Feats are expertise that offer supplementary abilities. Often these are passive, but there are active ones. Many Feats have requirements you must meet in order to take them.

The list will be expanded as the time passes.


General Feats

These are modest, offering abilities with minimal requirements.

NamePrerequisitesAbilities
Grappler---When a creature enters within 1m of you, you may Grapple them by spending 2 RP and 6 Stamina.
Steady Aim---You gain a Favor on checks on accuracy using a ranged weapon.
Strider---On your turn, you may spend 3 Stamina to move without spending AP once per turn.
Pragmatic---You gain a Favor on checks made to use or alter device.
Keen Mind---When you make a check to recall information, your roll before modifiers cannot be less than 10.
Alert---You cannot be surprised, if your SHP is full.
Acrobat---You gain a Favor on checks made to climb and traverse obstacles and difficult terrain.
Rough---You have a number of Protection Charges equal to your Fortitude score. You may spend any number of charges to add additional die to your next Block or Dodge. All Charges are regained on Long Rest.
Silent Steps---You gain a Favor on check made to remain inconspicuous.
Hasty Crafter---Crafting takes half as much time.
Coup de GracePoise score of 7 or higherWhen you attack a creature that doesn’t know about you, you may spend 8 Stamina. If your attack deals more damage that target’s max DHP, their DPH is reduced to 0. If not, it deals half the normal damage.
Hunter’s MarkDexterity score of 7 or higherWhen you roll accuracy using a ranged weapon, you may make an Agility check rather that Dexterity.
Dual WielderStrength and Agility score of 7 or higherWhen you make an attack with multiple weapons, you may spend 1 AP and 8 Stamina to have each weapon deal full damage.
Advanced ConstructionHave CraftsmanWhen you attack with a weapon you crafted, your modifier on damage is doubled.
Lo-fi CrafterHave EngineerYou regain all SHP and Stamina after crafting an item of Common or higher rarity. You may do so once per Long Rest.

Species Feats

These equate to a character growing and manifesting their species’ gifts. Each of these are specific to a certain species.

NamePrerequisitesAbilities
DeterminedBe an EarthlingWhen you make a check, you may spend 6 Stamina to reroll 1 die once.
Swift ConsuptionBe an AutomatonWhen you consume a Power component, you may consume 3 of the same rarity at once.
Perfect FacadeBe a SynthYou may spend 4 Stamina to gain a Favor on Display and Charm or their Skills.
Resistant ScalesBe a DraxWhen receiving damage, you may reduce the damage by spending 2 Stamina per 1 damage.

Ultimate Feats

These are the most powerful Feats a character may have. But on the other hand, they have the highest requirements of any other one, each needing mastery of a single Talent tree.

NamePrerequisitesAbilities
ConquerorHave each talent in Warfare treeOn your turns, you have 9 AP rather than 6.
ChampionHave each talent in Tactics treeOn other creature’s turns, you have 3 RP rather than 2.
PredisposedHave each talent in Innovation treeYou may spend 6 AP to craft an item or component, of up to Enhanced rarity.
FaesongHave each talent in Influence treeWhenever you regain DHP, you may choose any number of creatures any number within 10 meters that can understand you. Each of them regains similar amount of DHP.
PathfinderHave each talent in Starfaring treeOn your spacecraft’s turn, you can perform twice as many actions in long combat.
EmpiricalHave each talent in Prowess tree, repeatable once per tree maxingYou can distribute 6 SP and 6 Resistance points however you want. Also you increase either Constitution, Endurance, or Effervescence by 1.