Kaptain_Kantrip
First Post
The Fading Suns: Space-Fantasy d20 RPG from Holistic Design introduces the concept of Social Feats, which are gained in addition to regular feats. These are generally not combat related but serve to support a character's background, talents, interests and relationships within the context of the game world.
While some may find such ideas restrictive, others may find it useful to have such things firmly cemented in tangible game benefits and mechanics. I spent 12 hours typing this list up and plan to introduce them to my game this week... Please comment!
I've only listed some of the many OGL social feats available in Fading Suns, plus a few from AEG's mind-bogglingly amazing new d20 game Spycraft (which introduces Style feats that make you look or act super-cool), and a few other fun sources to give you an idea of what they are about, and so as not remove the need for the original rule books (page numbers for abbreviated descriptions noted for ease of reference). All of the books these feats are adapted from are great resources to mine for d20/D&D material. Check them out!
____________________________
SOCIAL FEATS [REVISED]:
Characters begin with two social feats at 1st level. A
bonus social feat is granted to all character classes at
levels 2, 4, 5, 7, 8, 10, 15 and 19.
________________________
Arcane Training
[Created by Kaptain Kantrip]
You have been tutored in the minor ways of magic.
Prerequisite: Intelligence 10+
Benefit: You know and can cast per day a number
of arcane cantrips equal to 2 + your Intelligence
modifier. You are considered to be a 1st-level wizard
for purposes of determining your caster level.
Assets
[Adapted from Fading Suns d20]
You rule a fief or business, providing you with annual
income.
Prerequisites: Noble Title, Church Ordination or
Guild Commission.
Benefit: You have real wealth, as opposed to
mere savings or wages: land rulership or control of a
business. This asset provides you with regular income
and is usually tied to your rank and affiliation. You
don’t actually own the land or business--your church,
guild or house does--but through birthright, luck, or
hard work, you have gained control over it and thus
reap its benefits (and suffer its responsibilities). You
cannot sell the business or land, but may abdicate
your position or temporarily place someone else in
charge; during this time, you do not gain the income
associated with the asset.
This feat provides you with an income and
responsibilities. Each time you take this feat
(maximum of five times), it increases the amount of
your income. The money is listed in gold pieces: this
is how much the asset brings you in yearly income
after paying expenses, barring no disasters or
dramatic changes in circumstance for good or ill. It
also provides a small amount of extra starting money.
1st feat = Good Assets (3,000 gp yearly income,
plus 300 gp extra starting money)
2nd feat = Well-Off (5,000 gp yearly income, plus
500 gp extra starting money)
3rd feat = Wealthy (10,000 gp yearly income, plus
1,000 gp extra starting income)
4th feat = Rich (15,000 gp yearly income, plus
1,500 gp extra starting income)
5th feat = Filthy Rich (20,000 gp yearly income,
plus 2,000 gp extra starting money)
Business: Guild-owned assets include all
guild-related businesses in a given area. Wealth is
generated from the creation and sale of guild products
and from the import/export of same and perhaps other
products. You do not necessarily oversee the daily
demands of all these businesses; usually you will
appoint managers to handle all but the most
important deals.
Fief: You rule a substantial portion of land and
serfs who work that land, creating wealth from its
commodities (food, minerals, crafts, etc.) and by
taxation. Misuse of the land requires you to answer to
those above your station and may result in a loss of
rank. You do not necessarily oversee the daily
demands of the fief; usually you will appoint
seneschals or chamberlains to undertake this task.
Temple: Church-owned assets are always
overseen by clerics and may include convents,
monasteries, shrines and temples in a given area.
Wealth is generated from the commodities produced
by the monks and through tithing the faithful. You do
not necessarily oversee the daily demands of all these
places of worship; usually, you will appoint other
clergy to oversee all but the most important of
services.
Charmer
[Adapted from Spycraft d20]
You have a way of bringing people around.
Benefit: Your threat range when establishing the
disposition of NPCs who start at neutral, friendly or
helpful is increased to 18-20. Further, you get a +1
bonus to all Charisma-based skills targeting such
NPCs.
Church Ordination
[Adapted from Fading Suns d20]
You are a recognized member of your church clergy.
Prerequisite: Blackguard, Cleric, Paladin, level 1+
Benefit: You bear a church rank. Its title depends on
how many levels of this stackable feat you possess.
Each successive level raises you in rank one title (see
the chart below).
In addition, you receive a +1 bonus to Diplomacy
checks against the faithful of your church. This bonus
is stackable with each successive rank (i.e., a canon
gets a +2 Diplomacy bonus).
1st feat = Novitiate/Apprentice
2nd feat = Canon/Provost
3rd feat = Deacon/Acolyte/Illuminatus
4th feat = Priest/Adept
5th feat = Bishop/Master/Magister
6th feat = Archbishop/Grand Master
Etiquette
[Adapted from Fading Suns d20]
You can use your knowledge of proper manners to
smooth over social blunders.
Prerequisite: Int 13+.
