FeatsThis is a featured page

Feats represent a character’s special equipment, training, other abilities, or sometimes, just random chance.
Some feats require the player to pay an upkeep. Now the upkeep is paid for by using H.P.'s(Hero Points) that you have gained. You are allowed a maximum of three (3) feats on one character at anytime. Characters can not have multiples of any feats on at one time.

In order to assign a feat to a character, the character must first meet the prerequisites of the feat. Only the
assigned character may use the feat. In order to use some assigned feats, the prerequisites for the feat must be visible through the stat slot at the same time the feats is in use. A prerequisite power or combat value does not need to be visible on a character’s starting click for the character to be assigned the feat, they just need to have it on their Dial.

Combat values can be modified to meet the prerequisites to use a feat. A feat assigned to a character is in effect
during an action unless the player who controls the character indicates at the beginning of the action that the feat is not being used. The feat resumes its effect until the completion of an action during which it is not used or if stated differently by the feats description.

Feats that modify a character’s combat values modify those values only when the character is using the feat. If a
feat modifies a character’s speed value or range value, apply any modifications to those combat values immediately before giving the action to use the feat. If a feat modifies a character’s attack value, defense value, or damage value, apply any modifications to those combat values during the attack before the attack roll, but after applying any replacement values.



FEATS


  • ALL-OUT
Attack is increased by +2. However, your Defense is penalized by -2, and you cannot use damage-evading powers (e.g., Mastermind, Super Senses).

Prerequisite: None
Upkeep: 40

  • AMBUSH
The character gets +2 to its attack value when it makes a close combat attack while occupying hindering terrain.

Prerequisite: Stealth
Upkeep: 50

  • AUTOMATIC REGENERATION
Once, at the beginning of your turn, this character uses Regeneration as a free action. Roll a d6 on a roll of a 1-3 heal 1, on a roll of a 4-5 heal 2 , on a roll of a 6 heal 3

Prerequisite: Regeneration
Upkeep: 120

  • ARMOUR PIERCING
Damage dealt by the character may not be reduced below 1.

Prerequisite:
Upkeep: 100

  • BARRIER BRIDGE
Move your normal Speed, ignoring the effects of Hindering Terrain, changes in Elevation, and intervening characters. Unlike Leap/Climb, this does not allow you to automatically Break Away from an adjacent enemy.

Prerequisite: Barrier
Upkeep: 100

  • BERSERK
You may choose to go Berserk. While Berserk, upon every activation, you rush toward the nearest enemy and engage it in close combat. Your Defense is penalized by -2, but your Damage is increased by +1, and you have the benefits of Willpower. You are immune to Mind Control, cannot be Carried, and cannot benefit from Leadership, Support and lose all team abilities.

Prerequisite: Charge, Flurry, or Battle Fury
Upkeep: 100

  • BLOOD RAGE
When a character deals damage to a targeted enemy with a close combat attack, it gains a +1 to its attack value against that enemy for the rest of the game when making close combat attacks. Character can't gain more then +1 this way

Prerequisite: None
Upkeep: 220

  • BODYGUARD
If an adjacent friendly character is hit, you may take the damage instead. You may apply any powers for reducing damage (Toughness, Invulnerable, Impervious) but not for evading damage (Mastermind, Super Senses, etc.).

Prerequisite: Defend
Upkeep: 40

  • CAMOUFLAGE
When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked.

Prerequisite:
Upkeep:

  • CAREFUL AIM
You may spend this Turn aiming at a chosen target. Choose one enemy within line of sight. Next Turn, you have +2 to your Attack value against that target. If you cannot make an attack, you may keep spending Turns "aiming" to keep the bonus until you have opportunity to use it, the bonus is cumulative.

Prerequisite:
Upkeep:

  • CLEAVE
After you KO a character, you get a free attack on any adjacent character. Now on the free attack if you KO the character repeat until a non KO attack happens. This works for close combat only, dose not work on ranged attacks.

