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Star Wars: BHOD :: General :: New Ideas :: Feats
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 AuthorTopic: Feats (Read 136 times)
Cain
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Lord of the Sith}}Level{8} Experience{-17560} Strength{11} Agility{11} Will Power{50} Force Power{48} Level II{5} Experience II{-20460} Strength II{18} Agility II{20} Will Power II{22} Force Power II{10} Credits{-83850}
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 Feats
« Thread Started on Apr 3, 2007, 3:12am »

Feats


Feats are special skills characters learn as they level up that effect all sorts of things ranging from performance in battle to stats to the ability to use certain items and so forth. Certain Feats would be class specific and the frequency in which you learn them would also depend on class. This is just a first draft that I'm throwing out there so any comments or suggestions you may have would be appreciated.

So without further ado, here is my list of Feats:

All Classes


Dueling
Affect: The user gain's a 10% bonus in strength whenever using a single bladed melee weapon.

Improved Dueling
Affect: The user gain's a 20% bonus in strength whenever using a single bladed melee weapon.

Master Dueling
Affect: The user gain's a 30% bonus in strength whenever using a single bladed melee weapon.

Two-Weapon Fighting
Affect: The user gain's a 5% bonus in strength whenever using two handed weapons or two single handed weapons.

Improved Two-Weapon Fighting
Affect: The user gain's a 10% bonus in strength whenever using two handed weapons or two single handed weapons.

Master Two-Weapon Fighting
Affect: The user gain's a 15% bonus in strength whenever using two handed weapons or two single handed weapons.

Flurry
Affect: Grants the user one extra melee attack per turn. In addition it halves the user's Defense for the opponent's next attack.

Improved Flurry
Affect: Grants the user one extra melee attack per turn. In addition it reduces the users Defense by 25% for the opponents next attack.

Master Flurry
Affect: Grants the user one extra melee attack per turn.

Power Attack
Affect: Doubles the users Strength and halves their Agility for the turn Power Attack is used.

Improved Power Attack
Affect: Triples the users Strength and halves their Agility for the turn Improved Power Attack is used.

Master Power Attack
Affect: Quadruples the users Strength and halves their Agility for the turn Master Power Attack is used.

Rapid Shot
Affect: Grants the user one extra ranged attack per turn. In addition it halves the users Defense for the opponents next attack.

Improved Rapid Shot
Affect: Grants the user one extra ranged attack per turn. In addition it reduces the users Defense by 25% for the opponents next attack.

Master Rapid Shot
Affect: Grants the user one extra ranged attack per turn.

Toughness
Affect: Adds 10 points to total Strength and Defense.

Improved Toughness
Affect: Adds 100 points to total Strength and Defense.

Master Toughness
Affect: Adds 1,000 points to total Strength and Defense.

Conditioning
Affect: Adds 10 points to total Agility and Force Points.

Improved Conditioning
Affect: Adds 100 points to total Agility and Force Points.

Master Conditioning
Affect: Adds 1,000 points to total Agility and Force Points.

Dual Strike
Affect: When attacking a single enemy with one or more allies, the user gains a 5% bonus to all their stats.

Improved Dual Strike
Affect: When attacking a single enemy with one or more allies, the user gains a 10% bonus to all their stats.

Master Dual Strike
Affect: When attacking a single enemy with one or more allies, the user gains a 15% bonus to all their stats.

Force Chain
Affect: Force Chain can only be used once per battle and once it is used it cannot be cancelled. Force Chain allows the user and one ally to share all stat changes and benifits from force powers.

Guardian


Unarmed Strike I
Affect: When unarmed the user gains a 10% bonus in strength.

Unarmed Strike II
Affect: When unarmed the user gains a 20% bonus in strength.

Unarmed Strike III
Affect: When unarmed the user gains a 30% bonus in strength.

Unarmed Strike IV
Affect: When unarmed the user gains a 40% bonus in strength.

Unarmed Strike V
Affect: When unarmed the user gains a 50% bonus in strength.

Survivor
Affect: If both the opponents Strength and Defense are higher then the users, then the user gains a 50% bonus to Strength and Defense.

Sentinal


Sneak Attack I
Affect: If the user enters a battle after it has already begun then the user gains a 10% bonus in Agility.

Sneak Attack II
Affect: If the user enters a battle after it has already begun then the user gains a 20% bonus in Agility.

Sneak Attack III
Affect: If the user enters a battle after it has already begun then the user gains a 30% bonus in Agility.

Sneak Attack IV
Affect: If the user enters a battle after it has already begun then the user gains a 40% bonus in Agility.

Sneak Attack V
Affect: If the user enters a battle after it has already begun then the user gains a 50% bonus in Agility.

Spirit
Affect: If the opponent's Agility is higher then the users, then the user gains a 50% bonus to Agility.

Consular


Calm Mind I
Affect: If the user is outnumbered in battle he then gains a 10% bonus in Force Points.

Calm Mind II
Affect: If the user is outnumbered in battle he then gains a 20% bonus in Force Points.

Calm Mind III
Affect: If the user is outnumbered in battle he then gains a 30% bonus in Force Points.

