DM: I'll never forget that time my players got together to come up with custom feats...
Fluttershy: Umm, we were discussing, and they thought maybe I could take an accuracy bonus to airdropping Angel into combat?
DM: Sure, with practice. Would Fluttershy want Angel to fight her battles for her, enough that she'd actually practice that?
Fluttershy: No! She'd never put her friend in danger like...oh, I guess this isn't her. I'll think of something else.
PP: Pinkiewall!
DM: Which is?
PP: I flatten my tail and spice it full of laughs! Any creature who tries to get past me is stunned.
DM: ...I'll get back to you on that.
RD: Orb of Awesome! It's like an ioun stone, but it makes everything I do 20% cooler!
DM: Which translates to dice mechanics as...?
RD: ...
DM: 20% bonus to all rolls?
RD: Yeah?
DM: No.
RD: Aww.
AJ: Appleshot. Able to conjure up enough apples for ammunition, a feast, or any occasion.
DM: You run an apple farm. Wouldn't you just sell them for unlimited income?
AJ: Aheh. I never was good at pulling fast ones.
Rarity: To clarify a point the others suggested, just because I run a fashion business does not mean I can pull magic armor out of thin air for the party, right?
DM: Right.
Rarity: But that's not to say that my shop never happens to, ah, acquire such items for resale?
DM: If it does, it'll be plot.
DM: Alright, what's your idea?
TS: Hmm?
DM: What silly, overpowered feat did you come up with? I saw you thinking about it.
TS: Oh, that discussion! No, nothing for Twilight. I was thinking about the feat this game gave me, just for showing up and playing.
DM: Pardon?
TS: An amazing group of friends to cheer me up every week. There's no Allies or Contacts feat, but maybe something like Iron Will to reflect the lingering effects?
DM: ...
TS: Did I say something wrong? You're crying!
DM: I-It's nothing. *sniff* Let me know if you find our character sheets. I want to see your Charisma score.
Guest Author's Note: Story Time prompt: "Tell us of a feat, class power, or the like - in any system - that you (not your characters) have gotten from roleplaying."
I sleep for one entire day every week or so. I typically end up with the watch duty for this reason. I only need to relax for the time that most people would sleep every day. We reasoned that this is a racial trait, because of draconic sleep patterns.
Never received anything like that. Closest I've come is giving a player of my mine a campaign trait - "Saviour of the Prince". All it really amounted to was a +2 to diplomacy with Elves because he infiltrated a secret prison and rescued some nobility, but the player really appreciated it. Of course, as is the custom with such things, the campaign died before it ever came into play but the thought was there.
They're all from Dragonshy; http://mlp.wikia.com/wiki/Dragonshy/Gallery specifically. That screencap makes more sense in context (though this is Pinkie Pie we're talking about).
I'd say playing in an IRC game on equipment not really designed for it (a cheap tablet, a Droid smartphone, and a wi-fi connected television) gave me a few new skill ranks in Tech Use, and... I wouldn't say a whole feat, but maybe a Skill Trick for multitasking.
Dang it, now I'm crying too. Why must I wake up to something so beautiful on a test day?
Anyway, story prompt, definitely "Sponge-Bear (quest trait)". Despite what happens to everyone else at the game, I will always be there. I will be there for when you need to get something off your chest, a buddy to share the horrors of the day with, or a shoulder to cry on when the day gets tough, I will be there.
In theory, you could say it is the equivalent of the bodyguard feat, but is used after someone has been hit (taking partial damage instead of full), and it is effective against emotional damage. (The only times I can think of the feat not working is when the effected person doesn't show up, or when I'm sick. It makes me sad when it doesn't work)
Not exactly like this, but I have had times to consider myself and my life in terms of a character sheet, and myself as a character in the grandest game around. (Not entirely unlike that old 'All the world's a stage" quote.) It's been occasionally useful for getting a grip on life.
