Dresden D6 Feats
Feat Name | Description |
A Mighty Fortress is My God | The character’s faith in God is central and important to him. It guides him and shapes him, forming a foundation for his actions as a moral being. +1D to willpower. Unless performing acts against your moral being. |
A True Believer | True believers are call upon by a higher power to take action. Select a maximum 2 points of the True Faith powers. |
Allure | Most species find you irresistible and interesting. +2D to persuasion checks. |
Alternatives to Fighting | When approaching a conflict, you can find an alternative to fighting. +2D to Persuasion, Bargain, Con, and Sneak checks when avoiding a fight. |
And We Are The Ones Who Bump Back. | Requires Lore skill 3D or higher, +2D to attack rolls vs. supernatural creatures |
Apprentice Wizard | Apprentice Wizards are Magically Sensitive individuals, typically teenagers, that have manifested as a Wizard Level talent in the mystic arts. They are then inducted as a Wizard's Apprentice by the White Council, and are taught the 7 laws of Magic, along with the whys and wherefores of wizardry. Gain 2 Elements, and 2 Magic Manipulation skills. Prereq: Magically Sensitive/Minor Talent Feat Powers: Soulgaze 2 Elements 2 Magic Manipulation Skills Note: At times these young wizards will be under the Doom of Damocles.....Wizards beware... |
Armor Basics | Reduce Armor Reflex penalty to -1D |
Armor Mastery | Reduce Armor Reflex penalty to an additonal -1D; Prereq: Armor Basics |
Armor Supremacy | Add a +1D to armor defense value; Prereq: Armor Basics and Armor Mastery |
Audacity and Idiocy | Adds +2D To attacks, -3D to everything else, Audacity has a cost when used stupidly... |
Baby It | You can coax a damaged vehicle to continue beyond its logical limitations. Once per combat you can ignore a critical hit. If the vehicle is not repaired before the next combat sequence, it then suffers the damage at that time. |
Better Luck Next Time | Whenever you roll Action Dice for a skill check or a save, and you roll a one, you get your Action Dice back after resolution of the roll. |
Blood and Guts | Through sheer tenacity and daring, you lead your troops to victory. +2D command, +2D Tactics |
Born Behind the Wheel | You seem to be a natural pilot, gaining a +2D to all piloting skills. |
Break Fall | You’ve learned how to cushion the impact of a fall. You ignore the first 3m of a fall and take no damage. Falls greater than 3m, you may roll your acrobatics skill and for every 5 over the difficulty, subtract 3m worth of damage off. |
Capable Researcher | Any Scholarly or Lore research can be completed two time increments faster than usual. |
Career Operative | Your experience with the Special Ops makes you hard to kill. Gain a +1D bonus to saving rolls for Stamina, Willpower, and Reflexes. Prereq: Level 6 |
Cautious | You tend to take your time and think through each situation. -2 to iniative, but +1D to Perception, Search, and Investigation Skills. |
Champion of God | Champions of God are among the rarest of mortal humans, actively called to service by the Almighty (in one of many possible guises) to stand against the darkness and beat it back with the strength and light of their faith. They may access up to 3 points worth of True Faith powers, and one Item of Power, to be negotiated with the GM. Prereq: Willpower of 3D or higher, and the "A True Believer" feat. The powers stack, to gain a culmative of 5 points of powers |
Changeling | A changeling is a person with one human parent and one faerie parent. In childhood, changelings are indistinguishable from ordinary humans. In adolescence, however, a changeling's faerie ancestry begins to express itself, and the changeling starts to exhibit faerie characteristics in line with their fae parent's nature. At any time, changelings can Choose to fully embrace one side of their nature, becoming either fully human or fully faerie. Until such a decision, they are under the rule of the Faerie Court to which their fae parent belongs. You have access to 4 points of Fae powers and The Catch: Vulnerable to cold iron, which is deadly to you. Running water can also disrupt your faerie magic and glamors. You can start out with 1 point of powers or up to 4. Once you hit 4 pts of powers you will have to Choose. If you Choose, you can become a mortal or a fae and have to rewrite your character as such. |
Charmer | You have a way of bringing people around. When trying to improve disposition towards you or a group, +1D to Bargain, Con, Persuasion, Perception, and Intimidation rolls. |
Clockwork Tactics | You’re the guiding and dominating force within any unit with whom you serve. At the start of any combat, you may spend an action die to increase your teammates’ initiative counts to equal your initiative count, if they rolled lower. This affects up to a number of teammates equal to your Command skill dice or Perception dice. (whichever is higher) Prereq: The 'Lead' Feat |
