Very soon, RGG will be releasing Starfarer’s Codex: Horrifically Overpowered Feats.
And it’s my fault.
This is, obviously, a new entry in the Horrifically Overpowered line of game supplements, bringing the world of OP to Starfinder-compatible games. And while it WILL update many of the old Pf-edition OP feats, that’s not all the book has.
Oh heavens no.
It is SO much worse than that.
“How bad could it be?” you ask. Pretty bad. game-breakingly bad. You should never allow ANY of these into your campaign.
Seriously, let me show you.
Here’s just a few examples of Horrifically Overpowered Star Feats.
Ain’t Got Time To Bleed (Horrifically Overpowered)
You can rest when you’re dead.
Benefit: As a full action, you can use any option available to you that normally takes 10 minutes. You are subject to all the other restrictions of the action (it’s fast not free, get real).
Ancestral Plasma Canon
You have an item your family has carried into star battle with star demons for star centuries.
Benefit: Select one category of item that is not consumed when it is used, such as a small arm, heavy weapon, light armor, an armor upgrade, or a technological, hybrid, or magic item. Each time you gain a new character level, this item is upgraded to any item of the same category you wish with an item level no greater than your character level +2. If the item is lost or destroyed, it or a replacement returns to you no later than the next time you gain a character level.
Resolved (Horrifically Overpowered)
No one is more resolved than you are.
Benefit: The Resolve Point cost of any ability or option that requires Resolve Points is one lower than normal for you. If that makes the Resolve Point cost 0 or less (yeah, or less—if you are allowing THIS option, who KNOWS what you’ve allowed into your campaign?!) you can still only use the ability if you have at least 1 Resolve Point remaining in your Resolve Pool.
If you want to make me stop writing such ridiculous pandering products which appeal only to power gamers and bring shame on my reputation as a professional, feel free to join my Patreon, in the hopes the money will distract me and put an end to this terrible idea.
Or… I mean back me and tell me to write more. As long as you give me money, I don;t care what you ask me to do.
The Really Wild West (a Weird West setting hack for the Starfinder Roleplaying Game) is all about daring heroes who face terrifying odds, survive on sheer grit and gumptions, and fight their way back from apparently impossible situations. Of course the heroes game mechanics of the Starfinder Roleplaying Game take care of a lot of that theme, but some heroes are just better at rising to the challenge when they should normally be on their last legs. To help players who want to build heroes who are the linchpin of avoiding disaster when all hope seems lost, the Really Wild West has Dare Feats.
Dare feats only become active when you run out of Resolve Points, and go back to being inactive when you regain any Resolve Points. Each also has a method for restoring Resolve Points, which also causes the feat to be inactive (until and unless you run out of Resolve again).Dare feats don’t have prerequisites—they can be taken by any character from the plucky young librarian searching for a stolen tome in the rough frontier, to the grizzled veteran of the War of the Worlds who has seen too much horror to be shaken when things go south.
In addition to their listed effects, all characters with Dare feats gain a +1 bonus to saves against fear effects for each Dare feat they possess when they are out of Resolve Points.
Frantically Nimble (Dare)
When the chips are down, you gain a surge of evasiveness.
Benefit: While this dare is active, you gain a +1 bonus to AC. You regain 1 Resolve Point when you are attacked and missed in three consecutive rounds by a significant enemy (the attacks need not come from the same enemy) without being hit in any of those rounds.
Out for Blood (Dare)
You can fight like a cornered rat.
Benefit: While this dare is active, if your attack has a critical hit effect, your attack roll is a natural 19 (a “19” shows on the die), and you meet or exceed your target’s AC, your attack applies its critical hit effect (though it does not do double damage as a critical hit normally does). If you score a normal critical hit against a significant enemy, you regain one Resolve Point.
Run Like Hell (Dare)
When the going gets tough, you can really get going.
Benefit: While this dare is active, your speed increases by 10 feet, you are not flat-footed when taking the run action, and you can take the run action even through difficult terrain or when you can’t see where you are going. You regain 1 Resolve Point if a significant enemy takes an attack of opportunity provoked by you moving out of a threatening space, and the attack misses.
Vigilante Shooter (Dare)
You’ll jump through hell to turn the tides of a bas situation.
Benefit: While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making any Reflex saving throw and take the higher result. You regain 1 Resolve Point when you succeed at a Reflex saving throw forced by a significant enemy while using this dare.
Dare to Become a Patron!
Yep, I double dog dare you, to support the creation of content on this blog! 😀
A microfeat usable in nearly any d20-based game.
Some people will love this feat. Some will hate it. There will be disagreements if it is overpowered, or underpowered, or a feat tax, or shows a quantitative misunderstanding of how any particular d20 game works.
Which is funny, given that a feat in a blog that doesn’t even tie itself to a specific game system is about as unofficial as you can get.
Sometimes, things just go your way.
Benefit: Once per game session when you make a d20 roll, after seeing the result, you may immediately decide to instead have the d20 result be treated as a natural 20 (as if the die roll had shown a 20).
Some people will love this Patreon. Some will hate it. There will be disagreements if it is a great value, or a terrible value, or shows a quantitative misunderstanding of how crowdfunding works.