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M&M 2E GeneForce
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=====Combat Feats===== *Accurate Attack ::-Reduce damage bonus by a declared amount to increase attack bonus by the same amount, has to be announced at the start of your turn. *All-out Attack ::-Reduce defense bonus by a declared amount to increase attack bonus by the same amount, has to be announced at the start of your turn. *Attack Focus (+) ::- +1 bonus to melee or ranged attack rolls, must be assigned to melee or ranged. *Attack Specialization (+) ::- +2 bonus to attack rolls with a specific attack or weapon group (includes powers) *Blind-Fight ::-Re-roll miss chances from concealment, halve speed penalty in darkness *Chokehold ::-Cause an opponent you grapple to suffocate *Combat Driver (+) ::- +1 attack or dodge bonus with a specific type of ground or water vehicle *Combat Pilot (+) ::- +1 attack or dodge bonus with a specific type of flying vehicle *Combat Reflexes (+) ::-Increase number of attacks of opportunity by 1 *Counterattack ::- Gain an attack of opportunity against an opponent that missed you *Critical Strike ::- Score critical hits against targets normally immune to them *Crushing Pin ::-Inflict grapple damage on any target you have pinned *Damaging Escape ::-Follow a successful escape from a grapple with a free attack against the grappler *Dedicated Dodge ::-Increase defense bonus against one opponent, reduce against others *Defensive Attack ::-Reduce attack bonus to increase defense bonus, has to be announced *Defensive Roll (+) ::- +1 Toughness save bonus *Defensive Strike ::- +4 attack bonus against an opponent that missed you in combat *Defensive Throw ::-Trip an opponent that missed you in melee *Dirty Fighting (+) ::- +1 damage bonus when fighting in close quarters *Dodge Focus (+) ::- +1 dodge bonus to your defense *Elusive Target ::-Double penalties for ranged attacks against you while you're in melee *Evasion (+) ::-Suffer less damage from attacks allowing a Reflex save *Fast Overrun ::-Make multiple Overrun attempts in a row *Favored Condition (+) ::- +1 attack or dodge bonus under specific conditions, can't exceed PL caps *Favored Environment (+) ::- +1 attack or dodge bonus in a particular environment *Favored Opponent (+) ::- +1 damage or interaction bonus against a type of opponents *Finishing Blow ::-Perform a coup de grace as a standard action *First Strike (+) ::- +2 damage bonus when you attack a flat-footed opponent *Follow-up strike ::-Follow up a critical strike with a free standard attack action *Grappling Block ::-Initiate a grapple as a free action after blocking a melee attack *Grappling Finesse ::-Use Dex for grapple checks and retain dodge bonus while grappling *Improved Aim ::-Double normal aiming bonus *Improved Block (+) ::- +2 attack bonus on attack rolls to block *Improved Critical (+) ::- +1 critical threat range with one specific attack *Improved Defense (+) ::- +2 dodge bonus from the total defense action *Improved Disarm (+) ::- +2 bonus on attack rolls to disarm an opponent *Improved Flank ::- +4 attack bonus when flanking an opponent *Improved Grab ::-Start a grapple attack as a free action after a successful melee attack *Improved Grapple ::-Make grapple checks with only one hand *Improved Initiative (+) ::- +4 bonus to Initiative *Improved Overrun ::- +4 bonus on trip checks while overrunning, Opponent can't avoid you *Improved Pin ::- -4 penalty on grappling checks against you to escape *Improved Ranged Disarm ::-No penalty on ranged attack rolls to disarm *Improved Sunder ::- +4 bonus on attack rolls to hit an object *Improved Throw ::-Opponent uses lesser of Str or Dex to defend against trip attacks *Improved Trip ::- +4 bonus on trip attacks, opponent doesn't get to trip you *Improvised Weapon Mastery (+) ::- +1 damage bonus with improvised weapons per rank *Martial Artist ::-Treat your unarmed attacks as armed *Martial Strike (+) ::- +1 unarmed damage per rank *Move-by Action ::-Move both before and after a standard action *Opportunist ::-Gain an attack of opportunity against a target affected by an ally *Power Attack ::-Reduce attack bonus to increase damage bonus, has to be announced *Precise Shot (+) ::-No penalty for shooting or throwing by obstructions *Precise Strike ::-Ignore anything than total cover when making a melee attack *Prone Fighting ::-No penalty to fighting while prone *Quick Draw (+) ::-Draw, ready or reload a weapon as a free action *Rage (+) ::-Gain bonus to Str, Fortitude and Will saves, and a penalty to defense *Ranged Pin ::-Make grapple attacks with ranged weapons. *Redirect ::-Trick an opponent into hitting someone or something else *Reversal ::-Follow a successful escape from a grapple with a free grapple attempt on the grappler *Set-Up ::-Transfer the benefit of a combat bonus to an ally *Sneak attack (+) ::- +2 damage when you surprise an opponent, has to be announced *Speed of thoughts ::-Use your Int bonus for initiative checks *Stunning attack ::-Your unarmed attack can stun an opponent, has to be announced *Sweeping Strike ::-Combine a successful melee attack with a free trip attack *Takedown Attack (+) ::-Gain a bonus melee attack when you drop an opponent *Throwing Mastery (+) ::- +1 damage bonus with thrown weapons *Unbalancing Strike ::-Remove an opponent's dodge bonus with a melee attack, has to be announced *Uncanny Dodge (+) ::-Retain your dodge bonus while flat-footed *Veteran Fighter ::-After a critical hit, you can choose a different effect for a hero point *Weapon Bind ::-Follow a successful melee block with a free disarm attempt *Weapon Break ::-Follow a successful melee block with a free sunder attempt
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