Command Decision | Your decisive manner is an inspiration to your troops. Once per session, following a Command skill roll, each member of your team gains a free Action Die to use during the session. |
Crew Dog | You are accustomed to working as part of a close-knit crew. Once per combat sequence, with a crew of 3 or more, you gain 1 additional Action Dice. You may only spend this die to increase a result directly related to the vehicle. (Such as Repairs) You may also give this die to a fellow crewmate for the same purpose. This die is lost when you exit the vehicle or when the combat sequence ends, whichever first. |
Death Mark | Someone wants you dead. Badly. Once per session, someone will attempt to either capture you or kill you. That’s bad. But the good thing is, most people steer clear of you. +1D to Intimidation rolls and Strength saves. |
Doesn’t Take a Hint | Some beings just won’t leave you alone. Once per session, you may get an extra surprise attack against an opponent. |
Dueling Basics | Add a +1D to parry rolls against one opponent |
Dueling Mastery | additional +1D to parry rolls, plus when opponent misses, his initiative goes down by 2, Culmative with Dueling Basic's bonus to parry rolls; Prereq: Dueling Basics |
Dueling Supremacy | You get +1D to parries, and any time you hit opponent, your initiative goes up by 2 Culmative with Dueling Basic's and Dueling Mastery's bonuses to parry rolls; Prereq: Dueling Basics, Dueling Mastery |
Élah! | With a Melee weapon, not a thrown melee weapon, you can make that one tough hit to save the day. Once per session, you may declare a target hit with out rolling to hit it, doing max damage. Limitation: Cannot take Moment of Truth or One in a Million Feat feats if you have Élah feat. |
Epic Wise-Ass | You are an unrepentant wise-ass, and you can't stop your mouth when in combat. +1D to your Intimidation roll for taunting an enemy. On success, you gain a free attack on them. |
Faerie Bargain | The character has made a bargain with one of the Fae, usually for power or some other benefit. Such bargains have a high price. Prereq: GM Permission! |
Field Operative | Your hands-on experience has taught you how to gather and pass information from right under the enemy’s nose. You gain a +2D bonus with all Con/Deceit and Persuasion skill checks when attempting to send a message through. |
Focused Practitioner | Focused practitioners are the minor-league of the spell-slinging set. They have one rather narrowly defined aptitude at spellcraft which they practice to the exclusion of all else—usually because they just don’t “get” things outside of their focus. Sometimes this is due to the practitioner having an intuitive understanding of what they do rather than a trained understanding; sometimes it’s simply the result of a mystical blind spot. Depending on the causes of the focus, some focused practitioners might be able to train into broader spellcasting capabilities,but few do. Gain Evocation of 1 Element, and a choice of one skill of the following: Ritual, Wards, or Divination. Prereq: Magically Sensitive/Minor Talent feat Powers: The Sight 1 Element Evocation skill and choice of 1 Magic Manipulation Skill from: Ritual, Wards, or Divination |
Friends in High Places | You have contacts in the stratospheric regions, administrators, judges, and other whitecollar people owe you one. List 3 contacts. |
Friends in Low Places | You have contacts in the underworld or other criminals. List 3 contacts. |
From One Side of the World to the Other | You have seen many places, cultures, and people, nothing really surprises you. +2D to Scholar, Streetwise, Languages, and Cultures rolls. |
Full of Surprises | Beginning at the next Level you gain, you need not spend pips on skills. Instead you may, as a free action before making any skill check, spend your remaining pips to increase a skill. You may not exceed the 2 pip max per skill. Pips must be spent before attaining another level. |
Get Out of Hell Free Card | Okay, you blew it. The tattoos failed and you are about to rip someone’s throat out. Invoke this feat one time to have something or someone get in your way, and stop you from doing the deed. Prereq: Leper of Saint Giles and Penitent of St. Giles. |
Good In A Fight | When it comes to combat and other intense situations you can be quite handy. +2D to Reflexes skills and Coordination Skills. |
Hell's Bells! | Once per combat, you can ignore a surprise attack and retain your actions. |
