SMA Chapter 4: Feats

by DecisionParalysis

Search GM Binder Visit User Profile

Feats

Feats are unique traits that allow you to customize your character. They represent a broad range of possible aspects of your character, covering special techniques, biological features, and supernatural capabilities. They usually provide some sort of passive bonus or special action that you can take.

Acquiring Feats

As explained in chapter 2, you get 6 feat points at level 1 and gain an extra 3 feat points on every subsequent level. You can spend feat points to gain new feats, which usually cost between 1 and 3 feat points. You do not have to spend feat points immediately when you gain them, you can hold them in reserve until you want to use them.

A full list of available feats is given in Appendix D: Feats.

Reading a Feat Description

Each feat description includes the following elements.

Title: The name of the feat. Some feats contain multiple tiers, with higher tiers representing more advanced or powerful versions of the feat. If a feat contains multiple tiers, these will be indicated in parentheses after the title (e.g., “Expertise (I - II)”). Advancing the tier of a feat is treated identically to gaining a new feat.

Cost: The number of feat points required to purchase the feat. If the feat has multiple tiers, the cost of higher tiers is also indicated here. Unless otherwise specified in a feat's description, it can only be purchased once.

Requirements: Many feats have specific requirements that must be met before a character can purchase the feat. Requirements may include a minimum attribute score, already having another feat, or other special requirements. If a feat has multiple tiers with different requirements, the requirements for each tier are separated by a slash.

Description: This entry provides a general idea of what the feat could look like in the story. Because feats generally provide mechanical benefits that aren’t tied to specific sources, you can interpret the look and feel of your feat in a way that best fits your character and campaign. A feat functions the same regardless of its narrative description.

Effect: This entry gives the mechanical effects of the feat in-game.

Tracking Your Feats

For most feats, it is enough to write the feat's title and tier on your character sheet, since the mechanical effects can be referenced using only that. However, for some you may need to include additional information. For example, if you take the "Resistance (I)" feat, you should also note down the damage type that the feat applies to.

Additional Feat Effects

The solid mechanical effects of a feat are laid out for each feat, but the Narrator may decide that certain feats have additional narrative effects. For example, if a feat grants you resistance to cold damage, the Narrator could decide that your character doesn't suffer as many negative effects as the party treks through an icy tundra.

Example Feats

In the final book feats will be sectioned off in an appendix to make skimming the rules easier. However, for the purpose of this draft chapter a couple example feats are given here.

Resistance (I - II)


  • Cost: 2/2
  • Requirements:
    •   Tier I - II: None
  • Description:

You take less damage from certain sources. Sources of this feat include unconventional biology, long-term acclimation training, or supernatural protection. A robotic character immune to the poison or a half-demon that can shrug off flames are both examples of this feat in play.


  • Effect:

Choose one non-physical damage type (Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, Sonic, Toxic). Different tiers of this feat grant different benefits:

  • Tier I - You gain resistance to damage of the chosen type.
  • Tier II - You gain immunity to damage of the chosen type.

Additionally, if you are affected by an action but this feat reduces the damage it deals to 0, the Narrator may rule that you do not suffer a Bane that the action would normally inflict.


  • Special:

In addition to purchasing multiple tiers of this feat, you may take this feat multiple times and select a new damage type each time.

Robust (I - II)


  • Cost: 2/2
  • Requirements:
    •   Tier 1: END 1
    •   Tier 2: END 3
  • Description:

You are much more able to shrug off pain, maintain your focus, and withstand damage than most people. This may stem from mental conditioning or magically enhanced physiology.


  • Effect:

Your maximum hit points increase by an amount determined by the tier of this feat:

  • Tier I - Your maximum HP increases by 2x(LVL+1). To calculate your maximum HP at higher levels use the formula: (LVL+1)x(10+END+WILL).
  • Tier II - Your maximum HP increases by 4x(LVL+1). To calculate your maximum HP at higher levels use the formula: (LVL+1)x(12+END+WILL).