Calm Mind IV
Affect: If the user is outnumbered in battle he then gains a 40% bonus in Force Points.

Calm Mind V
Affect: If the user is outnumbered in battle he then gains a 50% bonus in Force Points.

Jedi Sense
Affect: If the opponent's Force Points are higher then the users, then the user gains a 50% bonus to Force Points.

Jedi Weapon Master


Squire
Affect: Adds 1,000 points to Strength and Defense in battle when the user is wielding a melee weapon.

Swordsmen
Affect: Adds 5,000 points to Strength and Defense in battle when the user is wielding a melee weapon.

Gallant
Affect: Adds 10,000 points to Strength and Defense in battle when the user is wielding a melee weapon.

Jedi Watchmen


Guard
Affect: Automatically doubles the users Agility in battle.

Soldier
Affect: Automatically triples the users Agility in battle.

Champion
Affect: Automatically quadruples the users Agility in battle.

Jedi Master


Padawan
Affect: Reduces the effectiveness of an opponents offensive Dark Side powers by 25%.

Knight
Affect: Reduces the effectiveness of an opponents offensive Dark Side powers by 50%.

Master
Affect: Opponents offensive Dark Side powers do not effect the user.

Warrior


Musha
Affect: Protects the user from the opponents melee attacks for 1 turn. Can only be used once.

Ronin
Affect: Protects the user from the opponents melee attacks for 3 turns. Can only be used once.

Samurai
Affect: Protects the user from the opponents melee attacks for 5 turns. Can only be used once.

Shadow


Wanderer
Affect: 25% of any stat changes to the opponent are applied to the user.

Ascetic
Affect: 50% of any stat changes to the opponent are applied to the user.

Ninja
Affect: Any stat changes to the opponent are also applied to the user.

Sage


Seer
Affect: Halves all three other stats in order to Double the users Force Points.

Oracle
Affect: Halves all three other stats in order to Triple the users Force Points.

Elder
Affect: Halves all three other stats in order to Quadruple the users Force Points.

Sith Marauder


Brute
Affect: Takes away 1,000 points from Strength and Defense to the opponent when the user is wielding a melee weapon.

Barbarian
Affect: Takes away 5,000 points from Strength and Defense to the opponent when the user is wielding a melee weapon.

Slayer
Affect: Takes away 10,000 points from Strength and Defense to the opponent when the user is wielding a melee weapon.

Sith Assassin


Grunt
Affect: Automatically Doubles the users Agility in battle.

Hit-Man
Affect: Automatically Triples the users Agility in battle.

Harbinger
Affect: Automatically Quadruples the users Agility in battle.

Sith Lord


Acolyte
Affect: Lowers the effectiveness of stat changing Light Side Powers by 25%.

Apprentice
Affect: Lowers the effectiveness of stat changing Light Side Powers by 50%.

Lord
Affect: Renders stat changing Light Side Powers useless.
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Shadow of the Mitsukai}}Level{11} Experience{-26019} Strength{12} Agility{13} Will Power{52} Force Power{73} Level II{8} Experience II{-29203} Strength II{20} Agility II{40} Will Power II{50} Force Power II{10} Credits{18700}
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 Re: Feats
« Reply #1 on Apr 3, 2007, 3:42am »

Feats are learned every 10 levels, you recieve the last feat from your beinging class when you reach 50 where you can choosie to up into another prestige class depending on your first class and alingment. For the higher classes you learn the last three class feats by levels 50, 75 and 100.

Cain feel free to modify this. lol.
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Basic - Bermfad
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Cain
Emperor
*******
Lord of the Sith}}Level{8} Experience{-17560} Strength{11} Agility{11} Will Power{50} Force Power{48} Level II{5} Experience II{-20460} Strength II{18} Agility II{20} Will Power II{22} Force Power II{10} Credits{-83850}
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 Re: Feats
« Reply #2 on Apr 3, 2007, 3:45am »

I'll clearify on that once I post this into the manual. For now what you should know are the class specific Feats are automatically learned and the others have to be chosen upon leveling up. How often you get to chose i have not decided yet.
« Last Edit: Apr 3, 2007, 3:45am by Cain »Link to Post - Back to Top  IP: Logged

[image]
"For what shall it profit a man if he should gain the whole world and lose his own soul?"
Zilfer Of Shadows...
He who hides among the shadows...
*******
Shadow of the Mitsukai}}Level{11} Experience{-26019} Strength{12} Agility{13} Will Power{52} Force Power{73} Level II{8} Experience II{-29203} Strength II{20} Agility II{40} Will Power II{50} Force Power II{10} Credits{18700}
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So what if I'm a puppet.... once upon a time.... you were too!



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 Re: Feats
« Reply #3 on Apr 3, 2007, 3:53am »

Can you activate only one feat per turn? And will they take the place of your attack/force power per turn?
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Basic - Bermfad
Mando'a - Ber'ad
Meaning(Literal): Child('ad) of a Bounty Hunter(Beroya)
[image]
Cain
Emperor
*******
Lord of the Sith}}Level{8} Experience{-17560} Strength{11} Agility{11} Will Power{50} Force Power{48} Level II{5} Experience II{-20460} Strength II{18} Agility II{20} Will Power II{22} Force Power II{10} Credits{-83850}
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You are weak. Why are you weak? Not enough... hatred.