High Quality Workspace | Instead of Resources -2D, your “automatic” personal workspace (page 139) is of a quality equal to your Resources. Alternately, it’s still Resources–2D, but it’s able to fulfill two workspace functions (such as Academic as well as Arcane Research). This feat may be taken multiple times to broaden the number of workspace functions available to you, but it may never be used to improve the quality above the level of your Resources skill. |
Hold Together Baby | Once per session, when your personal vehicle/vessel is attacked and the result is Severely Damaged or Destroyed, you can reduce it to Heavily Damaged. |
I Don't Know, I'm Making This Up as I Go! | Things happen and plans go pear-shaped, but you can improvise real well. +1D to Defense skills or Perception and Perception based skills, once per session |
I Got a Job to Do | Use Stamina instead of Willpower when being challenged or tortured |
I Owe You One | When one of your friends saves your life, you owe them one. You can, once per time being saved, give them one of your Action Dice. Once the die is given, you don’t owe them one. Unless you owe them twice, then you just owe them once. |
I'm Gonna Be Sore In The Mornin'! | For the Duration of Combat, you can Ignore Damage until after combat, however you will take twice as long to recover from those injuries |
I’m Lucky That Way | You go from a bad situation to worse, but still survive. One Extra Action Die. |
Impossible Man | You have a certain focus that others find impossible to deal with. +1D to Command, Intimidation, and Willpower rolls. -1D to Persuasion. |
Increased Power | You have Special Abilities and have been working out, 2 points to increase abilities or obtain new ones. Can be selected multiple times. Note: Changelings cannot use this feat. Prereq: Must already have Special Abilities, and the Feat(s) that go with them. |
Intimidatin’ Manner | Your fearsome appearance causes most to fear you. +1D to intimidation checks. |
Intuitive | You have a sense of what the next thing to do is or what the answer to the problem is, but it’s not a conscious thought. GM can give you a hint with no Action Die cost. |
It's All in the Reflexes | Twice per session, when attacked by a thrown weapon, you may automatically catch and return it to the attacker. Roll Throwing skill to hit. |
I Was Born Ready | You train hard to be the best of the best. Few things slow you down, that’s why you get one extra action. |
Jury-Rigger | You have a talent for improvising with available materials. When jury-rigging (page 320), your repairs last two time parts longer that it should |
Knowledge is the Ultimate Weapon | Don’t ever forget it. Twice per session you can add your Knowledge Attribute Dice to a defense or attack roll. |
Lead | Once per session any teammates within your line of sight may use your result from one skill roll for one action they’re performing as a group, such as climbing, sneaking, or setting explosives. Every following odd number level increases this ability one additional time per session. Prereq: Level 3 |
Leper of Saint Giles | You had a very, very bad day. You have been turned by a red court vampire but the transformation was stopped part way. Your willpower is clearly having a better day than you are. You gain powers, but with a catch: Addictive Saliva 1pt Blood Drinker 1pt Feeding Dependency 1pt And a choice of at least one of the following: Inhuman Recovery 2pts Inhuman Speed 2pts Inhuman Strength 2pts Inhuman Toughness 2pts Note: If at any point the character kills another human and drinks its blood, he or she must immediately upgrade to a full Red Court Vampire. This results into the character becoming a GM's NPC! |
Lighting Reflexes | You may roll initiative twice and take the roll you prefer. |
Luck | There’s no all-powerful energy field guiding you! You gain an additional Action Dice. You must choose a die that is different colored than the other Action Dice. When you roll this die, if you roll a 1, roll it again. If you get another one on the roll, complications then ensue. |
Magically Sensitive / Minor Talent | You have access due to long-forgotten traces of inhuman bloodlines,exposure to the supernatural, or simply the right combination of willpower and belief. These mortals can be referred to as minor talents: people with“one-trick” powers that might not have a lot of mojo—but which can be very effective in the hands of a creative and driven individual. If going the Minor Talent route, it gives access to one 1 point cost power, usually minor ability or psychic ability, and also gets to roll for Mojo Points (4D6). with GM approval, may have more than one power, max two. Also with GM approval, you may choose a power other than minor ability or psychic ability. Powers: Wizard’s Constitution If going the Minor Talent route, 1 other power, maybe 2, with GM Approval. Roll 4D6 for Mojo points |
