, and physical reflexes. Abbreviated DEX in checks. + PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. against a DCdifficulty难度The number of successes a roll needs; DC for short. equal to the damage the attack is about to deal. On a success, the character knocks the projectile aside and takes no damage.

To use this ability, the character must be able to notice the attack and can't be flat-footedflat-footed措手不及Caught unready; usually unable to use defense bonuses.. The character can't parryparry格挡Blocking an attack with a weapon or shield. A weapon tagged [Parry X] adds X shield bonus when parrying. weapons with a SizeSize体积How big a creature or object is. It affects reach and some rolls. above half their own, or with [High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X.] equal to or greater than the lower of their Dexterity and Perception. The character can use this Feat no more than (Legendary Perception + 1) times per turnturn回合One character's moment to act within a round..


Improved Feint (2):

Prerequisites: Dexterity 3, IntelligenceIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. 3, SubterfugeSubterfuge掩饰Hiding your intentions, deceiving others, and talking your way past them. 2

Level 2:

The character can now feint by spending just a move actionmove action移动动作Moving, or anything that takes as long., and gains a 1 DP feat bonusfeat bonus专长加值A bonus granted by a Feat. on feint rolls.


Blind-Fight (4):

Prerequisites: Perception 4, InvestigationInvestigation调查Spotting clues and details others miss. 3

Level 4: the character gains blindsenseblindsense盲感Noticing nearby creatures without sight. equal to their sensory rangesensory range敏感范围How far around them a character can notice things..


Riding (1-4):

Prerequisites: Dexterity 3, Animal KenAnimal Ken动物沟通Understanding, training, and getting along with animals. 3

Level 1: Mounted Combat

The character gains a feat bonus equal to this Feat's level on rolls tied to Animal Ken (Riding).

Level 2: Improved Mounted Combat

When riding a creature vehicle, the character gains a feat bonus equal to this Feat's level on attack rolls.

Level 3: Mounted Dodge

When riding a creature vehicle, once per turn, when the character is attacked, they can use their mount's defense instead of their own. If they do, they also gain a 3-point dodge bonusbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest. to defense.

Level 4: Trample Charge

When the character makes a mounted charge, they can ignore every object (creatures included) during that charge that is less than half the mount's Size and might block the mount's charge.


Light-Footed Warrior (1-4):

Prerequisites: Dexterity 3, Perception 3

The character must wear light armor or no armor at all to use and gain any of this Feat's benefits.

Level 1: Light as a Swallow

The character gains a feat bonus equal to this Feat's level on rolls tied to the AthleticsAthletics运动Walking, running, jumping, throwing weapons, and athletics of every kind. SkillSkill技能A learned ability. Attribute + Skill makes most dice pools..

Level 2: Quick Fighter

The character's base movement speed increases by this Feat's level x 3 meters.

Level 3: Practiced Dodger

The character gains Dodge DefenseDodge Defense闪避防御Defense from getting out of the way. equal to this Feat's level + 1.

Level 4: Swift as the Wind

The character needs no running start to jump and can ignore the effects of difficult terrain. They also gain 1 extra successextra success附加成功Bonus successes from high Attributes, Skills, and other sources. They only add to a roll that already succeeded. on defense.


Heavy Armor Master (1-4):

Prerequisites: StrengthStrength力量Muscle power and explosive force. Abbreviated STR in checks. 3, StaminaStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. 3

The character must wear heavy armor to use and gain any of this Feat's benefits.

Level 1: Heavy Armor Proficiency

While the character wears heavy armor, the Armor PenaltyArmor Penalty盔甲减值[Armor Penalty X]: how much the armor hampers Base Defense and speed. they take drops by this Feat's level x 1.

Level 2: Heavy Armor Specialization

While the character wears heavy armor, that armor's Armor DefenseArmor Defense盔甲防御Defense provided by armor. rises by this Feat's level.

Level 3: Heavy Armor Master

While the character wears heavy armor, that armor gains resistance to [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense.] equal to this Feat's level.

Level 4: Lord of Steel

While the character wears heavy armor, that armor gains [SealedSealed封闭[Sealed X]: armor that fully encloses the wearer and reduces area damage. 1]. If it already has [Sealed 1], the value rises by 1.


Dodge and Parry (1-5):

Prerequisite: Dexterity 4

Level 1: Deft Parry

When the character parries, their parry bonus to defense rises by 1. Also, when the character takes total defense, their dodge bonus to defense rises by 1.

Level 2: Deft Dodge

The character's Base DefenseBase Defense基础防御A character's basic defense without gear. rises by this Feat's level + 1.

