Pressure Points I
Pressure Points 1 by Shadowknight
GM, let me state categorically you're under NO obligation to allow this feat or any other feat you feel will unbalance your game. Since this feat will tend to make people who has the Martial Arts HTH skill a lot more dangerous. If a hero has this feat there's nothing wrong with having the villain have the feat also. Nevertheless this feat is relatively rare in Comic Book superhero world. While it's not forbidden, I would strongly discourage anyone with Superhuman Strength or Supernatural Strength from taking this feat; to me it's a rule rape pure & simple. It goes against the spirit of the game if not the letter. Should the player not listen and pick it anyway, it should cost him at least 4 feats.
This feat represents people who are great at Pressure Points attacks but don't have Atemi abilities from Ninja & Super-spies. This feat give you +1 to your critical number and +1 to your critical multiplier. ( For if you normally do a critical with a natural 20, you now do it with a natural 19) also (if you naturally do 2X normal damage with a natural 20 you now do 3X damage with a natural 20, but only 2X normal damage with a natural 19). If you roll a natural 15 or higher, HTH you also do an additional 1d4 damage from any HTH attack.
It can also be used to paralyze people. But the use of such an ability cost 2 attacks per use. In game terms it works like this before you roll you tell your GM you are attempting a paralysis attack on your opponent. If you roll a Natural 16 you roll 1D6 to see how much to you temporary remove from their P.P but you do no other damage, if you roll a natural 15 or Less you do no damage period. You can do only 2 paralysis attacks per round. Your opponent must make a natural 16 roll to resist the paralysis attack. The GM rolls 1D4 to see how many rounds the parallelization attack last. People with Enhance Healing, Healing Factor or Regenerative powers or abilities are affected for half as long.
- Cost: 2 feats
- Bonus: It cost only 1 feat for anyone with Analytical Genius, Physical Training, or the feat Intensive Training or Unusual Background
- Prerequisite: Min I.Q of 20 & P.P of 20, + the Tai-Chi Skill from the Rifter magazine, HtH Martial Arts, HtH from Physical Training or MA from Ninja & Super-spies. Also the Acupuncture skill from Ninja & Super-spies, Mystic China or a Master Degree in Biology or MD
- Limitation: This feat won't work on anyone with Alter Physical powers, the bio Armor power, Create Force Filed unless they haven't turned thodr power on, or the Invulnerability power. This ability also won't work on Robotic & Cyborg classes. This feat won't work on Undead. This feat can't be used with long range attack or Super Powers. Only (Hands, Feet, knees, elbows, finger, ect) Can't be use with slashing weapons, or piercing weapon only (staff, tonfa, sai, nun-chucks, triple irons, escrima stick, police baton, ect) basically anything with a short blunt point.
- Further Limitation: This feat can only be used on( Humans, Mutant, Experiments who started at as humans and any race that can breed with Humans, like Orcs, Neo-Humans, Godlings, Demi-Gods, Atlantians, Lemurians, Sea Titans, ect). On races that resemble ( Humans like Elves, Dwarves, Giants, Gnomes, Titans, Rahu Men, ect) you need to make a Natural 12 or higher for each attack to see if the Pressure Point you hit on the race corresponds exactly to that of a human, before rolling damage on top of the Natural 15 or higher to do extra damage or any other special attack.