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These feats focus on making the most of your environment.

Special Note: Darkness is not a terrain type and may not trigger terrain feat benefits.

Always Get Your Man

No fugitive can hide from you for long.

Prerequisites: Investigation 3+ ranks.

Benefit: You gain a +3 synergy bonus with all Investigation checks made as the Predator in a manhunt. Further, your maximum synergy bonus with checks made as the Predator in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Investigation skill with all Maneuver checks made as the Predator in a chase.

Aquatic Training

You’ve spent a lot of time diving and otherwise growing accustomed to water’s vicious temper.

Prerequisites: Athletics 3+ ranks.

Benefit: In aquatic terrain and while underwater, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, the number of rounds you can hold your breath increases by your ranks in the Athletics skill. Also, when you plan an ambush in aquatic terrain or underwater, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, when you benefit from up to 3/4 cover from being partially submerged, your cover increases by 1/4.

Arctic Training

You know how to maneuver and fight in arctic conditions.

Prerequisites: Survival 3+ ranks.

Benefit: In arctic terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with Acrobatics/Balance checks made to retain your footing on natural surfaces. Also, when you plan an ambush in arctic terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in arctic terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of cold damage resistance.

Battlefield Trickery

Your strategic mind draws enemies into lethal traps.

Prerequisites: Security 3+ ranks.

Benefit: At the end of a surprise round gained with a successful quick Tactics/Ambush check, you may choose a number of opponents up to the number of Terrain feats you possess. Each of those opponents suffers 1 Cheap Shot trick effect of your choice.

Desert Training

You maneuver and fight extremely well in open and desert terrain.

Prerequisites: Survival 3+ ranks.

Benefit: In desert and plains terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you require only 1/2 the standard amount of water each day. Also, when you plan an ambush in desert or plains, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in desert or plains terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of heat damage resistance.

Escape and Evasion Training

You are very good, or very lucky, at eluding pursuit.

Prerequisites: Bluff 3+ ranks.

Benefit: You gain a +3 synergy bonus with all Blend checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Falsify skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase.

The Extra Mile

You go to extreme lengths to make sure everyone comes back alive.

Prerequisites: Profession 12+ ranks, Resolve 12+ ranks, Tactics 12+ ranks.

Benefit: Once per mission, during a standard scene as a free action, you may spend 4 action dice to target a teammate who has died during the current scene. If you are in possession of the teammate’s body at the end of the scene, it is discovered that the teammate is seriously injured rather than actually dead. The teammate’s wound points are set to 0, he must discard all his remaining action dice, he must roll 2d20+35 on the Table of Ouch, and both his and your Reputation or Net Worth rewards for the current mission decrease to 1/2 standard (rounded down).

Firefighter Training

You’re unfazed by fire, facing it down with the bravest rescue heroes.

Prerequisites: Science (Engineering) 3+ ranks.

Benefit: When exposed to extreme heat, you must make Fortitude saves only half as often. Further, when you suffer stress damage from fire, the damage decreases to 1/2 standard (rounded down). Also, each visual range penalty you suffer due to smoke decreases to 1/2 standard (rounded down). Finally, you gain a +4 insight bonus with Reflex saves made to avoid catching fire, as well as with Fortitude saves made against smoke inhalation.

Forest Training

Every patch of dense forest is a welcome retreat for you — and a harrowing prison for your enemies.

Prerequisites: Survival 3+ ranks.

Benefit: In forest terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, your Security/Installation checks made to set traps in forest terrain gain a synergy bonus from your Survival skill. Also, when you plan an ambush in forest terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in forest terrain is calculated as if your Speed were 10 ft. faster, and clubs and spears are considered Common Items for you while you’re located in a forest.

Guile

Your quick thinking keeps you at the top of everyone’s game.

Benefit: You’re considered to possess 1 additional Covert feat for the purposes of any ability, prerequisite, or requirement that is based on the number of Covert feats you possess. Further, when you must spend 1 or more action dice to gain the benefits of a Covert or Terrain feat, the number of action dice you must spend decreases by 1 (minimum 0). You may use this ability a number of times per session equal to your starting action dice.

Home Turf

You know your hometown like the back of your hand.

Prerequisite: Search 3+ ranks.