Mantle | A Mantle, or Mantle of Power, is a magical phenomenon that acts as a moveable container for the power and persona of a supernatural being. Not every supernatural being has a mantle; mantles are typically associated with magical heavyweights like pagan gods or the Queens of Faerie. A being in possession of a mantle assumes the identity it contains, and can wield its power. Mantles are first mentioned in Summer Knight. Prereq: GM Permission, as this can be unbalancing and dangerous. |
Mingling Basics | You can fade into a crowd with ease. When attempting to mingle and disappear in a crowd of 20 or more, you may add your Cultures dice to your Hide skill. Conversely, you can use this feat when shadowing a person. Prereq: Cultures 5D, Hide 5D |
Mingling Mastery | Weaving through crowds without notice is second nature to you. You may move your full move or twice your move through a crowd. While following someone through a crowd, you can set an ambush/intercept, using cultures and search dice combined. Prereqs: Mingling Basics Feat, Cultures 10D, and Hide 10D. |
Moment of Truth | With a Brawling or Martial Arts Attack you can make that one tough hit to save the day. Once per session, you may declare a target hit with out rolling to hit it, doing max damage. Limitation: Cannot take Élah or One in a Million Feat feats if you have Moment of Truth feat. |
Moving Target | By tumbling and springing in unexpected directions, you can make yourself difficult to hit. +2D to dodge and acrobatics checks. When activated. However your attack rolls suffer a -2D penalty. Prereq: Dodge 6D and Acrobatics 6D |
My Sardonic Flair | In social situations, you can verbally rip people to shreds. This doesn't win you friends, but it will get you information. +1D to gathering information, but -2D to efforts to persuade or charm. |
Mystery Machine | You always have the right tool, gadget, or device for the situation in your vehicle. You may have a number of devices equal to your class level that may be undefined until you need it. These devices are usually of minor damage or importance. Ropes, nets, tow cable, jumper cables, tools, and ect. (A good example of this is The Mystery Machine, or KITT, both of which seems to have the right tool or weapon for the situation.) |
Nut Up or Shut Up | When about to do something incredibly brave or stupid, once per session you get an additional action. |
Obtainer of Rare Antiquities | You have up to 3 points worth of Item(s) of Power. Prereq: Either one of the following: Capable Researcher or From One Side of the World to the Other feats. |
Of the Fae | Faeries are magical beings residing in the Nevernever. They are a very heterogeneous group, as there are many different kinds of faerie. Some of them are humanoid in their form, some like animals, and others like various monsters. The Catch: Faeries are vulnerable to cold iron, which is deadly to them. Running water can also disrupt faerie magic and glamour. You are part of them, and therefore able to access some of their power and ….obligations…. You have access to 2 points worth of Fae Magics, Nevernever Powers, and other Special Abilities. |
Oh, No! | Bad things happen, it’s that kind of universe. During game play, when a normally reliable skill, device or vehicle fails and you end up in a bad place, like a rancor pit, a little luck will come your way. Once per session, when you roll a 1 on the wild die during a critical check, you may invoke “Oh, No!”. Once invoked, the GM must give you an opportunity or device or something to help you out of a tight spot or that tight spot. If the GM fails to do so, you will get an Action Dice for the next game and a 5pt bonus to experience. |
Old Smoothie | You have a gift of saying the right things at the right time. Most find you disarming. +1D to Persuasion, Con, Bargain, and Gambling rolls when using your charms. |
One In A Million Shot | With a ranged weapon, either personal, vehicular, or space, you can make that one tough shot to save the day. Once per session, you may declare a target hit with out rolling to hit it, doing max damage. Limitation: Cannot take Moment of Truth or Élah feats if you have One in a Million Feat. |
Penitent of Saint Giles | You have been taken in by the order of Saint Giles. They have hooked you up with equipment, information, and tattoos to help control the bloodlust. Oh, but they do want absolutely secrecy and commitment to destroying every vampire on the planet. Connections: You gain Resources skill, and have a +1D to rolls with it for info, gear, or whatever you need to kick some vampire butt. Obligation: Well, you knew the Order would expect a little payback sooner or later, right? At any time, the Order can and will send you on anoter mission. Moderate Willpower roll to resist, without the bonuses... Willpower Bonus: Yep, you got some ink. The tattoos will activate for high emotion or for drawing on; +3D bonus to Willpower checks when appropriate. The Power of Your Curse: Round 1: -1D to Willpower check, vs. Feeding Need, and then -2d and then -3d and so on...After that, you’re on your own and in plenty of trouble. Prereq: Leper of Saint Giles |
