Homebrew Feats
Cleavage Portal
Cleavage Portal Version 2
Exotic Proficiency (Reload)
Combined Attack
Combined Finishing Move
Brainwave
Complicated Sleeping Arrangements
Efficient Sleep
Power Nap
Special Attack Feats - augments the Special Attack feats, must be taken individually for each Special Attack.
Stronger
High Speed Attack
Weapon Attack
Epic Feats
CROSS Agent Training
IDMA
Overpowered Nature
Requirements: Female/trap only, must be "large" enough to have a cleavage, and exposed in some manner. Sorry guys and manly men, moobs and FUCKHUEG pecs don't count.
This feat allows the character to store an immense amount of bullets/ammunition within the cleavage of the breasts.
Note: the larger the cleavage, the more can be stored. At a "deep cleavage," an infinite amount can be stored. This is entirely under the GM's approval.
Requirements: Butt crack must be "large" enough to be counted as cleavage, and exposed in some manner. This is entirely under the GM's approval.
This is a much more gender-friendly version of the original feat, allowable for all sexes (and I do mean ALL sexes) so long as they have "ass cleavage." Follows the same routine as Cleavage Portal Version 1. Same note too.
This feat allows the character to be able to reload a gun completely from illogical, impossible and/or improbable means. Allows for simply awesome reloading capabilities and sequences.
Examples include: spinning in a circle while whirling a revolver around to collect bullets floating in midair/falling from above, plucking bullets out of mid-air and reloading your gun immediately, and/or completely not having to answer how a Witch-Gunslinger reloads his/her stiletto heel guns.
Further examples: Grenadier, Bayonetta, Zombieland (the very last battle, and no not the zombie clown one)
There are combined attacks, than there are THE combined attacks. This represents the evolution of special attacks, allowing two conflicting signature styles and/or attacks to be combined in ways that are far more powerful than they were alone.
Keep in mind, this is different then the BESM d20 Combined Attack AND the Feat "Combined Attack." Unlike both, which allows any two people (or more) to combine attacks, this is specifically between those two people only.
The rulings are as follows:
First and foremost, each person involved MUST have THIS particular feat (designate it as "[Name of person 1] and [Name of person 2] Combined Attack") as designated here.
Both people must be using a Special Attack. This will be done with absolute no penalties upon doing it. Nor does the enemy (unless specified) get a defense roll. The attack completely ignores AC and force fields of any kind (unless specified).
The new combined special attack delivers every single status effect upon the enemy with no save.
After declaring the use of this feat, both users roll an attack roll. The damage of the combined special attack is the combined damage x2. If one person gets a 20, then the combined special attack damage goes up to x5. If both get a 20, then it shoots up to x10.
On the other hand, if one rolls a 1, then the combined damage is halved with no status effects whatsover. If both roll a 1, then they are gonna get completely hosed: they take the combined damage instead from "backlash," are knocked out for 1d10 rounds, and are suffering 1d4 points damage per round until they awaken. They also get to enjoy suffering the very effects they attempted to slam onto the original target.
If the chosen action during this combined move are special attacks, then it's up to the GM to spin it should the two be "polar opposite" types of one another (say, Fire-Ice or Poison-Healing). Ultimately though, polar opposite special attacks work better than similar ones, and this should be represented by the GM. Mostly, if the two combined specials are opposite types, then the target must roll a "Do-or-Die" percentile roll to determine if they are able to take such powerful, yet opposing forces against them.
Upon declaring this move, all parties involved will be unable to do anything the next round save moving five feet. It takes up half the current hp of all parties involved, and drains all their energy as well. It must be declared at the time of the "fastest" involved party (which eats up their entire round, so to speak), and will begin at the "slowest" one's turn.
This version of Combined Attack can NOT stack, and a new one must be taken each time for each new person added, whether as a group or individually.
For all intents and purposes, this version of Combined Attack also acts as a replacement to the Feat from the BESM d20 book…unless specified by the player.
Hellbladers get this for free at level 2, but must designate who the second person is…eventually.
This simple feat allows two people (or more) to perform a combined finishing move.
The combined finishing move is declared upon the fastest person's move, and is performed on the slowest involved (fast and slow determined by initiative). Declaration and performance is considered a full-round action. All involved in the finishing move MUST roll a 1d30 (or 1d20 + 1d10) and score at least a 20 each.
