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Description[]

Fall of Man Rule Books 3.0: "A feat is an achievement that requires great courage, skill, or strength. In Fall of Man it is an extra perk that players are allowed to add to their character to give them an edge in combat or roleplaying.

Every character gains one (1) feat when they enter the game and an additional feat for every three (3) sessions that character plays in (First (1st) feat at first (1st) session, Second (2nd) feat at fourth (4th) session, Third (3rd) feat at seventh (7th) session etc.). The sessions do not have to be consecutive.

Feats are character locked, and will not be applied to every character that a single player uses. Each feat can only be taken once per character unless stated otherwise. These are the feats that players are allowed to choose from. (While it would benefit every player to have a general knowledge of what each feat does, it is each player's responsibility to know what every one of their feats do, and be able to inform any player who asks.)"

First Level[]

Afterlife[]

Effect: The player’s KO timer is increased to eight (8) minutes instead of the standard five (5) minutes.

Armorer[]

Requirement: Human/Biomech and Engineer

Effect: The time it takes a player to repair is decreased by twenty-five percent (25%). The player may also upgrade one (1)  piece of armor per session by one (1) point, but the effect only lasts for the duration of that session. Armor may not be increased past the max armor point the wearer’s class restriction allows. The user of the upgraded armor must wear a brown headband to signify the use of the feat.

Assassin[]

Effect: The player in question is now allowed to make stealth kills with their bare hands. To do this, a player must place both of their hands on the shoulder’s of the target in question.

Barterer[]

Effect: The player gets 25% off any agreed price from the mission run shop.

Berserk[]

Requirement: Ghoul and Rampager

Effect: The player becomes invincible once per session for five (5) Mississippi, becoming stunned for fifteen (15) Mississippi immediately after.

Botanist[]

Effect: Gain three (3) poison points to use at the start of each session.

Boy Scout[]

Effect: The player may bind their targets instantaneously.

Blacksmith[]

Effect: The player may repair shields at twelve (12) minutes per shield.

Cannibal[]

Requirement: Mutant/Ghoul

Effect: The player is allowed to “feast” on a KO’d target by placing a hand on their shoulder for fifteen (15) seconds to gain one (1) HP. This may be used any number of times, but the player may not exceed their max HP. The player may not take more HP than the target would have if not KO’d.

Command Ground[]

Requirement: Biomech and Swarm

Effect: The player gains access to Command Ground: The nanites encase the target’s legs, temporarily stopping it in it’s tracks. The player can point at a target and call “Ground.” The target must not move their legs for five (5) seconds or until the target takes damage. Whichever comes first.

Conceal Carry[]

Effect: When taken hostage and relieved of weapons, the user of the feat is allowed to keep one (1) concealed weapon. The player can gain access to this weapon only after their personal thirty (30) minute hostage timer expires. The hostage can have access to their hidden weapon regardless of how they were bound. When the hostage gets their weapon, they are no longer treated as bound. (See: Additional Rules>Binding and Hostages)

Cyborg[]

Requirement: Human/Mutant/Ghoul. Can NOT be Blood Symbiote or Tech Wiz

Effect: One (1) of the player’s arms is treated as armored as if covered by limb armor. The armored limb must be indicated on a player’s character card. When the player’s limb is struck with something that breaks limb armor (i.e. Rampager strike, penetrating strike, or missile), then the limb will function normally until repaired by an engineer.

Dead Eye[]

Requirement: Scout/Gunslinger

Effect: Two (2) times per session, the player has the effects of pierce for their next fired ranged attack. The user must declare their use of the feat.

Disarm[]

Effect: Twice (2) per session, the player may “disarm” their target of their melee weapon by striking their weapon and declaring “disarm.” The weapon must be dropped until it lies flat on the ground.

Electrifying[]

Requirement: Biomech/Mutant

Effect: Three (3) times per session, the player may stun a target for five (5) seconds by touching their shoulder and declaring “Electrify.”