Persistent | When investigating, Tracking, or Searching, no one can shake you off the trail. +2D to Investigation, Search, Tracking, or Streetwise skill checks. |
Perfect Stance | You have honed your firing stance to perfection. When taking an Aim action, you can Brace for a free action. Normally Aim and Brace would be two actions. Prereq: REF of 3D or higher. |
Personal Vehicle | You own a vehicle, boat, plane, or yacht. You’ve made some modifications yourself. Your labor of love has two modifications for free. |
Persuasive | You have tremendous powers of persuasion . You gain +2D bonus to all Con, Persuasion, and Intimidation checks. |
Point Blank Shot | Can fire at point blank range (0-3m) with a ranged weapon. Prereq: Reflexes 3D or higher. |
Political Clout | You’re well known in your world’s or realm’s political circles, and can exert some influence over its government. The bonus to Perception Attribute checks and all Bargain, Con, Gambling, Investigation, and Persuasion skill checks targeting politicians from Political Favors Feat is increased to +3D. Further, you may now use your ‘phone call’ twice during a session and request access to secret government facilities and shrug off capital crimes. Prereq: Political Favors Feat and Character Level 7+ |
Political Favors | Political Favors You have put critical information in front of powerful individuals in the past. Now they owe you a little quid pro quo. You gain a +1D bonus to Perception Attribute checks and all Bargain, Con, Gambling, Investigation, and Persuasion skill checks targeting politicians, whether from Earth or elsewhere. Further, once per session, you may make a phone call to either completely shrug off a non-capital charge against you or gain legitimate access to a secure (but not secret) government facility. Prereq: Character Level 3+ |
Quick Draw | Add a +1 to init and doesn’t take a half action to draw weapon |
Quick Healer | Take ½ the time to heal as normal. |
Quite Clever | You find yourself getting out of tough situations. +2D to Survival, Stamina, and Willpower rolls. |
Rage and Serenity | You have found the point in your mind between Rage and Serenity. This gives you a +1D bonus to Concentration, Willpower, or appropriate Power skill checks during stressful times |
Reckless | You tend to jump from one problem to another without a regard for repercussions. +2 to iniative, but -2D to Perception, Search, and Investigation Skills. |
Refinement | As a member of the Spellslinging set, you become better with time, refining and focusing your abilities. Gaining greater strength and diversity. Each time Refinement is taken you can choose ONE option from the following: 1. Add a new Element that you can use. 2. Gain 1D to Magic Manipulation Attribute, 3. Add another 2D6 to your Mojo Pool. Prereqs: Must have Magically Sensitive / Minor Talent Feat, and any combination of Apprentice Wizard, Focused Practitioner, Sorcerer, Wizard feats. Must also be above Level 3. This Feat may be taken multiple times. |
Regroup | You can take a second to reassess your situation in combat and rally for the next action. +5 to initiative roll, must use an Action to activate the ability. Can only be used after the first round of combat. |
Regroup Mastery | You can take a second and help your team to reassess the situation during combat and rally for the next round. +5 to each teammate’s initiative roll total, must use two Actions and an Action Die to activate the ability. Can only be used after the first round of combat. Prereq: Regroup Feat and your Character is at level 3 or more |
Reputation | In some circles you are famous, or is that infamous? Describe something that you have a reputation for. For now on, when someone rolls Investigation, Cultures, or Streetwise, they get a +1D to recognize you based on that event. Depending on whether the event was positive or negative depends on how they will react to you. This feat can be chosen multiple times. |
Riposte | On a successful defense with melee Weapons,you may sacrifice your next action to turn that defense into an immediate and automatically successful attack. Your attacker must be within range of your weapon. Applies only to melee combat. |
Rule #2: Double Tap | You don't trust the bad guy to not get back up. Twice per session, 1 free additional attack after a successful attack. |
Scoundrel | Used to living on the fringe of society, you’ve developed skills to survive, but your manners leave something to be desired. +1D to Bargain, Con, Forgery, Hide, and Sneak. |