Benefit: You may attempt to smooth over bad
feelings from a social faux pas and/or vulgar breach
of etiquette, committed either by you, your
compatriots, or someone you feel sorry for. You
cannot undo the mistake, but you can erase the social
stigma from whoever committed the error.
Etiquette may also be used to counter the
Withering Insulkt feat directed at you by others. You
make a Will save and if it is higher than the target’s
save, he uses yours instead. If the insult is directed at
you, add +2 to the Will save result.
If someone is intentionally trying to cause a social
incident, make opposed Diplomacy checks with all
relevant modifiers. Those with Etiquette gain a +2
bonus for this check.
You can use your Etiquette a number of times per
day equal to your Charisma modifier.
Fame
[Adapted from Star Wars d20]
You are well-known for charitable acts or heroic
deeds (regardless of whether you actually performed
them).
Benefit: You get a +3 bonus to Bluff, Diplomacy,
Gather Information, and Intimidate checks whenever
the GM determines that your celebrity status would
be a benefit. However, in other circumstances your
fame gives such checks a -3 penalty.
Special: You can’t select both Fame and Infamy.
Family Ties
[Adapted from Fading Suns d20]
You have strong ties to your blood kin, such that they
would delay important tasks to come to your aid.
Benefit: You can draw upon some loyal allies of
similar status to yourself. Of course, this cuts both
ways--if someone kills your father, you will be
obligated to hunt down the killer no matter the time,
cost or risk involved.
To gain your family’s aid, you must address a
member personally or get a message to them. The
GM then makes a Family Ties check. To the roll
result, he adds 10 + your Charisma modifier + any
modifiers based on the situation. If you have recently
done a favor for your family, you may add a +2 bonus
to the check. If you recently risked your life for them,
you may add a +5 bonus on the check (GM’s
discretion).
The DC depends on the type of aid requested.
Asking to vacation at a relative’s house might be DC
10-15, depending on how much he owes your side of
the family. Requesting your brothers and sisters to
meet you in Cady’s Hollow with guns for a kidnight
raid on your rivals might be 15 if it’s an ongoing feud
involving them too, or DC 20 if not. Asking them to
help kidnap a local lord and hold him for ransom
might be DC 30-35, and could get you disowned if it
failed.
Your family may not have the high status or power
that the Ally feat provides, but they are more loyal
and persistent.
A request may be attempted from your family only
once per game month. Two successive months of such
requests cause the DC to rise for each successive
attempt. Should the DC ever rise as high as 40, the
family will no longer heed your requests--you are an
ungrateful, whining black sheep for the next game
year. However, you can perform favors to try and
return the DC to normal.
Special: This feat may be taken multiple times.
The effects stack to raise the status of the family (or
involve high-level family members who could not be
bothered with you at lower levels).
While some may find such ideas restrictive, others may find it useful to have such things firmly cemented in tangible game benefits and mechanics. I spent 12 hours typing this list up and plan to introduce them to my game this week... Please comment!
I've only listed some of the many OGL social feats available in Fading Suns, plus a few from AEG's mind-bogglingly amazing new d20 game Spycraft (which introduces Style feats that make you look or act super-cool), and a few other fun sources to give you an idea of what they are about, and so as not remove the need for the original rule books (page numbers for abbreviated descriptions noted for ease of reference). All of the books these feats are adapted from are great resources to mine for d20/D&D material. Check them out!
____________________________
SOCIAL FEATS [REVISED]:
Characters begin with two social feats at 1st level. A
bonus social feat is granted to all character classes at
levels 2, 4, 5, 7, 8, 10, 15 and 19.
________________________
Arcane Training
[Created by Kaptain Kantrip]
You have been tutored in the minor ways of magic.
Prerequisite: Intelligence 10+
Benefit: You know and can cast per day a number
of arcane cantrips equal to 2 + your Intelligence
modifier. You are considered to be a 1st-level wizard
for purposes of determining your caster level.
Assets
[Adapted from Fading Suns d20]
You rule a fief or business, providing you with annual
income.
Prerequisites: Noble Title, Church Ordination or
Guild Commission.
Benefit: You have real wealth, as opposed to
mere savings or wages: land rulership or control of a
business. This asset provides you with regular income
and is usually tied to your rank and affiliation. You
don’t actually own the land or business--your church,
guild or house does--but through birthright, luck, or
hard work, you have gained control over it and thus
reap its benefits (and suffer its responsibilities). You
cannot sell the business or land, but may abdicate
your position or temporarily place someone else in
charge; during this time, you do not gain the income
associated with the asset.
This feat provides you with an income and
responsibilities. Each time you take this feat
(maximum of five times), it increases the amount of
your income. The money is listed in gold pieces: this
is how much the asset brings you in yearly income
after paying expenses, barring no disasters or
dramatic changes in circumstance for good or ill. It
also provides a small amount of extra starting money.