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 Re: Feats
« Reply #4 on Apr 3, 2007, 3:55am »

Some feats need to be activated... some dont. those that do you can only activate one per turn and it does take the place of your force power.
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Si Quan
Neutral
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The Spirit of Light}}Level{1} Experience{-11373} Strength{1} Agility{2} Will Power{3} Force Power{4} Level II{0} Experience II{-11373} Strength II{0} Agility II{0} Will Power II{0} Force Power II{0} Credits{1700}
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 Re: Feats
« Reply #5 on Apr 3, 2007, 8:19am »

Wait, what about special feats for other classes? The whole point of the feats was to have them replace force powers for other classes.
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Cain
Emperor
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Lord of the Sith}}Level{8} Experience{-17560} Strength{11} Agility{11} Will Power{50} Force Power{48} Level II{5} Experience II{-20460} Strength II{18} Agility II{20} Will Power II{22} Force Power II{10} Credits{-83850}
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You are weak. Why are you weak? Not enough... hatred.

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 Re: Feats
« Reply #6 on Apr 3, 2007, 2:13pm »

Well if we're not going to have a new stat, which has been agreed to be a bad idea, then their really is no need for any new classes. The feats still work as a counter balance to Force Powers. But of course someone who knows both feats and force powers would have an advantage, just like it really works.
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"For what shall it profit a man if he should gain the whole world and lose his own soul?"
Zilfer Of Shadows...
He who hides among the shadows...
*******
Shadow of the Mitsukai}}Level{11} Experience{-26019} Strength{12} Agility{13} Will Power{52} Force Power{73} Level II{8} Experience II{-29203} Strength II{20} Agility II{40} Will Power II{50} Force Power II{10} Credits{18700}
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So what if I'm a puppet.... once upon a time.... you were too!



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 Re: Feats
« Reply #7 on Apr 3, 2007, 2:15pm »

That's how it would work in real life too, people with force powers would have an advantage, but if people who didnt have the powers used the feats right they could win.
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Basic - Bermfad
Mando'a - Ber'ad
Meaning(Literal): Child('ad) of a Bounty Hunter(Beroya)
[image]
Cain
Emperor
*******
Lord of the Sith}}Level{8} Experience{-17560} Strength{11} Agility{11} Will Power{50} Force Power{48} Level II{5} Experience II{-20460} Strength II{18} Agility II{20} Will Power II{22} Force Power II{10} Credits{-83850}
member is offline

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You are weak. Why are you weak? Not enough... hatred.

[aim]

Joined: Feb 2006
Gender: Male
Posts: 8,403
Location: Philadelphia
Karma: -100
 Re: Feats
« Reply #8 on Apr 3, 2007, 9:15pm »

Alright well if anyone else has anything to say about this speak now, cause it will effect everybody. If there are no further concerns or objections then I will begin making up the final version for the manual.
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"For what shall it profit a man if he should gain the whole world and lose his own soul?"
bruinfamer
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 Re: Feats
« Reply #9 on Apr 3, 2007, 9:35pm »

Uhh, what if you are past level 10, do you get to add a new feat now, or do we wait until 20?
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Cain
Emperor
*******
Lord of the Sith}}Level{8} Experience{-17560} Strength{11} Agility{11} Will Power{50} Force Power{48} Level II{5} Experience II{-20460} Strength II{18} Agility II{20} Will Power II{22} Force Power II{10} Credits{-83850}
member is offline

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You are weak. Why are you weak? Not enough... hatred.

[aim]

Joined: Feb 2006
Gender: Male
Posts: 8,403
Location: Philadelphia
Karma: -100
 Re: Feats
« Reply #10 on Apr 4, 2007, 3:03am »

>.> i didn't say anything specific about the levels yet... I'll post it in the manual, and when I do if it's still unclear you can ask then.

EDIT: And the Feats have been posted. No body panic!!! There is still work to be done before we actually put this into action. But if you still have any questions about the Levels then post them here.
« Last Edit: Apr 4, 2007, 4:03am by Cain »Link to Post - Back to Top  IP: Logged

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"For what shall it profit a man if he should gain the whole world and lose his own soul?"
ragnvaldr
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 Re: Feats
« Reply #11 on Nov 8, 2009, 5:02pm »

I was wondering why the admins and higher ranking character players are low lvl since this site has been around for 3 years or so. I mean, shouldnt you guys be like lvl 50 or something like that?

(just wondering)
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Odan Thos
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The power to do something does not give you the right to do it.

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 Re: Feats
« Reply #12 on Nov 8, 2009, 5:33pm »

First off, this is an old topic not even valid anymore.

Second off, have restarted or better words switched out and in the RP three times (Each time with different rules) and when that happen we rest all the characters. Also you should know that if you create new characters you restart at level one.
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ragnvaldr
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 Re: Feats
« Reply #13 on Nov 8, 2009, 7:09pm »

oh sorry

thx for the info
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