Like Twilight, I have Iron Will. Just not for the same reason as Twilight here. It's just that, after all the crap I've gone through playing these games, I think I've basically earned it in spades. It's somewhat telling when I talk about how I was introduced to DnD and talk about some of my earlier stories that the first response that many people give me is always "...And your still playing?"
So yeah, Iron Will or Patience of a Saint, take your pick.
I got Leadership for completing an Adventure Path. I was already leading armies by that point, and since it was a very in character thing to do, I went with it. I also had double the followers most 20th level characters with a 40 Charisma score and several additional leadership score bonuses that put my cohort somewhere around 28th level. Did I mention that we were using mythic rules for Pathfinder?
I'm running a Wanderlust game set in the Legend of Korra setting, and I came up with a total of 28 different abilities--16 for the various bending arts, tied to various skills, plus 12 for different background specialties. All my PCs have one bending art and one secondary ability from this list. We're only two sessions in, but... it seems to be going pretty well.
As a result of GMing for the past two years straight, I've picked up a couple of 'feats'.
The one I get the most use out of, though, is Skill Focus: Perform (Improv).
People keep telling me to get into voice acting, so I've probably earned Skill Focus: Perform (vocal differentiation), and (oratory) as well.
Still working on that Craft (Story) though.
The minotaur (who shows up later; I avoided anything Newbiespud hadn't used material from yet, in case he has plans) is a good example in-game, yeah. If guest comics like these were canon, it's possible the DM might make the minotaur in a later session, inspired by Twilight's player (among other examples).
I gained a resistance to logic after spending five years in a usenet role-play where most of it was arguing whether evil alien rabbits who liked eating peoples' toes had the right to mentally enslave all humanity to do it.
In a villain based game of the Marvel RPG system, me and my group had been captured in mid-crime and dropped (literally) into prison by this world's version of Superman. The warden had come around to gloat/convince us that 'crime never pays', and we had a chance to talk to him. Everyone did the standard villainous lines like "I'll have my revenge", "It's only a matter of time" or "I was framed". But once it came around to me, I asked "Is the guy who 'arrested' us and put us in here a official member of law enforcement in this city?", to which the warden said no. "Do you have proof that we committed a crime other than the word of that guy?" Again he answers no, the DM looking a little worried. "Do you know how many laws that breaks?"
Cutting to five minutes later. Not only did I have my group out, I freed an entire wing of prisoners who had been "Unjustly imprisoned by a unsanctioned vigilante at best, a delusional maniac parading around as 'law enforcement' at worst". I had also earned a new action: Lawyering.
The DM of a Pathfinder game I'm in gave us all unique 'traits' depending on our backstory.
The best one I got was for a Gunslinger lady who was addicted to smoking - she got the 'Chain Smoker' trait, which lets her blow smoke it into enemies' faces (akin to a dirty trick).
Our party once went to the plane Mechenaus and ended up running into this one character. After some failed sign language attempts he tapped my character in the forehead, and he instantly got common, and my character in return learned Modron.
.............. Never ended up in a situation that called for speaking it, now that I think about it.
In Legend of the Five Rings, our GM decided to give us Allies advantage at no cost because of our roleplay. :-)
Also, in my past roleplaying group, I was given that Craft Magical items for free one time because the group liked some of the items I created for a other campaign.
One of them, for exemple, was a saddle enchanted with the spell Mountain Stance, that allowed to be fit on any mount without adjustement. It was also giving the bonus of Mountain Stance ( casted as level 5 so +5) on any check mentionned in the spell but only for you, not your mount. And of course, only while sitting on the saddle.