E.M.P.[]

Requirement: Human/BioMech

Effect: Two (2) times per session, the player may point to any blaster and call “E.M.P.” to disable the blaster for ten (10) Mississippi.

Enduring[]

Requirement: Human/Mutant/Ghoul

Effect: The player gains one (1) additional base HP.

Enhanced Senses[]

Requirement: Mutant/Ghoul

Effect: The player is immune to stealth kills.

Evil Eye[]

Effect: The player can cause a single target to suffer fear for one (1) minute. Fear means that the target cannot enter within thirty (30) feet of any player or item in sight that the player designates. This effect is usable three (3) times per session.

Gauntlets[]

Effect: The player is allowed to deflect weapons and projectiles with their hands, provided they are wearing gloves, and do not grab any of the weapons.
[]

Grenadier[]

Effect: The player’s thrown projectile weapons do one (1) additional point of damage.

Hand Cannon[]

Requirement: BioMech

Effect: The player’s thrown projectile weapons do one (1) additional point of damage.

Hollow Point[]

Effect: This feat allows a player to treat one of their ranged weapons as if it fired mega darts for the purpose of damage. This weapon must be designated by a red ribbon clearly displayed on the weapon. Only the player who upgraded the weapon using this feat can gain the advantage while firing the weapon. If another player fires the weapon, it will do damage as per a normal shot from that weapon.

Interrogator[]

Effect: The player can ask a hostage up to three (3) yes/no questions, and the hostage is required to answer them truthfully. The player can also ask KO’d players one (1) yes/no question. The hostage and the KO’d player cannot be the same player.

Lottery[]

Effect: The player will receive fifty (50) Tabs one time only. This feat may only be taken once per player.

Natural Armor[]

Requirement: Ghoul

Effect: The player’s limbs are covered in a natural limb armor that allows them to take one (1) extra hit. When the player’s limbs are dealt damage, from one (1) HP or higher, the natural armor is destroyed and does not work until the player is revived from KO.

Nitrous[]

Requirement: BioMech and Swarm

Effect: The player’s Command timer is decreased to forty (40) seconds as well as the duration of any one (1) minute effects.

Pacifist[]

Effect: The player may “pacify” targets instead of lethally injuring them. The player must declare their incapacitated target “Pacified” only after they deal the final blow to the target’s HP. The pacified target would get up after their five minute KO timer expires, fully healed without a loss of life. The pacified target may still be healed from KO.

Patchwork[]

Effect: The player gains the ability to heal limbs at one (1) minute per limb, Provided they have at least one (1) healthy arm, and are not KO’d.

PhD[]

Requirement: Human/Mutant and Medic

Effect: The player decreases the time it takes to heal KO'd patients by twenty-five (25) percent, meaning it will take a single PhD Medic forty-five (45) seconds to revive a KO’d player. If two (2) Medics with PhD's heal a KO’d player simultaneously, the heal time is decreased by fifty (50) percent, meaning that it will take fifteen (15) seconds for two (2) PhD Medics to revive a KO’d player. If one (1) PhD Medic is reviving a KO’d player alongside a standard Medic, it will still take thirty (30) seconds to revive the KO’d player.

Pickpocket[]

Requirement: Scout

Effect: The player can pickpocket another player by sneaking up behind them in accordance with the stealth rules and saying “pickpocket." The target is frozen, and must hand over any loot they would normally surrender when KO’d. The target may “unfreeze” when the pickpocketer is twenty (20) feet away. The target was not KO’d nor do they have any recollection of what happened.

Reinforced Plating[]

Effect: When the player is wearing at least one (1) point of armor, they only receive one (1) point of damage from mega darts, and arrows. They will also only receive two (2) points of damage from any shotgun blasts, excluding missile shotguns. Any perks that bypass armor or HP ignore this Feat.

Relentless[]

Requirement: Ghoul and Rampager

Effect: The player now has four (4) total rampages each session.


Scavenger
[]

Effect: The player can take seventy-five (75) percent of the tabs during a loot instead of the normal fifty (50) percent.