1st feat = Good Assets (3,000 gp yearly income,
plus 300 gp extra starting money)
2nd feat = Well-Off (5,000 gp yearly income, plus
500 gp extra starting money)
3rd feat = Wealthy (10,000 gp yearly income, plus
1,000 gp extra starting income)
4th feat = Rich (15,000 gp yearly income, plus
1,500 gp extra starting income)
5th feat = Filthy Rich (20,000 gp yearly income,
plus 2,000 gp extra starting money)
Business: Guild-owned assets include all
guild-related businesses in a given area. Wealth is
generated from the creation and sale of guild products
and from the import/export of same and perhaps other
products. You do not necessarily oversee the daily
demands of all these businesses; usually you will
appoint managers to handle all but the most
important deals.
Fief: You rule a substantial portion of land and
serfs who work that land, creating wealth from its
commodities (food, minerals, crafts, etc.) and by
taxation. Misuse of the land requires you to answer to
those above your station and may result in a loss of
rank. You do not necessarily oversee the daily
demands of the fief; usually you will appoint
seneschals or chamberlains to undertake this task.
Temple: Church-owned assets are always
overseen by clerics and may include convents,
monasteries, shrines and temples in a given area.
Wealth is generated from the commodities produced
by the monks and through tithing the faithful. You do
not necessarily oversee the daily demands of all these
places of worship; usually, you will appoint other
clergy to oversee all but the most important of
services.
Charmer
[Adapted from Spycraft d20]
You have a way of bringing people around.
Benefit: Your threat range when establishing the
disposition of NPCs who start at neutral, friendly or
helpful is increased to 18-20. Further, you get a +1
bonus to all Charisma-based skills targeting such
NPCs.
Church Ordination
[Adapted from Fading Suns d20]
You are a recognized member of your church clergy.
Prerequisite: Blackguard, Cleric, Paladin, level 1+
Benefit: You bear a church rank. Its title depends on
how many levels of this stackable feat you possess.
Each successive level raises you in rank one title (see
the chart below).
In addition, you receive a +1 bonus to Diplomacy
checks against the faithful of your church. This bonus
is stackable with each successive rank (i.e., a canon
gets a +2 Diplomacy bonus).
1st feat = Novitiate/Apprentice
2nd feat = Canon/Provost
3rd feat = Deacon/Acolyte/Illuminatus
4th feat = Priest/Adept
5th feat = Bishop/Master/Magister
6th feat = Archbishop/Grand Master
Etiquette
[Adapted from Fading Suns d20]
You can use your knowledge of proper manners to
smooth over social blunders.
Prerequisite: Int 13+.
Benefit: You may attempt to smooth over bad
feelings from a social faux pas and/or vulgar breach
of etiquette, committed either by you, your
compatriots, or someone you feel sorry for. You
cannot undo the mistake, but you can erase the social
stigma from whoever committed the error.
Etiquette may also be used to counter the
Withering Insulkt feat directed at you by others. You
make a Will save and if it is higher than the target’s
save, he uses yours instead. If the insult is directed at
you, add +2 to the Will save result.
If someone is intentionally trying to cause a social
incident, make opposed Diplomacy checks with all
relevant modifiers. Those with Etiquette gain a +2
bonus for this check.
You can use your Etiquette a number of times per
day equal to your Charisma modifier.
Fame
[Adapted from Star Wars d20]
You are well-known for charitable acts or heroic
deeds (regardless of whether you actually performed
them).
Benefit: You get a +3 bonus to Bluff, Diplomacy,
Gather Information, and Intimidate checks whenever
the GM determines that your celebrity status would
be a benefit. However, in other circumstances your
fame gives such checks a -3 penalty.
Special: You can’t select both Fame and Infamy.
Family Ties
[Adapted from Fading Suns d20]
You have strong ties to your blood kin, such that they
would delay important tasks to come to your aid.
Benefit: You can draw upon some loyal allies of
similar status to yourself. Of course, this cuts both
ways--if someone kills your father, you will be
obligated to hunt down the killer no matter the time,
cost or risk involved.
To gain your family’s aid, you must address a
member personally or get a message to them. The
GM then makes a Family Ties check. To the roll
result, he adds 10 + your Charisma modifier + any
modifiers based on the situation. If you have recently
done a favor for your family, you may add a +2 bonus
to the check. If you recently risked your life for them,
you may add a +5 bonus on the check (GM’s
discretion).
The DC depends on the type of aid requested.
Asking to vacation at a relative’s house might be DC
10-15, depending on how much he owes your side of
the family. Requesting your brothers and sisters to
meet you in Cady’s Hollow with guns for a kidnight
raid on your rivals might be 15 if it’s an ongoing feud
involving them too, or DC 20 if not. Asking them to
help kidnap a local lord and hold him for ransom
might be DC 30-35, and could get you disowned if it
failed.
Your family may not have the high status or power
that the Ally feat provides, but they are more loyal
and persistent.
A request may be attempted from your family only
once per game month. Two successive months of such
requests cause the DC to rise for each successive
attempt. Should the DC ever rise as high as 40, the
family will no longer heed your requests--you are an
ungrateful, whining black sheep for the next game
year. However, you can perform favors to try and
return the DC to normal.
Special: This feat may be taken multiple times.
The effects stack to raise the status of the family (or
involve high-level family members who could not be
bothered with you at lower levels).
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