Feat

Player reference for character talents selected during advancement. 210 entries.

PageSummary
Alertness+2 Perception; +1 initiative; cannot be surprised while conscious.
AmbidexterityRemove off-hand attack penalty; use either hand without penalty.
Astra Ward+2 AC vs.
Astrogation Expert+5 Astrogation; reduce Fold mishap range by 1; reroll Astrogation once/session.
Athletic+2 Athletics; run at triple speed without penalty; climb at half speed.
Augment OverclockOnce/combat, push aug: +50% effect for 1d4 rounds, then 1 strain + dazed 1 round.
Augment RecalibrationSwap augment mode/function as move action; 1/encounter gain +2 to one aug check.
Beam PrecisionAimed beam shot at -4: target save vs.
Beam Weapons Specialist+1 attack with beam weapons.
Bio Interface+4 Medicine for biotech; plug into biotech systems for direct readout; +2 INT-based biotech.
Blast Radius+5 ft to explosive area of effect; +1d6 explosive damage.
Boarding Action+2 attack & damage on boarding; +2 initiative in boarding; ignore 1 square of difficult terrain.
BrawlerUnarmed damage 1d4/1d3 + STR; stun on natural 20.
Breaching ShotIgnore up to +4 cover bonus with slug/rail weapons as full-round action.
Bullet StormTwo extra ranged attacks at -4 each; all attacks -2 that round.
Called ShotTarget a limb/area at -4; impose condition on hit (slow, blind, disarm).
Cargo Master+4 Drive/Vehicle; +25% cargo capacity or +2 Drive; reroll cargo loss once/encounter.
ChargeCharge up to double speed: +2 melee attack, -2 AC until next turn.
Chief Engineer+4 Engineering; reroute power as free action; restore crippled system 1/encounter; +1 power/round.
Chrome Mantle+4 augmentation capacity; ignore first 4 points of capacity strain per day.
CleaveGain one extra melee attack when you drop an opponent to 0 HP.
Combat Maneuvering+2 Pilot in ship combat; force enemy gunnery re-roll once per encounter.
Combat Medic+2 Medicine; stabilize dying as free action; heal +1d8 HP with medkit.
Combat ReflexesAdditional attacks of opportunity per round equal to DEX mod.
Combined Arms+2 attack when ally of different class attacks same target that round; ally also gains +1.
Con ArtistRun a short con in 10min; +5 Persuasion & Deception; reroll failed opposed check once/encounter.
Concussive ForceExplosive victims Fort save or stunned 1 round; -2 attack rolls 1 round.
Contacts and Reputation+2 Streetwise; once per session find a contact who can provide info or services.
Controlled DetonationDirect explosive force in a 90-degree cone; +4 Demolitions for breaching.
Coordinated Fire+1 attack when an ally with this feat attacks same target; ally gains same; requires radio.
Corruption ResistanceHalve Fold Point gain from powers; +4 Will vs.
Cortex Lock+8 Will vs.
Cover Mastery+1 AC when adjacent to cover; move to cover as immediate action when hit.
Crew Doctor+4 Medicine on board; treat crew as move action; reroll Medicine once/encounter on board.
Cyber-Warfare Suite+2 Hacking defence; counter-hack as reaction; resist neural interface damage.
Cybernetic AdaptationIgnore CON rejection on first 2 implants; +2 save vs.
Damage Control Officer+4 Repair & Engineering on board; seal breach 1d6/round; reroll damage-control once/encounter.
Data Ghost+2 Hacking to cover tracks; erase digital footprint in 10 min; resist trace attempts.
Dead Eye+2 gunnery checks; +1d6 damage on ship weapon critical hits.
Deck Runner+2 Kadiss-grid ops; +4 vs.
Deep CouplingAugments tuned to biology: -1 strain per 4 augments installed; +2 to biology-INT checks.
Deep Tracker+4 Tracking; follow across any surface; +4 vs.
Demolitions Expert+2 Demolitions; double explosive damage to structures; shape charges for safe breach.
DisarmDisarm as melee attack; opposed attack roll; +4 if two-handing.
Dodge+1 AC against one declared opponent per round.
Dual Wield PistolsFire two pistols per round at -2 each; off-hand adds half DEX to damage.
Dual-Wield ChainExtra off-hand attack when hitting with both weapons; all attacks -2 that round.
Echo MemoryRe-roll one failed Will save per day using a psychic echo.
ECM Specialist+4 vs.
Empathic ResonanceGene-psion emotion broadcast (3 Talent Pool, 1/day): 30-ft radius, Will save; +4 Persuasion (calm) or Intimidation (fear) vs affected.
Endurance+4 to hold breath, forced march, starvation, and sleep deprivation checks.
EVA Combat SpecialistNo attack penalty in vacuum EVA; +2 Fortitude vs.
Evasive Action+2 ship Evasion when taking evasive manoeuvres; halve collision damage once per encounter.
Expert Xenologist+4 Xenology; identify alien weakness on success; +2 Medicine vs.
Fabricator MasterBuild 2 items per fabricator cycle; halve build time; salvage 50% materials on failure.