Level 3: Parry Expert

When the character parries, they gain 1 extra success on defense, which counts as an extra success from parrying. Also, when the character takes total defense, they gain 1 extra success on defense, which counts as an extra success based on Dexterity and Perception.

Level 4: Dodge Expert

The character gains a 6-point dodge bonus to defense.

Level 5: Combat Master

The character gains a 3-point insight bonusinsight bonus洞察加值A bonus from foresight, intuition, or special understanding. to defense. Also, while maintaining a parry, they gain 1 point of damage absorptiondamage absorption伤害吸收Soaking up part of the damage taken. against all damage; if an attack breaks or ignores all of the character's parry bonus to defense, it can ignore this damage absorption.


Guarded Offense (4):

Prerequisite: Intelligence 3

Level 4:

When making a melee attack roll, the character can choose to take an untyped penaltyuntyped penalty无名减值A penalty with no type; untyped penalties stack. of up to (the higher of their Intelligence or Dexterity) x 1 on that roll, then gain the same amount as a dodge bonus to defense. The character loses this bonus after being attacked once.


Improved Disarm (1):

Prerequisite: none

Level 1:

The character can ignore the called-shot penaltypenalty减值A modifier that subtracts from a pool or value. for "disarm".


Improved Trip (3):

Prerequisite: the Guarded Offense Feat

Level 3:

When the character successfully tripstrip绊摔Knocking an opponent off their feet. a target, they can make a melee attack against it as a move action. This attack can't carry any TechniquesTechnique招式A specific move within an Art. or abilities, but passive abilities apply as normal.


Killer Doctor (1-5):

Prerequisites: Intelligence 4, MedicineMedicine医学Knowledge of the body, from first aid to surgery. 3

Level 1: Save a Life

The character gains a feat bonus equal to this Feat's level on rolls tied to the Medicine Skill.

Level 2: Is Worth More Than a Seven-Story Pagoda

The character can ignore 3 points of called-shot penalty, and Medicine rolls gain 1 more point of feat bonus.

Level 3: But the Way to Save One Person

After making a melee attack, the character can give up the damage the attack deals and instead deal pain conditioncondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes. points equal to the total damage; Fortitude saveFortitude save强韧豁免The save against poison, disease, and other effects on the body., and they don't stack.

Level 4: Is Sometimes to Kill Another

When you use the level 3 effect, besides the pain points, you can also deal bleed points, which don't stack. The target saves against each with a separate Fortitude save.

Level 5: By a Certain Revolver Quack Who Just Shot a Teammate

The character can spend a standard actionstandard action标准动作Your main action, such as an attack or using an ability. and 1 WillpowerWillpower意志力A character's mental reserve, spent to boost rolls or fuel abilities. to make a melee touch attacktouch attack接触攻击An attack that only needs to touch the target, ignoring armor. against any target. This is a roll to hit; if it hits, the character then makes an INTIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. + Medicine (Anatomy) roll, and for each successsuccesses成功数The number of dice showing 8 or higher in a roll., 1 point of damage on the target goes up one step (bashingbashing damage冲击伤害The lightest damage grade, written B: punches, kicks, blunt blows. → lethallethal damage致命伤害Serious damage, written L: blades and bullets. → aggravatedaggravated damage恶性伤害The worst damage grade, written A. Very hard to heal.).


Multiple Summons (3-5):

Level 3: Double Summon

You can now summon and control two identical summons, instead of one.

Level 4: Three from the Deck

You can now summon and control three identical summons, instead of one.

Level 5: Blood Price

When you summon with an ability, Skill, or spell that has a cost, you can take the same amount of unavoidableunavoidable不可避免An effect that cannot be reduced or saved against. lethal damage in place of the original cost.


Steel Phantom (1-5):

Prerequisites: Dexterity 4, DriveDrive驾驶Driving vehicles of all kinds, including ramming and chases. 3

Level 1: Master of Inertia

While driving a light vehicle, when you make a successful acceleration check, the vehicle gains 3 extra Dodge Defense until its speed next drops.

Level 2: Gravity Vanguard

While driving a light vehicle at a speed other than 0, when you make a vehicle attack against a target that hasn't moved this turn, you gain a 6 DP speed bonus on that attack.

Level 3: Lord Beyond Limits

While Master of Inertia is active, each further successful acceleration check raises that Dodge Defense by 2 more, up to twice.

Level 4: Endless Gale

When you drive a light vehicle and make a successful ram through vehicle movement you actively control, you can choose to halve the ramming damage the obstacle takes, and you are immuneimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to that damage yourself.

Level 5: Boundless Freedom

While you drive a light vehicle, whenever an enemy unit drives a vehicle toward you, you immediately gain a move action that can only be used to move your vehicle, once per roundround轮The time in which everyone in a fight acts once..