Prerequisite:
Upkeep:

  • COORDINATED ATTACK
You and one friendly character (who also has the Coordinated Attack Feat) may each activate and make an attack action on a single enemy or object at the same time. Make a single roll, using the lower of your Attack values, but add a bonus of +1. Add your Damage together for the total damage inflicted.

Prerequisite:
Upkeep:

  • COVER FIRE
Every enemy within your attack range, even those with Stealth and behind cover, has a -2 to ranged Attack rolls until your next activation

Prerequisite:
Upkeep:

  • DAMAGE SHIELD
Any time someone hits you with a close combat attack, as long as you do not evade the attack (via powers like Super Sense or Mastermind), even if you don't take any damage, you inflict 1 Click of damage against the attacker. (This damage may not be reduced by powers such as Toughness, etc.)

Prerequisite:
Upkeep:

  • DARKNESS
Character creates a 3 x 3 square of darkness. You gain +1 to all abilities while in the darkness radius, all opposing characters suffers a -1 to all abilities while in the darkness radius. The Darkness last 2 turns before it dissipates.

Prerequisite:
Upkeep:

  • DEFENSIVE BARRIER
Whenever you are hit with an attack, roll 1d6. On a roll of 5-6, you reflexively use your Barrier power to deflect the attack. This does not count against Psychic Blast or Mind Control

Prerequisite:
Upkeep:

  • DETERMINATION
You are immune to Psychological or Mental powers and effects. You may not be targeted by Perplex; you are unaffected by Mind Control, Psychic Blast, Shape-shift, or the Taunt Feat.

Prerequisite:
Upkeep:

  • DIG-IN
If you are hit by Force Blast or Knock-back or similar effect, and you are grounded, you may use this Feat to avoid being moved

Prerequisite:
Upkeep:

  • DISARM
When feat is activated, the character makes a close combat attack against a targeted enemy. The characters attack value is reduced by 2 for this attack and damage reduced to 0. If attack is successful, the targets damage value is reduced by 2. (Treat negative values as 0)

Prerequisite:
Upkeep:

  • DIVE BOMB
When soaring, the character may make close combat attacks against grounded characters attack value -2. This feat only works on characters that can fly.

Prerequisite:
Upkeep:

  • DOMINO EFFECT
If you knock an enemy into another enemy, you may make a free Close Combat Attack roll against the second enemy. On a hit, the second enemy is Knocked Back one space, and the first one takes 1 point of Knock-back Damage. If multiple enemies are standing in line, repeat until an enemy is missed, or otherwise avoids Knock-back.

Prerequisite:
Upkeep:

  • DOUBLE-TIME
When the character is not adjacent to any opposing character and is given a move action, it may move up to double its unmodified speed value; it may not make attacks during this move action. At the end of the move, if the character is not a transporter, deal it 1 damage.

Prerequisite:
Upkeep:

  • ENCORE
As a free action, you gain the use of any power you possessed at a higher Click on your dial (i.e., before you got knocked down to your current level), until your next Activation. This card is then removed from play.

Prerequisite:
Upkeep:

  • ENCOURAGE
As a free action, choose one friendly model within 6 spaces (other than yourself). That model recovers one Click. This card is then removed from play.

Prerequisite:
Upkeep:

  • ENTANGLE
Opposing characters attempting to target the character with a close combat attack must roll one six-sided die before making the attack. On a result of 1 or 2, the opposing character may not attack the character. It is not given an action token, but it cannot be given another action or make another attack that turn.

Prerequisite:
Upkeep:

  • EXTENDED RANGE
Before making a ranged combat attack, the character’s range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each 2 squares the range of an attack is increased, decrease the damage value by 1 (after all other modifiers and replacements) when resolving the attack.

Prerequisite:
Upkeep:

  • FASTBALL SHOT
A friendly character with the Fastball Throw Feat can toss you as a ranged attack and an enemy within 6 squares. (You take a action to participate in this move.) Upon a successful hit, you inflict your Damage +1 against the target. Regardless if you hit or not, you are placed in any square adjacent to the target, to which the thrower has a clear line of fire.

