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Mega-Feats: New Paths to Victory $5.00 $3.33
Publisher: Skortched Urf' Studios
by Shane O. [Featured Reviewer] Date Added: 01/30/2007 00:00:00

Mega-Feats: New Paths to Victory is a book of feats by Skorched Urf? Studios. The zipped file is just over seven megabytes, and contains a PDF file, and a Rich Text File of the PDF. The PDF is fifty pages long, including a page with the cover and a page for the OGL. There are no bookmarks in the PDF.

The only artwork in the PDF is the full color cover image. Beyond that, there is no interior artwork or page borders, save for the company logo at the end of the book. Given that, it?s almost unnecessary that there is a Rich Text file to act as a printer-friendly version, but it is still a nice touch.

Mega-Feats presents a grand total of 127 new feats. They?re all listed on the first page, with several being asterisked as replacements for PHB feats. Roughly a third of the feats listed are copied from other SUS products, though some have been given minor alterations so as to be used in a fantasy campaign. Other than this list, however, there?s no table or index of feats, the way the PHB listed their prerequisites and effects.

The listing of feats in Mega-Feats are notably innovative. Ranging from feats such as Pocket Battlespace, where you pull your enemy into a pocket universe to fight him alone there, to the Forge Gift item creation feats, which replace the standard item creation feats with a much wider base (making single-use magic items is one feat here, whereas others allow for magical animal breeding, or allow you to recharge charged items).

Several of the feats here cover topics that other such products would be afraid to touch on. For example, Regenerative Womb lets a woman cure someone (or even bring them back to life) via ritualistic sex, whereas Divine Marriage lets you ask your godly spouse for aid, but only so long as you avoid having any earthly sexual encounters. Notably, both of these are ideas from historical myths and practices, and it is refreshing to see a book that isn?t afraid to bring these topics up.

After the main feats are the new Forgeblood feats. A character who takes forgeblood feats has had part of his or her body replaced with metal, essentially becoming a cyborg. Interestingly though, these are meant for use in a fantasy game, with the flavor of the forgeblooded being more like a person with a symbiont than anything else. It?s not about circuitry but rather a more organic use of metal. Twenty-nine such feats are given, along with five flaws which can be taken in exchange for a feat.

The book ends with several house rules from the author?s own game. The first and largest is the use of action points in the game, with the author laying out the entirety of his action point rules. A number of feats in the book use action points, and while the author says that you should modify them if you don?t use them in your game, no guidelines are given for how to do this. Several skills and feats are altered to conform more closely to the replacement feats given in the main section of the book, and a few other changes are made to spells and racial bonus feats and weapon familiarity. A new weapon, the boomerang, is also given, but there doesn?t seem to be a listing for the damage it deals.

Altogether, Mega-Feats lives up to its name. There?s a wealth of new feats here that not only present greater options for characters, but seem to explode with creative new ideas as well. There?s no question that there?s something in here for everyone. That said, a GM who is happy with the standard item creation feats, and doesn?t use action points, may find that some of the book needs to be reworked to fit more smoothly into the game. Still, even if those parts aren?t used, Mega-Feats really will give players great new paths to victory. <br><br> <b>LIKED</b>: The expansive new feats were quite innovative, presenting bold new options that fired the imagination. Several of the replacement feats also cut quite a bold new path in terms of creating magic items.<br><br><b>DISLIKED</b>: GMs who do not use action points will need to find a way on their own to modify several of the feats in here, and won't need several of the new house rules. Likewise, the replacement feats will only come into play if the GM thinks the existing feats need replacement.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>

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Mega-Feats: New Paths to Victory
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