In fact, we need more stories of homemade items that had a impact during a game :D
War-Paint/Moonblood, my lvl 6 (albino) Werewolf (human) character, possesses a (cursed) amulet that my DM at the time and I made; it basically controls/amplifies his Were blood (family heirloom). It grants Regen (+3HP/Round), as well as, +4 Str/+2 Dex/-4 Cha/-4 Com (Comeliness)/+2 to AC. He'd transform as a Standard Action with the war cry "Moonblood!!" His Lycan claws and teeth are his main weapons, naturally. Also, while in Lycan form, his Movement/Lifting and Hit Point stats double. His HP doubles from 72 to 144. The amulet levels up with him and can be used 3 times a day (half his level), lasting for 3 rounds (also half of lvl) (availability restored at a full moon or after rest). The major catch is that he MUST use it once a day or suffer a severe withdrawal sickness that would spell doom if our party of two had to fight, so you can imagine how panic could set it when I had forgotten to do so before entering a town and times when turning into a werewolf in public could have become a necessary risk. Deciding when I should "wolf out"; weighing the risks and benefits made battles and social interactions especially into interesting challenges. It also made playing my character more fun. (I once got stuck inside a mayor's bathroom trying find a window to sneak out once...Those poor servants must have thought one of the mayor's guests was having a horrific case of indigestion XD) 'Shame that campaign was cut short.
Me not my Character?
Not One Left Behind: It's a feat the group came together and made for my first character after he carried the other 3 characters back to town on 1HP.
They gave it to me after a few years of playing because I kept the group together.
Which kinda sucks considering the group disbanded september 2014 for various reasons.
Hmm...a personal, non-character feat, eh? Definitely "Lucky", considering how many nat. 20s I rolled within the span of a few months, often exactly when I needed them. I've also had a Lycan character thrash campaign bosses, tearing limbs and biting heads clean off (the result of a nat. 20) barely surviving the fights (our small party really needed a healer). There was also a particular nat. 1 that has the end result of a 20--it's complicated, but basically I impaling myself with a lance, in the place of my partner as part of a trial my crazy companion got us into by challening the authority (and killing?) the leader of the local guild of a desert fortress-city and was thereby revived by their healer and praised for my self-sacrifice (and this was after he was told to jump out of a window and survive the fall--nat 20; he rolled into a landing gracefully, like a boss). In the end, his Halfling character was pronounced the new leader of a guild of hulking mercenaries! lol
I guess if it actually applies, my feat would be Reliable. Now, I know this isn't an actual feat, and not even a homebrew one for ANY campaign I've been in, but it's the only thing I can actually think of that makes sense to me. In my short years as both a player and DM/GM, I can count the number of times on one hand I have missed a session, even counting the sessions where I was the only one or one of a few (but not enough people to play) that showed up. I apologize if this does not meet the story-time requirements, and if it wastes the time of whoever reads this post. Regardless, thank you all for allowing me a chance to express myself.
I don't know that I've earned any particular feat just from roleplaying; I grew up in a household where my parents were playing D&D, and RPGs and LARPs have been a big part of my life. That said, there was a time or two when the game began to bleed into my life.
I had a character called Acid on a MUCK (essentially an online chat-based RP). (Real name Ikar. Yes, named after "ichor", the acidic blood of the gods in Greek myth.) She was an escaped slave who had dedicated herself to killing off the entire organization of slavers and all their contacts. Due to how she was enslaved, she had brain damage and was mute, instead relying on barks, growls, and mime/body language (she was an anthro coyote). She also had a mutant ability that let her body synthesize any type of chemical she focused on, and express it through her sweat glands. While I can't exactly perform chemical synthesis that way, I *did* level up in both Expression and Combat Tactics while playing her, even though I was physically sitting in front of a computer the whole time.
Well, I had a friend who very nicely house-ruled a race I invented, and stuck it into a D&D 4e campaign. This race of people was a group of winged humanoids, like angels, but without the religious connotations.
Anyway, part of them was that they could fly, so he brewed up that I could get a boost of movement, ignoring terrain. Later, I would have gotten a feat for "combat flight" where the effect would boost my move even further, and allow a small bonus to stuff. unfortunately, the campaign never got that far, as people had to leave for college, or work, or both.