Sidhe | Fae nobility, comprising the most powerful of them, is known as the Sidhe. Faeries are often insane, mischievous, and very dangerous, but they are also good to their word. Sidhe cannot speak an outright lie. They are, however, very adept at word plays and the twisting of meaning and literal speech. Promises and oaths are binding to the faeries, and they will make sure that a human does the same. Their abilities with words often allows them to snare an unsuspecting mortal to their advantage. A promise thrice made is as close to absolute truth as a faerie can give; asking a question three times binds the third answer as the truth. You have access to 5 points of Fae powers and The Catch: Vulnerable to cold iron, which is deadly to you. Running water can also disrupt your faerie magic and glamors. Prereq: Of the Fae and Faerie Bargain feats. |
Smuggler’s Blues | When evading capture, once per session, you can re-roll a evasion skill check. |
Sneaky | You are able to sneak around and evade security systems. +1D to Sneak and Hide skills. |
Sorcerer | “Sorcerer” is a near-pejorative term that many on the White Council use to describe “full spectrum" spell practitioners who don’t have the bloodline, access, resources, and training that a Wizard of the White Council has. Gain 2 Elements, 2 Focus Items, and 3 Magic Manipulation skills. Prereq: Magically Sensitive/Minor Talent Powers: Soulgaze The Sight 2 Elements 3 Magic Manipulation Skills |
Speed Trigger | You can manage extremely rapid fire with single fire firearms as long as there is enough ammo remaining. So even with a weapon of SS (single shot) capability, you would be able to use Burst Fire, Long Burst, Short Burst, or Full Burst. |
Sponsored Magic | Someone powerful deigns to give you a small portion of their power. This sponsorship is the result of a contract, pact, or other binding arrangement, implicit or explicit. Some part of your soul is in hock. Mechanically, it can take on different forms based on what the character made a deal for. Here’s a few ways: 1. If they have no magical ability, it works similar to Seelie and Unseelie magic special abilities. They are given the Magic Manipulation attribute and 5D to spread between the attribute, 1 or two MM skills, and the rest are Mojo Points. (1D= 3 Mojo) A selection of one element is provided by the sponsoring entity. The new spellcaster can also ask for more Dice, but this will incur more debt, every 5D or 15 Mojo. 2. A spellslinger is sponsored: They have 5D to provide bonus dice to skill rolls under the Magic Manipulation attribute, all at once or one here and there. These dice can also be converted to Mojo, 1D = 3 Mojo Points. After all are used, then the caster can choose to ask for another 5D, incurring more debt. This can be done, over and over, every 5D, incurring more debt. Your elements may take on some of the features of the sponsor. So Summer magic might combine with the air element to give a “breath of life” effect; hellfire might combine with fire to produce, well, hell-fire; and Kemmlerian necromancy might combine with the spirit element to inflict potent visions of death upon a victim. 3. Ask for a specific Special Ability, up to 15 points worth. Upon every 5 uses of said power, incur another debt. And so on… Finally, another broader benefit offered by all types of sponsored magic is the ability of the sponsor to cover you when you can’t make your expenses. Once per roll, you may invoke an aspect without spending a fate point. Doing so adds one to the debt between you and your sponsor. The sponsor may collect on this debt later, trading in compels on you for that debt on a one-for-one basis—compels that get you no fate points if you accept, and which you must accept unless you have an actual fate point to spend to refuse it. Invariably these compels run along the lines of pushing you to act in accordance with the sponsor’s agenda. Prereq: GM Permission, as this can be unbalancing. Also unwise... |
Speed Loader | You are very experienced at using your weapon and can reload it in no time. During combat you may reload a spent weapon without using an half action to do so. |
Spectre | Technically, you don’t exist. There are no files on you in the government databases, you are an unknown. This also means that you would be noticed and possibly hunted for it. If someone tries to find information about you, the difficulty is increased one level higher. |
Supernatural Creature | You are not exactly human or mundane, and have a touch of magic about you. Either descended from magical beings distantly or from one of the realms or so on, you have some more-than-human abilities. Up to 4 points of Special abilities. A catch all for beings that don’t fit the other supernatural creatures categories. |