Combined finishing moves follows the same exact rules and judgment basis as regular finishing moves except the following:
all involved gain style points for performing it.
the 10 maximum style points is expanded to 20 maximum.
all involved must have at least a little bit of time to help deliver the descriptor.
Note: the "negs" involved with delivery are also changed slightly. Usually you have to let the GM know that you aren't comfortable with public speech and/or vocal delivery so he can judge properly and without bias. Well, that's thrown RIGHT OUT THE WINDOW with the Combined Finishing Move. Instead, those who are stronger in delivery will be allowed to do "most" of the Move, though those who are not so strong in delivery MUST perform at least some of the delivery, and the transition MUST be smooth.
The GM isn't being an asshole, y'know. This is just one way to allow for those who can deliver strongly to also back up and support those who cannot. You know who you are.
Costs 1 free feat slot or 8 style points
Prerequisites: Int 16+, Knowledge (engineering) or (electronics) rank 6, knowledge (mechanics) rank 6
Quickens technological and magitek item builds.
Every 8 energy points invested adds the equivalent of mechanical genius+1 as a temporary bonus towards the very next thing created by the tech genius.
Complicated Sleeping Arrangements
Costs 2 style points
Character has the ability to fall asleep at times or places that normal people would consider impossible. Roll a Fort save versus DC10+Situational Modifier.
Efficient Sleep
Costs 4 style points, must learn Complicated Sleeping Arrangements first
Character can get a full night's rest in only four hours. Roll a Fort save versus DC10+Situational Modifier.
Power Nap
Costs 10 style points, must learn Efficient Sleep first
Character can get a full night's rest in only half an hour. This can only be done twice a week. Roll a Fort save versus DC10+Situational Modifier.
(Note: these Feats are for Special Attack abilities only. As always, requires GM approval and insight.)
Stronger - Affects one dice roll so it’s of a die level higher (so 1d8 becomes 1d10)
(NOTE: the following dice is what you're starting with and how much it costs to upgrade)
1d4 - 5 Style Points
1d6 - 10 Style Points
1d8 - 15 Style Points
1d10 - 25 Style Points
1d20 - 50 Style Points
NOTE: if you want to increase it to “2” (so 2d20 instead of 1d10), it’ll cost three times the amount of the original cost.
High Speed Attacks - Allows for an attack to launch multiple times as a single standard action. This utilizes the BaB in the string where it’s used (so #/7/7 or 7/#/7, where # is the Special Attack used) and so long as it overcomes AC/AC+Def Roll, the High Speed Attack kicks in.
Requirements: Speed+2, BaB+8
Weapon Attack - allows a used weapon’s damage dice to be added to the Special Attack damage dice. This includes Unarmed.
Epic Feats
(Require at least level 30, 1000 gnosis of Elan, and have already been registered with the Extreme Existence, or similar, organization)
Extreme Existence Interdimensional “Cross Agent” Training - 100 style points (or ten years in-game) - grants user perfect synchronization with T.D.I.’s and similar tech. Is of masterful level of linguistics, writing, and history of target planet/dimension. Can pass as a common citizen if need be. Is registered with Extreme Existence or allied organizations and has been noted to be in the current dimension, legally active. Diplomatic interdimensional immunity should a political fiasco occur, to be dealt with by the X2 Committee.
Interdimensional Martial Arts - 100 style points, must find a trainer - has trained in IDMA, and can apply appropriate combat skills to any type of creature, alive or dead, insubstantial or tangible, no matter their nature.
Overpowered Nature - 1000 gnosis, must gain Cross Agent Training - there are those who are more real than real, far stronger than even the known heights of mortality. While bound by the immutable and unbreakable Absolute Laws of Reality (protecting weaker sentients from even being near them), they are allowed a certain amount of normal influence while operating within reality. While operating at less than Overpowered status, the user cannot be “completely” killed, are allowed to operate at a “normal” level while withholding the majority (up to 90%) of their true self outside of the current dimension. While they cannot utilize their Overpowered strength to affect mortals, mortals cannot completely affect them either. This code of conduct allows the Overpowered to continue their activities without pissing off the rest of existence.
(NOTE: what the Overpowered has access to is determined by the GM)