Any skill resembling Cooking is locked out completely from my character (Alchemy included) and I have NEGATIVE points equal to my attribute modifier (so I'm essentially at 0). My character is convinced he's a master chef and has a compulsion to cook whenever given the chance and it MUST be for other characters. Each day he can't cook is a Will save or every skill and save he has is at a -2 cumulative penalty and every attack and damage roll is at a -1 cumulative (so it gets harder and harder to resist). When he DOES cook, it's hard roll (must hit 20 to succeed) and I can never take ten or twenty on the roll - and when I fail, every character that eats it is at a -4 skill and -2 penalty for a single day but my character is at a +4 and +2 for that day. Nothing can convince him he is a terrible cook, it's always the ingredients or the situation that prevents him from truly showing the world his culinary masterpiece.
I got a Feat out of having this though and I needed that Feat.
Both Improvisation and Improved Improvisation. (I'm human, and I'm a fast learner. I definitely meet the prerequisites.) Heck, with my group, I've probably earned Greater Improvisation.
Improved Multitasking, because I take the minutes on my laptop; I have to summarise what all the players are saying and doing while playing a 4e psion outfitted with 20+ magical items and potions. The last is my own damn fault, but it's the price you pay for being Telekinetic Timebending Batman.
In a Fallout campaign, back when I was a Wild Wasteland Merchant NPC- the group ran into a vault of zombie ponies, and humans that THOUGHT they were zombies. After shenanigans happened and everything in the vault getting killed or sealed away (Twice in some cases) the session ended. I immediately went to the DM and pointed out that one of them escaped and nobody else noticed. The party ended up with a feat called 'Understand Zombie Ponies' and I got a new travelling companion... Until the party stole it from me. Now "Ruffles" survived to the end of the original campaign and somehow ended up with enough gold to get a mansion. In the wasteland. Sadly, didn't join us for the second campaign in Texas, so the feat was rarely used, but was still fun while it lasted.
In the current DnD 3.5 campaign I run, one of my characters is an oddball, 15 year old noble girl. She's a precocious (level 7!!) chaotic neutral wizard, mainly because her father is the head of the wizard's guild. She also has no sense of status quo, and thinks magic is a neat toy:
Sleep spell on Important Noble in the middle of a toast
Hold Portal to lock people out of the bathroom
Jump, used to see how few distance jumps it takes to travel across a city
Hideous Laughter on self, to cheer up
Eventually, her father crafted a Phylactery of Dad - before taking an action, she can consult it and know if her father would approve or disapprove of said action. She uses it to do the opposite of what he approves of.
Ambidexterity, no fooling! DMing all on paper, writing and passing a million notes, writing up my own homebrew monsters, poisons, status effects, billions or rolls over the dumbest shit my friends could come up with. I learned right quick how to use my left hand as well as my right.
Well not so much a feat as a cool set of powers, we were playing a mythic Pathfinder game where our goal was to become gods and as such our party encountered the fragments of dead gods that we then absorbed. Mine was the fragment of a sun god and unlike my party members all I did was give off sunlight, all the time.
Luckily we were in the Underdark so while mundane it was very handy, especially when we learned that since it was divine it trumped all but the most powerfull darkness spells...and because it was pure sunlight it made a couple encounters with a few vampires and wraiths a breeze.
Skill Focus: Research - I'm able to find ways to optimize each of my characters for their respective roles within their respective parties, while still staying true to the overall concept I had in mind when I came up with them.
In a more general sense, I'm becoming the go-to guy when someone needs a question answered. Whatever it is, I can look it up. :)
Skill focus: Bluff. (A necessary skill for any DM. Keeping a straight face is important)
Skill focus: Intimidate. ("You don't FIND any traps..." "You open the door to find that the room is empty, apart from another door on the other side of the room.")
Guest Author's Note: Story Time prompt: "Tell us of a feat, class power, or the like - in any system - that you (not your characters) have gotten from roleplaying."