The Closer | You can get into a person's head (figurativey) and get them to confess or confide without having to torture them. +1D to Intimidation rolls when interrogating. |
The Committee | You value other’s opinions and like to hear what they suggest. When with 3 or more in a group, you gain a +1D to all Perception checks and Knowledge skills per 3 people in the group. |
The Force Is With You | Things that should kill you end up just nicking you. Once per session, when an attack will kill you or destroy your ship, it is reduced one level lower, so that you are either injured or your ship severely damaged. |
This is My Boomstick! | You have one weapon that you absolutely cherish. You may even have a name for it. +2 to hit with it and +1D damage with it. If the weapon becomes lost or destroyed, you can replace it with another but this feat will not work until the third session after the loss. (Mourning Period) |
Tiny, But Fierce | Though short or diminutive, you make up for it with hitting sensitive spots or evading hits. +1D to Melee, Dodge, Acrobatics, Brawling or Martial Arts rolls in combat. Prereq: Must be 4ft or shorter in height. |
Twitchy | Add a +1 to init and +1D perception; -1D to hide/sneak, str |
Two-Weapon Basics | Can use two of the same weapons at the same time, with half penalty(-1D), one additional attack with second weapon. |
Two-Weapon Mastery | Can use two of the same weapons a the same time, no penalty, or use two different weapons at the same time with half penalty (-1D); Prereq: Two-Weapon Basics |
Utility Belt | You always have the right tool, gadget, or device for the situation. You may have a number of devices equal to your class level that may be undefined until you need it. These devices are usually of minor damage or importance. Knives, nets, tangle cable, and ect. (A good example of this is Jango or Boba Fett’s armor, which seems to have the right minor weapon for the situation.) |
Were-Whatever Shapchanger | The Dresdenverse is rife with shapeshifters of all stripes (many nonhuman). Some humans have learned (or were simply born with the capability) to take on the form of a beast; when that beast is a wolf, we call them werewolves, but there are many other were-forms out there. Powers: Beast Change Echos of the Beast Human Form Plus up to 2 points worth of powers to reflect animal form, GM approved. Maximum of 4 (more with GM Approval) |
White Court Lord | Lord of one of the White Court's Houses, you are the most powerful and experienced of the White Court. In addition to the other feat powers, you also receive: Incite Emotion (2 or more) Supernatural Recovery (4), max of 6 points total. Prereq: White Court Vampire, White Court Virgin |
White Court Vampire | An emotional vampire, you feed on humanity to stay alive. Human Guise (0 points) Feeding Dependency(1) Inhuman Recovery (2), the catch is True Love Inhuman Speed (2) Inhuman Strength (2) Prereq: White Court Virgin |
White Court Virgin | Born into the White Court family, you have not yet taken a life, so your demon is dormant. You do have some nascent powers: Emotional Vampire Incite Emotion. (max points of 2 points) Note: Once you take a life, using your powers, your character gets remade as a WCV!!! |
Wizard | The full wizard in action is a terror to behold. Theirs is an ancient bloodline, heir to the magics of old and able to command their full array; given enough time and preparation, there is very little to limit what a wizard can accomplish beyond the fetters of their own belief in what they can do. So with the Apprentice Wizard and Magically Sensitive/Minor Talent Feats, a Wizard will start with 4 Magic Manipulation skills, 3 Elements. Prereq: Apprentice Wizard and Magically Sensitive/Minor Talent Feats Powers: The Sight Soulgaze Wizard's Constitution 3 Elements 4 Magic Manipulation Skills |
Wyldfae | Many of the faeries belong to one of the two Faerie Courts of the Nevernever, the Summer Court and the Winter Court. Those that do not belong to either are the Wyldfae. Wyldfae don't side with either of the Faerie Courts—Summer or Winter—they usually just do their work and pay little attention to the courts. In the event of war, the Wyldfae will associate themselves with the side that they are most inclined to. According to Toot-Toot most of the "nice" wyldfae go to Summer and the "mean" ones go to Winter. You have access to 4 points of Fae powers, Special Abilities, and The Catch: Vulnerable to cold iron, which is deadly to you. Running water can also disrupt your faerie magic and glamors. Prereq: Of the Fae and Faerie Bargain feats |
Yippe Ki Yay, Motherfucker! | You are on the ropes, and you have one desperate thing that you can try to win the day. Once per session, automatic success on the roll for that single attempt. |