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Appendix D — Feats

Want something for your character, but not seeing a Feat for it? Feel free to work with your GM to create custom Feats.

Automatic Healing

3 Skill Points

You are skilled at healing injuries as they occur using your Energy. As a Major Reaction to taking Damage, you may spend a number of Energy points up to the amount of Damage taken. For each Energy point spent, you gain one Hit Point.

Brawler

1 Skill Points

You are skilled in unarmed combat. When using Unarmed Strike or Improvised Weapons, you gain a +1 Adjustment on Hit and Damage. Additionally, you can use the Grapple Action as a Minor Action or Minor Reaction directly after a successful Unarmed Strike, against the same Target.

Catlike Landing

1 Skill Point

You know how to fall without getting too hurt. Any Fall Damage you take is cut in half, rounded down.

Charming

2 Skill Points

Your natural charisma can cause people to do things they would normally never do. Once per day, you may spend 1 hour planting an idea into someone's head. You can then make a Persuasion Check with a +4 Adjustment to convince them of the idea for 24 hours. The GM may still grant the target an Adjustment to their Insight Save depending on the scale of the idea.

Climber

2 Skill Points

You are a master of scaling vertical surfaces. Any surface you would normally be able to climb, you may climb at your full Speed. You can climb rough otherwise-unclimbable surfaces at half your Speed. You still may not climb very smooth surfaces.

Cover Cognizance

1 Skill Point

You are very aware of your surroundings and know how to use them effectively. You may use a Major Action to increase your Cover, from no Cover to Partial Cover, or from Partial Cover to Complete Cover. This effect ends if you take the Movement Action or are forced to move. When making Attacks under this increased Cover, you may still treat the Cover as its natural amount. For example, if you use this ability while hiding behind Partial Cover, you will not be able to be directly Targeted as if under Complete Cover, but you will be able to Target your opponents with the -3 Adjustment to hit from the Partial Cover.

Crafter

2 Skill Points

You are skilled with your hands, and even more skilled with the right tools. Given enough time and the right materials you can make and repair high quality items. You will need materials worth approximately half the value of the item you are crafting, and an amount of time as determined by the GM. The GM may have you make a Dexterity, Logic, or similar Check if you are working on a particularly difficult project.

Cut-Throat

3 Skill Points

You know how to kill quickly. When you make a Melee Attack against a creature that is Incapacitated, use twice as many dice as you would normally.

Dark-Vision

2 Skill Points

You can see in the dark. You do not receive the Blinded effect while in dark areas, unless the dark area was created via magic.

Deft Footwork

2 Skill Points

You are skilled at maneuvering and forcing movement through the use of attacks. When you Hit with a Melee Attack, you may use a Minor Action to swap positions with the Target. This movement is not counted as forced, and thus can trigger Opportunity Attacks against both you and the Target.

Dual-Wielder

2 Skill Points

You have mastered two-weapon combat. If you are holding two one-handed weapons, and you take the Attack action, you may attack twice, once with each weapon.

Elemental Initiate

1 Skill Point

You have trained the art of channeling Energy through your Soul to influence the Elements. You gain the abilities detailed within the Elemental Magic Section.

Evasion

1 Skill Point

You are skilled in maneuvering around the battlefield. You may Disengage as a Minor Action.

Extra Sense

1 Skill Point

You have the ability to feel that which is hidden. You are aware of the locations of characters and magical artifacts within 5 meters as though you could see them, even if they are hidden from view or magically obscured. You may also attempt to perceive characters and magical artifacts from further away. To do so, using the "Take in Information" Minor action, choose a point you can see, and a radius in which to search. Make a Perception Check with a -1 Adjustment for every 50 meters the point is away from you, and a -1 Adjustment for every meter of radius you are searching. All hidden characters and magical artifacts must make a relevant save or become revealed to you as though you could see them.

Favorite Weapon

1 Skill Point

You have a weapon that you have learned to finely use. Choose any one specific weapon (not a class of weapons). All Attack and Damage Checks you make with this weapon are made with Adjustment +4.

Flying

3 Skill Points

Whether by wings, jetpacks, or otherwise, you have the ability to fly. You gain a Flying Speed equal to your Base Speed.