Scientist[]

Requirement: Human/Biomech

Effect: The player  will receive one (1) random chem at the start of each session.

Serrated[]

Effect: This feat allows a player to treat one of their melee weapons as if it were Serrated. Serrated weapons deal one (1) additional HP damage per hit, and must have a black ribbon clearly displayed on the weapon.

Skunk Spray[]

Requirement: Mutant/Ghoul

Effect: Three (3) times per session, the player may force players near them to leave a ten (10) foot radius by calling “Skunk Spray”. When the players escape the radius around the user, they may re-enter after “taking a deep breath.”

Sleight of Hand[]

Effect: The player is allowed to keep one (1) Chem of their choice when looted, regardless of how many they have. The player does not have to announce that they are using this feat, but if caught keeping their chem, they must show their character card as proof that they have the feat.

Taunt[]

Effect: Three (3) times per session, a player may “taunt” a target by declaring “taunt” at the intended target. While taunted, the target may attack no other target besides the player until either the player has been KO’d, the target takes damage from another source besides the player, or three (3) minutes have passed.


Tech-tician
[]

Requirement: Human and Tech Wiz

Effect: The player is allotted two (2) additional Tech Points for a total of twelve (12).

Vampire[]

Requirement: Ghoul and Blood Symbiote

Effect: The player may remove one (1) HP from a non-KOed player by touching them on the shoulder and announcing “Vampire.” The player’s hand must remain on the target for five (5) seconds before the HP has been transferred. This can be repeated until the player has no more HP, but the player may not exceed their max HP. The excess HP taken will simply disappear.

Weapons Expert[]

Effect: The player is allowed to bring an additional six (6) ammunition into each session.


Well Supplied
[]

Requirement: Human/Mutant and Medic

Effect: The player receives one Serum at the start of each session. The Serum must be returned at the end of the session, whether or not it was used.

Second Level[]


Advanced Afterlife
[]

Requirement: Afterlife. *Replaces Afterlife*

Effect: The player’s KO timer is increased to ten (10) minutes.

Advanced Blacksmith[]

Requirement: Blacksmith. *Replaces Blacksmith*

Effect: The player may repair shields at nine (9) minutes per shield, and repair limb armor at six (6) minutes per piece of armor.

Advanced Cyborg[]

Requirement: Cyborg. *Replaces Cyborg*

Effect: Two (2) of a player’s limbs are treated as armored as if covered by limb armor. The armored limbs must be indicated on a player’s character card. When the player’s limbs are struck with something that breaks limb armor (i.e. Rampager strike, penetrating strike, or missile), then the limb will function normally until repaired by an engineer.

Advanced Dead Eye[]

Requirement: Dead Eye. *Replaces Dead Eye*

Effect: Two (2) times per session, after immediately declaring the use of the feat, the next fired shot within thirty (30) seconds will do one of the two following effects if it hits: 1.) If it hits the player or the player’s armor it will deal four (4) points of damage. 2.) If it hits a player’s shield, it will break the shield.

Ecologist[]

Requirement: Botanist

Effect: Combine poisons for their point value at the start of each session to exchange them for poisons of a greater value. For example: Player has a three point poison from last session, and they get three points more at the session’s start due to their feat. They may use five of the six points for a five point poison, and use the remaining point on a one point poison.

Herbologist[]

Requirement: Botanist. *Replaces Botanist*

Effect: This feat allows a player to treat one of their weapons as if it fires Missiles for the purpose of damage (it does not have any of a Missles other effects). This weapon must be designated by a blue ribbon clearly displayed on the weapon. Only ranged weapons that must be reloaded between each shot may be affected by this feat. Only the player who upgraded the weapon using this feat can gain the advantage while firing the weapon. If another player fires the advanced Hollow Point weapon, it will do damage as per a normal shot from that weapon.

