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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 131932" data-attributes="member: 546"><p>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. </p><p>     </p><p>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!</p><p></p><p>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!</p><p>____________________________</p><p></p><p>SOCIAL FEATS [REVISED]:</p><p>Characters begin with two social feats at 1st level. A</p><p>bonus social feat is granted to all character classes at</p><p>levels 2, 4, 5, 7, 8, 10, 15 and 19.</p><p>________________________</p><p></p><p>Arcane Training</p><p>[Created by Kaptain Kantrip]</p><p>You have been tutored in the minor ways of magic.</p><p>     Prerequisite: Intelligence 10+</p><p>     Benefit: You know and can cast per day a number</p><p>of arcane cantrips equal to 2 + your Intelligence </p><p>modifier. You are considered to be a 1st-level wizard</p><p>for purposes of determining your caster level.</p><p></p><p>Assets</p><p>[Adapted from Fading Suns d20]</p><p>You rule a fief or business, providing you with annual</p><p>income.</p><p>     Prerequisites: Noble Title, Church Ordination or</p><p>Guild Commission.</p><p>     Benefit: You have real wealth, as opposed to</p><p>mere savings or wages: land rulership or control of a</p><p>business. This asset provides you with regular income</p><p>and is usually tied to your rank and affiliation. You</p><p>don’t actually own the land or business--your church,</p><p>guild or house does--but through birthright, luck, or</p><p>hard work, you have gained control over it and thus</p><p>reap its benefits (and suffer its responsibilities). You</p><p>cannot sell the business or land, but may abdicate</p><p>your position or temporarily place someone else in</p><p>charge; during this time, you do not gain the income</p><p>associated with the asset.</p><p>     This feat provides you with an income and</p><p>responsibilities. Each time you take this feat</p><p>(maximum of five times), it increases the amount of</p><p>your income. The money is listed in gold pieces: this</p><p>is how much the asset brings you in yearly income</p><p>after paying expenses, barring no disasters or</p><p>dramatic changes in circumstance for good or ill. It</p><p>also provides a small amount of extra starting money.</p><p>     1st feat = Good Assets (3,000 gp yearly income,</p><p>plus 300 gp extra starting money)</p><p>     2nd feat = Well-Off (5,000 gp yearly income, plus</p><p>500 gp extra starting money)</p><p>     3rd feat = Wealthy (10,000 gp yearly income, plus</p><p>1,000 gp extra starting income)</p><p>     4th feat = Rich (15,000 gp yearly income, plus</p><p>1,500 gp extra starting income)</p><p>     5th feat = Filthy Rich (20,000 gp yearly income,</p><p>plus 2,000 gp extra starting money)</p><p>     Business: Guild-owned assets include all</p><p>guild-related businesses in a given area. Wealth is</p><p>generated from the creation and sale of guild products</p><p>and from the import/export of same and perhaps other</p><p>products. You do not necessarily oversee the daily</p><p>demands of all these businesses; usually you will</p><p>appoint managers to handle all but the most</p><p>important deals. </p><p>     Fief: You rule a substantial portion of land and</p><p>serfs who work that land, creating wealth from its</p><p>commodities (food, minerals, crafts, etc.) and by</p><p>taxation. Misuse of the land requires you to answer to</p><p>those above your station and may result in a loss of</p><p>rank. You do not necessarily oversee the daily</p><p>demands of the fief; usually you will appoint</p><p>seneschals or chamberlains to undertake this task. </p><p>     Temple: Church-owned assets are always</p><p>overseen by clerics and may include convents,</p><p>monasteries, shrines and temples in a given area.</p><p>Wealth is generated from the commodities produced</p><p>by the monks and through tithing the faithful. You do</p><p>not necessarily oversee the daily demands of all these</p><p>places of worship; usually, you will appoint other</p><p>clergy to oversee all but the most important of</p><p>services.</p><p>     </p><p>Charmer</p><p>[Adapted from Spycraft d20]</p><p>You have a way of bringing people around.</p><p>Benefit: Your threat range when establishing the</p><p>disposition of NPCs who start at neutral, friendly or</p><p>helpful is increased to 18-20. Further, you get a +1</p><p>bonus to all Charisma-based skills targeting such</p><p>NPCs.</p><p></p><p>Church Ordination</p><p>[Adapted from Fading Suns d20]</p><p>You are a recognized member of your church clergy.