Prerequisite:
Upkeep:

  • FASTBALL THROW
As a action, you may throw an adjacent, unactivated, grounded friendly character who has the Fastball Shot Feat. Make a ranged combat attack at -2 against a single opposing target within 6 squares. Place the second character in any square adjacent to the target to which you have a clear line of fire.

Prerequisite:
Upkeep:

  • FLASH BLAST
All opposing characters with in the blast radius of the character suffers a -2 to attack and defence value. All friendly characters with in the blast radius suffers a -1 to attack and defence value. The Blast radius is 3x3 square with the character that uses it in the middle.

Prerequisite:
Upkeep:

  • FLING
Upon a successful close combat hit on an adjacent enemy, you may use this Feat to throw the enemy at a target up to 6 squares away. On a successful Ranged Combat roll, both enemies take 1 click of Damage and are hit by Incapacitate. On a miss, place the thrown character in any empty square adjacent to the target, this character suffers 1 click of Damage.

Prerequisite:
Upkeep:

  • FORCE-FIELD
The character gains Toughness.

Prerequisite:
Upkeep:

  • FORTITUDE
The character ignores other characters’ Exploit Weakness and Outwit

Prerequisite:
Upkeep:

  • HAY-MAKER
You may make a close combat action targeting a single opposing character. For this action, your Attack is penalized by -1, but Damage is increased by +2. After the action is resolved, you take 1 point of unavailable Damage.

Prerequisite:
Upkeep:

  • HEIGHTENED REFLEXES
When the character is hit by an attack using Charge, Hypersonic Speed, Running Shot, or the transporter move and attack ability, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack

Prerequisite:
Upkeep:

  • HINDER
Select an enemy within your Range, or within half your Speed. (If the latter, the enemy need not be in line of sight, but it must be possible to reach that model within half your Speed movement.) Make a Close Combat attack roll. On a success, no damage is inflicted, but instead treat the attack as if they were hit
by Incapacitate.

Prerequisite:
Upkeep:

  • HOMING DEVICE
When this character hits an opposing character with a close combat attack, any line of fire drawn to that character are not affected by hindering terrain. This last until the end of their next turn.

Prerequisite:
Upkeep:

  • HUNTERS SCENT
At the beginning of your turn, roll one dice. (d6) If the result is a 5-6 then your character can see characters that have "Stealth" like abilities, even if they are normally hidden. This feat can be "Outwitted".

Prerequisite:
Upkeep:

  • IMPROVISED COVER
If you are hit by an attack, you may choose, after the roll, to increase your Defense by +2.

Prerequisite:
Upkeep:

  • INDOMITABLE
When the character is the target of an Incapacitate or a Mind Control attack, it gets +2 to its defense value.

Prerequisite:
Upkeep:

  • INSPIRING COMMAND
Once per turn, after the character resolves a successful close combat action using Incapacitate, if the target has only one action token, as a free action the character can immediately make a second close combat attack against the target, which gets +2 to its defense value for the second attack. If the attack succeeds, deal no damage; instead, give the target a second action token. If the character loses Incapacitate before making the second attack, it may not make the second attack.

Prerequisite:
Upkeep:

  • JUDO THROW
Once per turn, after the character resolves a successful close combat action using Incapacitate, if the target has only one action token, as a free action the character can immediately make a second close combat attack against the target, which gets +2 to its defense value for the second attack. If the attack succeeds, deal no damage; instead, give the target a second action token. If the character loses Incapacitate before making the second attack, it may not make the second attack.

Prerequisite:
Upkeep:

  • KNOCKDOWN
Once per turn, after the character resolves a successful close combat action using Incapacitate, if the target has only one action token, as a free action the character can immediately make a second close combat attack against the target, which gets +2 to its defense value for the second attack. If the attack succeeds, deal no damage; instead, give the target a second action token. If the character loses Incapacitate before making the second attack, it may not make the second attack.

Prerequisite:
Upkeep:








Deathreaver999
Deathreaver999
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