Major Pain

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Major Pain by Shadowknight

This is a strange feat in that as you suffer to become more powerful. But overall the advantages outbalance the negatives. While most of the time it's more advantageous to parry or dodge attacks. This feat tend to reward tough characters who like to slug it out and take damage so they can dish out even more of the same. Have you ever seen some Kung Fu movie where the hero takes massive amount of damage near the end of the movie and then proceed to go buck wild and beat or kill the main villain, or a comic where the hero says hit me again, or seen the Clint Eastwood movie called "Any Which Way You Can" a character called Philo Beddoe. Well people like that have this feat, the more damage the take, the more dangerous, faster they become and the harder they hit. This feat tries to duplicate such an ability. While most of my feats are designed to help the less powerful class, this feat is different. While it can be used by street level characters effectively, it really shines when used by Super strong & super tough characters.
So without further ado, here's how it works in game terms. Whenever someone who has this feat takes at least 1/3 of his SDC in damage he now has an additional +1 to hit, if he takes 50% his SDC or more in damage he has a choice either to increase his A.R by 2 for the duration of the fight or the damage he does by 2 point per blow or 10% per blow which ever is greater. Once he made his choice know to the GM he's stuck with that choice for the rest of the day. The limitation is the A.R must be natural, it can' t be from Psionics, Magic, Robotics, Cybernetics or Armor. It must be from powers or an ability granted from your class or your Martial Arts. Whenever the character with this feat takes at least 75% of his SDC or more he now has an additional +2 to Hit,+1 to parry. Should he lose over 90% of his SDC or more he can now do +10% damage from blows if he had chose Bonus A.R or he can now do +5 to damage per blow or +15% per blow if he had chosen to do more damage before. Now should he ever take 50% or more Hit Points damage he gains an additional +1 attack & an additional +1 to hit. Finally should he lose 75% of his Hit Points or more he becomes a near super warrior, he now has another +1 attack & +1 to hit, +1 to parry.
In a weird way people who hurt are making you better, pain is your friend. So if you ever take accept magical or psionic healing you lose this feat for as many days as hit points you healed by magical or psionic healing. If you willingly accepted Magical or Psionic healing 3X during the life of your character you permanently lose the feat. But you don't regain the feat points it cost you to acquire said feat.

Cost: 3 feats
Bonus: This feat cost only cost 2 feats if you already have the feat Hard To Kill. With this feat you naturally heal 2X faster than normal & you have +10% to your coma/death roll. Plus you never suffer the side effects from almost dying on HU main book pg 19-20.
Limitation: This feat stress you taking damage and returning it ,so anything that stops you from taking damage like certain powers can't be taken if you have this feat. So this feat can't be taken if you have certain powers among them Create Force Field, Create Force Constructs, Invulnerability, Intangibility, any Alter Physical powers that include a long range attack, and any Energy Expulsion type powers. Nor can the Robotics or Cyborgs class take this feat. Finally after the fight is over whether you won or lost you are physically & mentally exhausted you now have -10 to you P.S & M.E this exhaustion last 1 hour per round the fight lasted after that you regain 1 pt of P.S every 10 minutes and 1 pt of M.E every 15 min. Magical healing or Psionic healing will half the time required & double the amount P.S & M.E regained but that's it.
Prerequisite: P.S & M.E of 16 or higher, P.E of 24 or Higher, Hit Points of 40 of higher, SDC of 70 pts higher.