Benefit: Your “home turf” is defined as the area within a 5-block radius of your home (if it’s located in an urban setting) or within a 1-mile radius of your home (if it’s in a wilderness setting). In your home turf, your result caps with Investigation, Notice, Search, Sneak, Streetwise, and Survival checks increase by 5, and your action die cost to activate critical successes with these checks decreases by 1 (minimum 0). Further, if you benefit from up to 3/4 cover while in your home turf, your cover increases by 1/4.

Jungle Training

You’re a terrifying opponent in the wilds beneath a sheltering tree canopy.

Prerequisites: Survival 3+ ranks.

Benefit: In jungle terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with Sneak/Hide checks made in any non-urban terrain. Also, when you plan an ambush in jungle terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in jungle terrain is calculated as if your Speed were 10 ft. faster.

Local Hero

You’re widely respected in your usual stomping grounds.

Prerequisites: Networking 3+ ranks.

Benefit: Your “home turf” is defined as the area within a 5-block radius of your home (if it’s located in an urban setting) or within a 1-mile radius of your home (if it’s in a wilderness setting). In your home turf, you may oppose any Investigation, Notice, Sneak, Streetwise, or Survival check targeting you with your Networking skill. Further, you gain a bonus with Request checks made in your home turf equal to the number of Terrain feats you possess.

Mountain Training

You are highly trained to maneuver and fight in the mountains.

Prerequisites: Survival 3+ ranks.

Benefit: In mountain terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with any Athletics/Climb checks made to scale a natural surface. Also, when you plan an ambush in mountain terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in mountain terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of falling damage resistance.

Night Training

You rely on all your senses, functioning quite well in the dark.

Prerequisites: Notice 3+ ranks.

Benefit: All your visual range penalties for dawn, dusk, and night decrease to 1/2 standard (rounded down). Further, when you plan an ambush at night or in darkness, your opponents’ checks to determine surprise suffer a –2 penalty. Also, your smell range increases to 3 ft. × your Wisdom score. Finally, as long as you aren’t deafenedA deafened character cannot hear anything. His result cap with each skill check possessing the Hearing tag is reduced by 10 (minimum 0). Further, the result cap of each skill check targeting him that possesses the Language tag is reduced by 20 (minimum 0)., you are never considered blindedA blinded character is vulnerable and cannot see anything. His result cap with each skill check possessing the Vision tag is reduced by 20 (minimum 0). Further, his targets gain a bonus to Defense, and his opponents gain a +2 bonus with attack checks made against him. Finally, a blinded character’s Speed is reduced to 1/2 standard (rounded down). when targeting any character within 10 ft. of you.

Swamp Training

Most people see a high dry-cleaning bill; you see myriad chances to dominate your foes.

Prerequisites: Survival 3+ ranks.

Benefit: In swamp terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Survival skill with hearing Notice checks. Also, when you plan an ambush in swamp terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in swamp terrain is calculated as if your Speed were 10 ft. faster, and you gain a +2 insight bonus with saves made to resist poisons.

Tracking Basics

No quarry’s secrets are safe from your acute senses.

Prerequisites: Survival 3+ ranks.

Benefit: You may take 10 with Survival/Tracking checks, and the time to do so is not doubled. Further, you gain a synergy bonus with Survival/Tracking checks from your Analysis skill. Finally, when you succeed with a Tracking check, you also determine whether the target has lost any vitality or wound points, as well as any conditions he possessed when he made the trail.

Tracking Mastery

As a cool veteran hunter, you’re rarely caught unawares.

Prerequisites: Survival 9+ ranks, Tracking Basics.

Benefit: You may take 20 with Survival/Tracking checks, even if your error range is greater than 1. Further, you gain a +5 insight bonus with skill checks made to determine surprise as you follow any physical trail. Finally, the number of Challenges you face during any Complex Analysis/Forensics Task decreases by 1 (minimum 1).

Unfamiliar Territory

You take advantage of an opponent’s every hesitation and insecurity.

Prerequisites: At least 2 other terrain feats.

Benefit: You may choose to replace any insight bonus you gain from a Terrain feat with an equal morale bonus. Further, once per session, you may spend 1 action die to add the hostile wilds campaign quality to 1 standard scene.

Urban Training

You’re a predator of the concrete jungle.

Prerequisite: Streetwise 3+ ranks.

Benefit: In urban terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you gain a synergy bonus from your Streetwise skill when making a Survival check to track in a city of 10,000 or more people. Finally, when you plan an ambush in urban terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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