</p><p>Prerequisite: Blackguard, Cleric, Paladin, level 1+</p><p>Benefit: You bear a church rank. Its title depends on</p><p>how many levels of this stackable feat you possess.</p><p>Each successive level raises you in rank one title (see</p><p>the chart below).</p><p>     In addition, you receive a +1 bonus to Diplomacy</p><p>checks against the faithful of your church. This bonus</p><p>is stackable with each successive rank (i.e., a canon</p><p>gets a +2 Diplomacy bonus).</p><p>     1st feat = Novitiate/Apprentice</p><p>     2nd feat = Canon/Provost</p><p>     3rd feat = Deacon/Acolyte/Illuminatus</p><p>     4th feat = Priest/Adept</p><p>     5th feat = Bishop/Master/Magister</p><p>     6th feat = Archbishop/Grand Master</p><p></p><p>Etiquette</p><p>[Adapted from Fading Suns d20]</p><p>You can use your knowledge of proper manners to</p><p>smooth over social blunders.</p><p>     Prerequisite: Int 13+.</p><p>     Benefit: You may attempt to smooth over bad</p><p>feelings from a social faux pas and/or vulgar breach</p><p>of etiquette, committed either by you, your</p><p>compatriots, or someone you feel sorry for. You</p><p>cannot undo the mistake, but you can erase the social</p><p>stigma from whoever committed the error.</p><p>     Etiquette may also be used to counter the</p><p>Withering Insulkt feat directed at you by others. You</p><p>make a Will save and if it is higher than the target’s</p><p>save, he uses yours instead. If the insult is directed at</p><p>you, add +2 to the Will save result.</p><p>     If someone is intentionally trying to cause a social</p><p>incident, make opposed Diplomacy checks with all</p><p>relevant modifiers. Those with Etiquette gain a +2</p><p>bonus for this check.</p><p>     You can use your Etiquette a number of times per</p><p>day equal to your Charisma modifier.</p><p></p><p>Fame</p><p>[Adapted from Star Wars d20]</p><p>You are well-known for charitable acts or heroic</p><p>deeds (regardless of whether you actually performed</p><p>them).</p><p>     Benefit: You get a +3 bonus to Bluff, Diplomacy,</p><p>Gather Information, and Intimidate checks whenever</p><p>the GM determines that your celebrity status would</p><p>be a benefit. However, in other circumstances your</p><p>fame gives such checks a -3 penalty.</p><p>     Special: You can’t select both Fame and Infamy.</p><p></p><p>Family Ties</p><p>[Adapted from Fading Suns d20]</p><p>You have strong ties to your blood kin, such that they</p><p>would delay important tasks to come to your aid.</p><p>     Benefit: You can draw upon some loyal allies of</p><p>similar status to yourself. Of course, this cuts both</p><p>ways--if someone kills your father, you will be</p><p>obligated to hunt down the killer no matter the time,</p><p>cost or risk involved.</p><p>     To gain your family’s aid, you must address a</p><p>member personally or get a message to them. The</p><p>GM then makes a Family Ties check. To the roll</p><p>result, he adds 10 + your Charisma modifier + any</p><p>modifiers based on the situation. If you have recently</p><p>done a favor for your family, you may add a +2 bonus</p><p>to the check. If you recently risked your life for them,</p><p>you may add a +5 bonus on the check (GM’s</p><p>discretion).</p><p>     The DC depends on the type of aid requested.</p><p>Asking to vacation at a relative’s house might be DC</p><p>10-15, depending on how much he owes your side of</p><p>the family. Requesting your brothers and sisters to</p><p>meet you in Cady’s Hollow with guns for a kidnight</p><p>raid on your rivals might be 15 if it’s an ongoing feud</p><p>involving them too, or DC 20 if not. Asking them to</p><p>help kidnap a local lord and hold him for ransom</p><p>might be DC 30-35, and could get you disowned if it</p><p>failed.</p><p>     Your family may not have the high status or power</p><p>that the Ally feat provides, but they are more loyal</p><p>and persistent.</p><p>     A request may be attempted from your family only</p><p>once per game month. Two successive months of such</p><p>requests cause the DC to rise for each successive</p><p>attempt. Should the DC ever rise as high as 40, the</p><p>family will no longer heed your requests--you are an</p><p>ungrateful, whining black sheep for the next game</p><p>year. However, you can perform favors to try and</p><p>return the DC to normal.</p><p>     Special: This feat may be taken multiple times.</p><p>The effects stack to raise the status of the family (or</p><p>involve high-level family members who could not be</p><p>bothered with you at lower levels).</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 131932, member: 546"] 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). [/QUOTE]
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