Frightening

2 Skill Points

You have a terrifying presence that you can leverage to keep opponents away. As a Major Action, choose up to five Targets you can see within 15 meters of you. Make a Performance Check, and force each Target to make a Will Save. Any who fail to make the Save against your Check are Fearful. While Fearful, they cannot willingly move closer to you if they are within 15 meters of you, and must use their Movement to move away from you if they are within that distance. This movement cannot force them to move through obviously dangerous terrain, such as off a cliff, but can force them to provoke Opportunity Attacks. This effect lasts until the end of your next Turn, but can be repeated as a Minor Action against those already Fearful of you.

Grappler

1 Skill Point

You are skilled in Grappling. You may use Strength Check to initiate a Grapple. You also gain Adjustment +3 on Checks made to start a grapple, and on Saves made to maintain a Grapple.

Healer

2 Skill Points

You are skilled in the art of medicine. If you tend to a group while they are Resting and you are not, you can make a Knowledge Check and add that value to their Rest Check for Healing.

Health Redistribution

1 Skill Point

You can share your healing energy with those around you. When you Heal, you may choose to instead allocate any number of those Hit Points to a character within 5 meters of you.

Hearty

1 Skill Point

You are especially hearty and able to take more damage than normal. Boost your Max Health by 10. Remember that this also boosts your Energy.

Heightened Focus

2 Skill Points

You can enter a state of extreme focus, boosting your abilities beyond your normal skill. As a Free Action, choose one Ability Category: Body, Mind, or Presense. For the next hour, all checks you make using Abilities in that Category are made with a +4 Adjustment. When the focus ends, you immediately suffer one level of fatigue.

Improved Redirection

1 Skill Point, requires Redirection

Your Redirection ability can now be triggered when an ally within 1 meter of you is missed by an Attack. You may also now use the ability to Target the original Attacker.

Inspiring

2 Skill Points

You are an inspiration to your party, helping them achieve their best. You have a pool of Inspiration Points equal to your Performance Score. Before someone makes a Check, you can spend one or more Inspiration Points to help them. For each point you spend, they gain +1d4 to the roll. You regain your Inspiration Points upon completing a Rest.

Jack of All Trades

1 Skill Point

You have a knack for intuiting things you have no training in. Any time you make an Ability Check using 1d6, you gain an Adjustment +2.

Leaper

1 Skill Point

You can jump far further than the average person. You may jump without getting a head start. If you do get a head start, you may jump twice as far as you would otherwise be able to.

Light Sleeper

1 Skill Point

You retain some amount of awareness while Sleeping. While Sleeping, you may make Perception Checks, though they will be with Adjustment -3.

Natural Armor

1 Skill Point

You are either hard to hit, or at least hard to hit effectively. You gain a +2 to all Defense Checks.

Natural Weapons

1 Skill Point

Claws, fangs, horns, whatever it may be, your body naturally has weapons built in. Your Unarmed Strikes gain +1 Hit Adjustment, and +1 Damage Adjustment. Since these weapons are part of your body, you cannot be disarmed of them.

Near-Death Fighter

2 Skill Points

You gain a surge of energy when you are near death. Once per day, if your Hit Points fall to or below zero, you can go to one Hit Point instead. Any time you are at or below Hit Point, you have Adjustment +6 on all Saves, as well as all Melee Hit and Damage Checks.

Potion Brewer

1 Skill Point

You know (at least the basics of) how to brew potions. You gain the abilities detailed within the Potion Brewing section.

Precise Striker

2 Skill Points

You know where to aim to deal the most damage efficiently. You may use your Dexterity for Damage Checks with Melee Weapons, even if they normally use another Attribute.

Provocation

2 Skill Points

You have a battlefield presence that causes enemies to prioritize attacking you. As a Major Action, choose up to five Targets you can see within 15 meters. Make a Performance Check, and force each Target to make a Will Save. Any who fail to make the Save against your Check are Provoked, and receive a -5 Adjustment to any Hit Check they make against a Target other than they are Provoked by. This effect lasts until the end of your next Turn, but can be repeated as a Minor Action, Targeting any that are already Provoked by you.

Quick Reflexes

1 Skill Points

You have lightning quick reflexes. You have a separate Action Type specifically for Reactions, allowing you to use one Reaction per Round without expending your next Action.

