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Gamer Feats [silly?]

I'm creating a campaign in which the players will all being as gamers and fans at a role-playing convention (KukulCon 2004). I'm trying to create some "regional feats" specific for the gaming community at large - any suggestions?

TWITCH GAMER – You have spent countless hours glued to the controls of your favorite first-person shooter game, and have developed extremely quick enemy-recognition skills.
Benefit: If you begin combat with a weapon in hand, you receive a +2 bonus to your initiative roll. You also receive a +2 to Listen and Spot checks when determining surprise.

AVID COLLECTOR – You collect comic books, trading cards, memorabilia, or other hard-to-find items. You are a discerning trader and a tough haggler.
Benefit: You receive +2 to Appraise and Search checks, and a +2 to any skill check or Will save to resist being persuaded or lied to.

GOTH – You are a member of one of the gothic subcultures that revel in darkness, pain, and morbidity. You are inured, or even intrigued, by situations that would frighten or unnerve others.
Benefit: You receive a +4 to save vs. Fear effects, and a +2 to save vs. the supernatural abilities of undead creatures.

RULES LAWYER – You are an experienced gamer, and over the years have learned to argue any point and turn any rule to your advantage.
Benefit: You receive a +2 to Bluff and Sense Motive checks when attempting to reason or argue with someone. You also gain a +3 dodge bonus to your AC when fighting defensively, instead of the usual +2. (This does not stack with the similar benefit gained from 5+ ranks of Tumble.)
 

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you mihgt want to take a look at Talath's excellent Malls and Morons; a D20 game he created to model modern youth culture. I could likely be mined for ides or used "whole cloth" for your game.
 

Teflon Billy said:
I could likely be mined for ides or used "whole cloth" for your game.

Beware the Ides of Billy!

I'm still wrapping my head around using TB "whole cloth."


:D Just joshin.' It was the lure of a couple of funny typos that did it.
 

Savage Wombat said:
I'm creating a campaign in which the players will all being as gamers and fans at a role-playing convention (KukulCon 2004). I'm trying to create some "regional feats" specific for the gaming community at large - any suggestions?

TWITCH GAMER – You have spent countless hours glued to the controls of your favorite first-person shooter game, and have developed extremely quick enemy-recognition skills.
Benefit: If you begin combat with a weapon in hand, you receive a +2 bonus to your initiative roll. You also receive a +2 to Listen and Spot checks when determining surprise.

AVID COLLECTOR – You collect comic books, trading cards, memorabilia, or other hard-to-find items. You are a discerning trader and a tough haggler.
Benefit: You receive +2 to Appraise and Search checks, and a +2 to any skill check or Will save to resist being persuaded or lied to.

GOTH – You are a member of one of the gothic subcultures that revel in darkness, pain, and morbidity. You are inured, or even intrigued, by situations that would frighten or unnerve others.
Benefit: You receive a +4 to save vs. Fear effects, and a +2 to save vs. the supernatural abilities of undead creatures.

RULES LAWYER – You are an experienced gamer, and over the years have learned to argue any point and turn any rule to your advantage.
Benefit: You receive a +2 to Bluff and Sense Motive checks when attempting to reason or argue with someone. You also gain a +3 dodge bonus to your AC when fighting defensively, instead of the usual +2. (This does not stack with the similar benefit gained from 5+ ranks of Tumble.)

LOL These are great feats. But don't forget

Rabid D&D'r
You have played way to much D&Dover the years

Benefit: From reading all the books over the years Spellcraft and Knowledge/Monsters are class skills for you. You also gain 1+with any roll against these skills.
You also learned a little something about courage and gain a +2 save against fear effects
 

More silly feats

What about these feats ?

INTESTINAL FORTITUDE - Over the years, especially as a youngster, you have conditioned your body to be able to metabolise very unhealthy foods. With this feat, you can consume truly prodigious amounts of unhealthy food, such as eating a 4-litre tub of ice-cream with chocolate sprinkles in one sitting.
Benefit: You receive a +3 competence bonus to Fortitude saves when trying to resist the ill effects of poisons.

SUGAR RUSH - You are a sugar junkie and have learned to harness the mystical power within sugar. It is not just anyone that can handle the power of sugar, especially the quantities that you need to consume. To have this feat, you must first have mastered the technique to overcome the poisonous effects of pure sugar. However, the power of sugar is chaotic and fleeting. Difficult to control it is...
Prerequisites: INTESTINAL FORTITUDE
Benefit: 1d4 rounds after consuming a high-sugar product you are able to tap the surge of sugar power and enter the SUGAR RUSH. The SUGAR RUSH lasts for a number of rounds equal to your character level and provides you with an additional partial action every round. When the SUGAR RUSH ends you feel worn out and sluggish causing you to take (Constitution Bonus) in subdual damage.

Is this silly enough ?
 

These feats seem pretty powerful. Keeping that in mind, how about:

UNWASHED: You have had more characters than baths.
Benefit: Because of your nauseating odor, those within 10 feet must succeed at a Fortitude Save (DC 10+1/2 character level) or suffer a -1 circumstance penalty to all attacks, saves, and skill checks. Creatures must make a save upon moving within 10 feet of the character, and must make another save every 10 minutes. Creatures immune to critical hits are immune to this ability. This is an Extraordinary ability.
 
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