Contingencies
Contingencies or Prep by Shadowknight
This is one of the hardest feat to create without making it a game killer or making it not worth the bother. So I compromised on my original concept for this feat. This feat represents the brainy type of super-hero who has a counter or a solution when they fight someone out of their respective weight class. Not that the character can't be a man or woman of action, but this feat requires someone to have a stronger background in Sciences as well Electronics & Mechanical. Unlike most of my feat which helps the person having the feat, this feat only helps the character indirectly because it designed to hurt the person against whom he has prep against.
This feat is designed for smart characters not only in having high I.Q stats but characters who can think on their feat and use logical reasoning to defeat their opponent. Now the feat can be used in a plain vanilla fashion and say because I've this feat my opponent gets -2 attacks, -3 to hit, -5 to damage & if he has any long range attacks his long range attacks are reduced by half. While playable it's like eating a cardboard box with a pictures of a delicious pizza printed on top. This gives you a taste of what it should be but none of the flavor, texture and ultimately not very satisfying. A better way is to say for example to the GM, I'm going to fight (Strong-Arm)a super -strong character that has Supernatural Strength & Massive Damage capacity power. I arrange a warehouse I own, the Minute Strong Arm steps in to the warehouse I had weakened the floor board to collapse if anyone over 300 lbs steps on them, Strong-Arm weight 400+lbs and is over 7ft tall. He then fall 20 ft to a quicksand trap that over 6 ft deep. Already I've neutralized his reach advantage, speed advantage. Now depending on what sort of character class I'm playing I call either shoot him from 20 ft away and Strong Arm will have major minus to dodge given he's in Quicksand up to his neck, or I can throw sleeping gas grenades till he pass out, even if he makes his saving throw if I thrown 20 of them the law of average says he will fail at least once, or I can tazer him, hit him with an electricity, or swing down just out of his reach insult him get him ma & tired and when he's nearly exhausted drop on top of his head smother him or stranglehold him into being knock out. In the situation I just described If a player character did something like this against an NPC, as a GM I would give Strong Arm -5 Attacks, -6 to hit, -8 to dodge,-10 to dodge. But this requires an Intelligent a player not just saying I have the feat therefore what bonus do I get.
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A lot of times is just using brains, tactics and science and you'll get an edge. For example if you are fighting someone with Sonic Speed in a warehouse, you can used this tactic you set the air conditioner on over blast. i know normally this wouldn't work. But suppose you have a comic book equivalent of concentrated Freon,you set up about a dozen air conditioners to go off the minute the speedsters steps in the warehouse with a small shower of water directed at the speedster, you already knowing what going to happens happens to be wearing a electrically or thermal heated suit. Basic biology would state the Sonic Speed character would lose attacks at least half his attacks if not 3/4 & have at least -6 to his remaining attacks.
Here's another way you can use this feat, supposed this time instead of a hero it's a Super Villain who's planing against a hero. Now the SV finds out the SH is an Empowered. In the Heroes case he's legally blind, but he has Radar, Heightened sense of Smell & Hearing. The SV now rigs the warehouse to neutralize the heroes powers, their are several pipe overhead that causing a situation similar to rain inside the warehouse, this therefore severely limits the heroes Radar minor power. He also has loud Rap music playing at Concert level sound, which severely limit the Heightened hearing power. He also brakes several case of cheap perfume throughout the warehouse, which now severally limits his Heightened Smell power. Now used in conjunction the hero would be suffering from sensory overload and be blind, deaf and dumb. For all intents and purpose he should be curling on the floor from the pain of all this sensory overload. But even if he isn't at the very least he will lose all the bonus those 3 powers give him, he should also lose 75% of his attacks & pluses to hit, parry & dodge.
Here's a final example on how to use this feat creatively. Suppose "White Knight" knows he about to fight an Evil Tae Kwon Do master from Ninja-Super Spies. WK will then arrange the Warehouse to be filled with water chest high or roughly 5ft. Now both "WK" and his adversary are over 5'9" so they're in no danger of drowning. But given TKD relies almost 80+% of the time of kicking. WK has now severely limited the TKD master arsenal of kicks, which because of the water are slower, less damaging, and the master will struggle for balance and therefore throw less of them. At the very least the TKD master should have -2 to attacks, -4 to strike with kicks & -5 to damage.
- Cost: 2 feats
- Bonus: If you have the Danger Room feat, the Contingencies feat cost only 1 feat.
- Prerequisite: I.Q of 22 or higher, Wealth: feat or Wealth from the character creation +Prodigy feat or Intensive Training feat, Education skill roll of Master degree or Higher which must include a Science program & Mechanical program or a Science & Electrical Program.
- Limitation: This feat can only be used once per level. You must have research your opponent ( know all his powers or Mode of Operation) or fought him before before you can create a Contingency against him or her.