Rage

1 Skill Point

You can enter a barbarian-esque rage, heightening your combat skills for a short time. As a Minor Action, you can enter into a Rage for one minute. During this time, you gain +5 to all Strength Checks you make, and you are Resistant to Standard Damage, taking half the dealt Damage. However, you may not expend Energy, and if there is an enemy within the range of a weapon (Melee range if unarmed) you are holding, you must make an Attack. You may Rage once per Rest.

Ramming Attack

1 Skill Point

You can charge at your enemies to make ramming attacks, pushing them around. If, directly before making a Melee Attack, you move at least two meters towards your Target, it is counted as a Ramming Attack. If the Attack Hits, you can choose to push the Target two meters away from you.

Redirection

3 Skill Points

You are a master of causing enemies to misjudge attacks. When an Attack misses you, you may choose a new target for the attack within 1 meter of you. You may not target the original attacker with this ability.

Resistance

2 Skill Points

Choose one Damage Type. You gain resistance to all Damage of that type. If you choose an Elemental Damage Type, you may only choose one Element. You may not choose Standard Damage.

Shape-Shifting

1 Skill Point

You have learned to use your spirit to bend your physical form. You gain the abilities detailed in the Shape-Shifting section.

Sharp-Shooter

2 Skill Points

You can accurately hit targets from a long distance. When making a Ranged Weapon Attack, your Range is doubled.

Shoving Strike

2 Skill Points

You hit with forceful blows, knocking enemies off their feet. If you make a Hit Check that exceeds the Target's Defense Roll by five or more, or if the Target got a Critical Failure, you can knock the target Prone. This only applies if the Target is of the same or smaller Size Class than you.

Sneak Attack

2 Skill Points

You know how to use stealth to your advantage when attacking. When you make an Attack against a Target that is unaware of your position, it is counted as a Sneak Attack. When you make a successful Sneak Attack, you may either roll damage with twice the dice, or inflict one of the following Effects: Blinded, Deafened, Grappled, or Prone. Note that making an Attack reveals your position.

Split Shot

2 Skill Points

When making a Ranged Weapon Attack, you can additionally target up to two extra Targets within 3 meters of the primary Target. When doing so, you only roll your Hit and Damage checks once.

Steady Footing

1 Skill Point

You are skilled in navigating rough terrain. You may treat difficult terrain as though it were normal terrain.

Swimming

1 Skill Point

You can swim through the water with the ease of a fish. You gain a Swimming Speed equal to your Base Speed.

Targeted Attacks

1 Skill Point

You prefer to focus your attacks on one enemy at a time. As a Major Action, choose a character you can see to become your Mark. For one minute, or until the Target is removed from combat, you remain aware of their location, and gain +3 Adjustments on Hit and Damage checks against them. Choosing a new Mark replaces the current Mark.

Team Attack

1 Skill Point

You know how to exploit an enemy's split attention when fighting multiple foes. When you make an Attack, you gain +1 to Hit and +1 Damage per ally that has the Target in their Melee Range.

Tracker

1 Skill Point

You are a master of tracking trails. You gain Adjustment +4 on all Perception Checks to follow tracks.

Unnatural Fortitude

4 Skill Points

You are capable of pushing through situations wherein most people would collapse. Whenever you gain a level of Fatigue, you can make a Resilience Check against four times the level of the Fatigue. If the Check succeeds, you may immediately remove that level of Fatigue.

Additionally, while in combat, your Hit Point total can fall to and below zero without you falling Unconscious. When combat ends, if you are at or below zero Hit Points, you immediately gain two levels of Fatigue and fall unconscious. You still die at the regular point.

Untrackable

1 Skill Point

You are always careful to never leave a trace of your passing. Your tracks cannot be followed by natural means.

Vocal Mimicry

3 Skill Points

You have heightened control of your voice. You can perfectly mimic any voice you have heard for more than 5 minutes. If it's been a long time since you heard the voice, you may need to make a Knowledge Check to remember it.

Warning

1 Skill Point

You watch out for your allies and warn them of danger. As a Major Action, you can Warn all allies that can see or hear you, and they will remain Warned until the start of your next Turn. While warned, they gain Adjustment equal to your Performance Score to all Saves. This includes Defense Checks, as well as their current Defense Check.