Advanced Interrogator[]

Requirement: Human/Mutant/BioMech and Interrogator

*This feat replaces Interrogator*

Effect: The player can ask a hostage up to five (5) yes/no questions, and the hostage is required to answer them truthfully. The player can also ask KO’d players one (1) yes/no question. The hostage and the KO’d player cannot be the same player.


Mixologist
[]

Requirement: Human/BioMech and Scientist/Advanced Scientist

Effect: The player is allowed to trade in two (2) of their chems at the start of a session, for one (1) chem of their choosing.

Advanced Reinforced Plating[]

Requirement: Reinforced Plating

Effect: When the player is wearing at least one (1) point of armor, they only receive one (1) point of damage from mega darts, arrows, and missiles. They will also only receive two (2) points of damage from any shotgun blasts. Any perks that bypass armor or HP ignore this Feat.


Advanced Scavenger
[]

Requirement: Scavenger

*This feat replaces Scavenger*

Effect: The player can take one hundred (100) percent of the tabs during a loot instead of the normal fifty (50) percent.


Advanced Scientist
[]

Requirement: Human/BioMech and Scientist

*This feat replaces Scientist*

Effect: The player will receive one (1) specific chem at the start of each session.

Advanced Sleight of Hand[]

Requirement: Sleight of Hand

*This feat replaces Sleight of Hand*

Effect: The player is allowed to keep two (2) Chems of their choice when looted, regardless of how many they have. The player does not have to announce that they are using this feat, but if caught keeping their Chems, they must show their character card as proof that they have the feat.

Advanced Tech-tician[]

Requirement: Human and Tech Wiz and Tech-tician

*This feat replaces Tech-tician*

Effect: The player is allotted five (5) additional Tech Points for a total of fifteen (15).

Advanced Weapons Expert[]

Requirement: Weapons Expert

*This feat replaces Weapons Expert*

Effect: The player is allowed to bring an additional twelve (12) ammunition into each session.

Advanced Well Supplied[]

Requirement: Well Supplied. *Replaces Well Supplied"

Effect: The player gains the effects of serum twice (2) per session. This feat may be used in KO. This feat may not be used on BioMechs.

Third Level[]

Distraction[]

Requirement: Advanced Sleight of Hand

Effect: By giving a looter any other object (such as a rock), the player may decrease the amount of objects looted by half (½).

Master Reinforced Plating

Requirment: Advanced Reinforced Plating *Replaces*

Effect: When the player is wearing at least one (1) point of armor, they only receive one (1) point of damage from mega darts, arrows, missiles, Serrated Weapons, Blood Blade, and Grenadier. They will also only receive two (2) points of damage from any shotgun blasts. Any perks that bypass armor or HP ignore this Feat.

Master Scavenger[]

Requirement: Advanced Scavenger

*This feat replaces Advanced Scavenger*

Effect: The player can take one hundred (100) percent of the tabs during a loot instead of the normal fifty (50) percent. A Master Scavenger only has to give up twenty-five (25) percent of their tabs when looted by anyone but another Master Scavenger.

Master Interrogator[]

Requirement: Human/Mutant/BioMech and Advanced Interrogator

*This feat replaces Advanced Interrogator*

Effect: The player can ask a hostage up to five (5) yes/no questions, and the hostage is required to answer them truthfully. The player can also ask KO’d players one (1) yes/no question. The hostage and the KO’d player cannot be the same player. A Master Interrogator can remain silent when interrogated by an Interrogator or Advanced Interrogator.

Taste Tester[]

Requirement: Ecologist or Herbologist

Effect: Due to a built immunity, player is unaffected by one (1) point poisons. When in effect, the player is fully aware that the poison attempt happened, as they would know how the poison would taste. In addition, the user of Taste Tester gains three (3) extra poison points.

Master Weapons Expert[]

Race Requirements: Human/Mutant and Gunslinger and Advanced Weapons Expert

*This feat replaces Weapons Expert*

Effect: The player is allowed to bring an additional eighteen (18) ammunition into each session.

All items (31)

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