Vigour (I - II)


  • Cost: 2/2
  • Requirements:
    •   Tier 1: WIL 1
    •   Tier 2: WIL 3
  • Description:

You have a great source of energy within you, and don't tire easily. Whether you're just naturally an absolute party animal, or you have a supplemental source of energy, you can function at full power for longer than most.


  • Effect:

Your maximum mana points increase by an amount determined by the tier of this feat:

  • Tier I - You gain 2x(LVL+1) maximum MP. To calculate maximum MP at higher levels use the formula: (LVL+1)x(10+END+WILL).
  • Tier II - You gain 4x(LVL+1) maximum MP. To calculate maximum MP at higher levels use the formula: (LVL+1)x(12+END+WILL).

Indomitable Resolve (I - III)


  • Cost: 2/2/2
  • Requirements:
    •   Tier I - III: None
  • Description:

You have great mental fortitude and are adept at shrugging off assaults on your mind. Maybe you underwent fierce training to attain this, or perhaps long hours of mental strain naturally built this skill. You may also simply have an odd brain structure owing to your species.


  • Effect:

Your Resolve increases by 1 for each tier you have in this feat.

Perfect Guard (I - III)


  • Cost: 2/2/2
  • Requirements:
    •   Tier I - III: None
  • Description:

You are extremely talented at avoiding physical harm. This feat may be attained via years of training, a heightened mental state or subtle time magic. Or maybe you're just really, really fast.


  • Effect:

Your Guard increases by 1 for each tier you have in this feat.

Unbreakable Toughness (I - III)


  • Cost: 2/2/2
  • Requirements:
    •   Tier I - III: None
  • Description:

Your physiology is uniquely suited to withstanding attacks against it, protecting you from diseases, poisons, and other degradation. This may be due to many things, such as living in an extreme environment, or a swarm on nanomachines within your body.


  • Effect:

Your Toughness increases by 1 for each tier you have in this feat.

Rapid Action (I - III)


  • Cost: 2/2/2
  • Requirements:
    •   Tier I - III: None
  • Description:

You are particularly quick to judge situations and decide a course of action.


  • Effect:

Your Initiative Rank increases by 1 for each tier you have in this feat.

Expertise (I - III)


  • Cost: 2/2/2
  • Requirements:
    •   Tier I - III: None
  • Description:

You have developed your skills to a fine edge, whether through extended education and training or supernaturally enhanced ability.


  • Effect:

Your skill cap and skill points gained per level increase by 1 for each tier you have in this feat.

Living Weapon (I - V)


  • Cost: 1/1/1/1/1
  • Requirements:
    •   Tier I - V: None
  • Description:

You are never truly unarmed, being adept at using your body as a weapon. Sources of this feat include martial arts training, weapons that are a natural part of your body, or added robotic components. The bony claws of a half-dragon and a cyborg's extendable arm spike are both examples of this feat in play.


  • Effect:

You gain a natural weapon. When you choose this feat, you can choose any physical or mundane damage type (Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Sonic, Toxic) for this weapon to deal. You also choose whether this weapon is forceful or precise. The damage dealt by this weapon is determined by the tier of this feat:

  • Tier I - 1d4 damage.
  • Tier II - 1d6 damage.
  • Tier III - 1d8 damage.
  • Tier IV - 1d10 damage.
  • Tier V - 1d12 damage.
Natural Weapons

Natural weapons are simple weapons that are a part of a creature's body. Natural weapons are always melee weapons.

A creature is typically always assumed to have access to their natural weapons, though the Narrator is free to decide that a particular natural weapon requires a free hand to use. For example, if a half-dragon is holding a sword and shield, the Narrator can rule that they do not have access to their claws.

At the Narrator's discretion, if a natural weapon is an entirely new anatomical feature then it may be able to hold items, but is not dexterous to use anything it holds.

Focused Strikes (I - II)


  • Cost: 3/3
  • Requirements:
    •   Tier I - II: None
  • Description:

You are adept at striking your opponent's weakest points and penetrating their defenses. This may be due to your intense focus in battle, some magical guidance behind your attacks, or even blind luck.


  • Effect:

The your critical threshold is reduced by 1 for each tier you have in this feat.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.