Journey: Feats
From Trinity Wiki
Feats and such. Yay!
Introduction
Each feat has the following elements.
- Name: The name of the feat.
- Prerequisites: What skills, attributes, and feats you must have in order to take the feat.
Combat Feats
Talent: Quick Strike You have learned how to make rapid strikes with a weapon. Prerequisites - Attribute: Dexterity (1d4), Skill: Melee (1d4), Feat: Combat Finesse. Cost: 2 When you make a melee attack on your turn, you may opt to remove your Dexterity dice pool from the attack roll. If you do, you gain a bonus to your Speed rating equal to your Dexterity dice pool for your initiative that turn.
Feat: Combat Finesse You choose to rely on agility over strength, when it comes to melee. Prerequisites - Attribute: Dexterity (1d4). Cost: 4 You use Dexterity as the base attribute for your Melee skill, rather than Strength.
Talent: Fighter You focus on the art of mortal combat, believing that striking fast and hard is the best route to victory. Prerequisites - Skill: Melee (1d4). Cost: 5 You gain access to a weapon token pool. The maximum number of weapon tokens you can have at any time is equal to your maximum Melee skill result. Whenever you successfully hit a creature, you gain a number of weapon tokens equal to your Potential.
Feat: Arcane Missile You are able to channel mana into a silvery bolt of energy. Prerequisites - Skill: Arcana (1d2), Talent: Mage. Cost: 2 You can use loose mana to conjure a silvery bolt of energy, which you can hurl at a creature. Task: Arcane Missile [Magic, Opposed] Mana Cost: 0 (see text) Action Cost: 10 Action Type: Attack (Spell) Target: One creature Dice Pool: Arcana + Intelligence Opposed By: Reflex or Will Take Min/Avg/Max?: No / Yes / No You must have at least one mana token to perform this task. You make a single attack against a creature. If you successfully overcome the opposed roll, make an Arcana skill check. You deal arcane damage to your target equal to the result.