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d20 v2.2
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Absorption
Adaptation
Additional Limbs
Alternate Form
Anatomic Separation
Animate Object
Animal Control
Animal Mimicry
Art of Distraction
Astral Projection
Aura of Command
Blast
Blending
Boost
Burrowing
Combat Sense
Comprehend
Communication
Concealment
Confuse
Corrosion
Cosmic Power
Create Object
Data link
Dazzle
Death Touch
Defense Combat Mastery
Deflection
Density Control
Device
Dimensional Travel
Disintegration
Divine Relationship
Drain
Dynamic Sorcery
Duplication
Exorcism
Extra Attacks
Elasticity
Elemental Control
Emotional Control
Energy Control
Energy Field
Enhanced Ability
Environmental Control
Enhanced Ability
ESP
Features
Fatigue
Flight
Frictional Control
Force Field
Gadgets
Gestalt
Growth
Healing
Illusion
Immovable
Immunity
Incorporeal
Invisibility
Leaping
Life Control
Luck
Magic
Mental Blast
Mental Duplication
Mental Protection
Microscopic Vision
Mimic
Mind Control
Mind Reading
Mind Shield
Mind Switch
Morph
Nauseate
Natural Weapons
Nemesis
Nemesis
Nullify
Object Mimicry
Obscure
Organizational Ties
Own A Big Mecha
Paralyze
Pain
Pet Monster
Power Defense
Paralysis
Plant Control
Post cognition
Power Control
Precognition
Probability Control
Protection
Quickness
Regeneration
Reincarnation
Rejuvenation
Sensory Protection
Shape Matter
Shape shift
Shield
Shrinking
Sixth Sense
Slick
Slow
Snare
Space-Flight
Spatial Control
Speed
Spinning
Spirit Ward
Strike
Stun
Suffocate
Summon
Super Movement
Super Senses
Super Skill
Super Speed
Super Strength
Swimming
Telekinesis
Telepathy
Teleport
Telescopic Sense
Time Control
Train a Cute Monster
Transfer
Transmutation
Trip
Unknown Power
Vibration Control
Variable Power
Wealth
Weather Control

Skills
Feats
Defects
Wealth
Equipment
Playing the Game
Creatures
Future
Mecha
Role Playing

FEATURES

Type: General

Action: None (passive)

Range: Personal

Duration: Permanent (see description)

Saving Throw: 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 power point. This effect is essentially a version of the Benefit feat (see Benefit, M&M, page 59) but a power rather than a virtue of skill, talent, or social back- ground. 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; gener- ally if something has no real game effect, it’s just a descriptor. If it has an actual game system 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 portion of your carrying capacity inside you body! You have a pouch or com- partment 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 +4 bonus on Survival checks involving feeding yourself.

• Mimicry: You can imitate almost any sound you’ve heard, giv- ing you a +10 bonus to Bluff or Perform 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 hav- ing them as passive traits requiring no effort whatsoever.

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Seth Blevins