5.0 Feats

FEATS and Intensities

The success of character actions is based on the FEAT roll. A player may be trying for a green, yellow, or red result on a particular FEAT to determine success. What color is needed is determined by the Intensity of the FEAT. So who determines the Intensity?

The Judge does.

Standard Intensities and the abilities to which they apply are listed on the Intensities Table. These are the basics, the default conditions, of these various objects and situations:

  • Target rank is More than Two Ranks Below Attacking rank – Automatic Success
  • Target rank is One Rank Below Attacking rank – Red FEAT
  • Target rank is Equal to the Attacking rank – Yellow FEAT
  • Target rank is One Rank Above Attacking rank – Green FEAT
  • Target rank is More than One Rank Above attacking rank – Failure/Impossible

Example: The Paladin's stun gun fires at Incredible (40) rank.

  • A normal human has a Typical (6) endurance. Typical is four column shifts to the left (Or 4 ranks lower than) of Incredible (see Universal Table). Meaning that if shot, the normal human will be automatically stunned for 1d40 rounds (based on the rank of the stun).
  • A highly skilled human has a Remarkable (30) endurance. Remarkable is one column shift to the left of Incredible (40). Meaning that if shot, the skilled human will need to roll a Red FEAT based on their endurance (+roll/feat e). If they roll anything less than a Red (Yellow, Green, White, Blue) they will then be stunned for 1d40 rounds.
  • Spider-Man has Incredible (40) endurance. Paladin's stun gun and Spidey's endurance are of the same rank. If Spidey were struck with the stunning blast, he would have to roll a Yellow FEAT to avoid being stunned. If he rolled a Green, White, or Blue Feat, he would be stunned for 1d40 rounds.
  • Rogue has an Amazing endurance. Paladin's stun gun is a lower rank than her endurance. If she were struck by a stunning blast from his gun, she would need to roll a Green FEAT to overcome being stunned. If she rolled a White or Blue result, then she would be stunned for 1d40 rounds.
  • In this example, anyone with a greater than 1 column shift (Fantastic (60) and above) endurance will not be required to roll against the Paladin's stunning attack as the weapon is not powerful enough to stun those targets.

There can be Automatic FEATs and Impossible FEATs as well.

Determining Automatic and Impossible FEATs:

The Players' rules state that a FEAT can be considered Automatic if the Intensity is three ranks lower than the Ability being checked, and Impossible if the Intensity is more than one rank above the one being checked. This is a general rule for handling FEATs, though the Judge may bend it at his discretion. A Judge may ask for a FEAT roil for Automatic actions, or permit a FEAT for impossible actions under limited circumstances:

  • If time is of vital import to an automatic action being permitted.
  • If the action being impossible would result in certain death of the character.

Example: If a hero had an Intuition of Monstrous, finding a hidden passage would be automatic. But, since time is of the import, the Judge can call for an Intuition FEAT, with failure indicating the door is found next round. Similarly, if the entrance to the room is suddenly sealed and the room fills with toxic gas, such that the only way for the player to survive is to find the hidden door, the Judge may permit a FEAT roll to find the door even though the hero's intuition may be Typical or less, making the FEAT impossible.

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