Faction StandingMember of a faction: +2 Bureaucracy with them; access to faction resources and contacts.
Far ShotDouble effective range; halve range penalties for ranged weapons.
Fast HealerDouble natural healing rate; +2 HP from psionic or biotech healing.
Fast InstallHalve implant install time; +4 Medicine for installs; emergency install as full-round.
Fast Talk+2 Deception; retry failed Deception once per encounter; fast-talk as move action.
Fearless+4 vs.
Finishing BlowMelee attack vs.
Fireteam LeaderDirect up to 2 allies; share reactions; allies +1 initiative; +1 Will vs.
Firewall Breach+2 Hacking vs.
Flanking Teamwork+3 total flanking bonus (up from standard +2) when both flankers have this feat.
Fold Anchor+4 Fold Threshold; reduce Catastrophe Save DC by 2; shed 1 Fold Point per hour at rest.
Fold ChannelExtend Fold power range by 50%; share a touch-range power with one ally per day.
Fold ShieldOnce per encounter, force an enemy gunnery hit to be re-rolled.
Fold Smith+4 Engineering & +2 Astrogation; tune FTL mid-jump; reroll fold-stability once/encounter.
Fold TouchChannel minor Fold power through melee attack; +1d6 energy damage; -1 to Power Check.
Fold VigilSense Perils triggers 1 round early; re-roll one Perils result per day.
Formation FlyingAdjacent allied ships +1 Evasion; coordinate attack for +1 gunnery each.
Full-Auto ControlEmpty magazine on single target: +2 attack, +4 damage; consumes all remaining ammo.
GadgeteerBuild custom gadget in 4h; +2 to use own gadgets; reduce build cost 25%; 1 use per adventure.
Gene Amplification+4 to gene-psion Talent Pool; reduce gene-psion power cost by 1 (min 1).
Gene MaskingHide psionic gene from scanners; +4 to resist psionic detection; mask gene-psion use.
Grand DiplomatSpeak across cultures; +10 vs.
Grapple MasteryInitiate grapple as standard action; deal unarmed damage each round maintained.
Great CleaveExtra attack when you drop a foe (as Cleave); no limit per round.
Grid AcrobaticsCybernetic legs: +10 ft speed; jump distance doubled; no falling damage up to 30 ft.
Gunner+1 gunnery checks; halve called-shot penalties for ship weapons.
Gunnery Ace+4 Gunnery; called-shot penalty halved; subsystem crit on natural 19-20.
Hardened Systems+4 defend Hacking attempts; reroute one intrusion/round; ignore first layer + Firewall Breach.
Hardwired Defenses+4 to resist hacking/hijack; counter-hack as reaction; immune to Kadiss throttle.
Heavy Weapon BracingFire heavy weapons without movement penalty; brace as move action to halve recoil.
Heavy Weapons TrainingProficient with heavy weapons; ignore STR requirement; no movement penalty for carrying.
Hull Breach Tactics+2 attack vs.
Impact RoundsSlug/rail hit forces STR save or target pushed 5 ft; +1 damage.
Implant Synergy+2 to all checks using a paired augment family; halve install time for second.
Improved ChargeCharge with no AC penalty and +4 damage; 1/encounter.
Improved CriticalDouble threat range with chosen weapon group.
Improved Initiative+2 to initiative rolls.
Improved ParrySacrifice next turn's attack to parry one melee attack as immediate action.
Inspiring Presence+2 CHA-based skill checks for allies within 30ft; immune to fear from natural/mundane sources.
Integrated WeaponImplanted weapon: free draw, +2 hit, no drop on stun; hidden until deployed.
InterceptTake half damage from attack meant for adjacent ally; other half to ally.
Interrogator+4 Intimidation vs.
Iron Constitution+1 Fortitude vs.
Iron Discipline+2 Will vs.
Iron Will+1 Will saves vs.
Jetpack Mastery+2 Pilot for jetpack manoeuvres; fire mid-flight without penalty; +10 ft jetpack speed.
Jungle Survivor+2 Survival in jungle/tropical; forage in half time; immune to natural jungle disease.
Jury RigFix broken tech in 1 min: DC -5; can use improvised parts; +4 to keep jury-rig running.
Jury-RiggerSpend 10 min to restore broken device to 1 HP/function; lasts 1 hour.
Kadiss GhostSpoof Kadiss identity; +4 to resist Kadiss-based tracking; create false identity in 1 hour.
Kinetic-TalentMove objects up to 10 lbs at 30 ft as move action; +2 to catch/disarm small objects.
Lead from the FrontWhen in melee, allies within 30 ft gain +1 attack and +1 damage.
Leadership+2 Persuasion for rallying; at level 6+ recruit loyal NPC followers.
Liaison+4 Persuasion vs.
Lightning Reflexes+1 Reflex saves; +1 initiative; +1 surprise.
Linguist Cipher+4 to understand language; decipher unknown writing 1hr INT DC 20; pick 4 bonus languages.
LuckyOnce per session, re-roll any failed d20 roll; must keep new result.
Machine Resilience+2 saves vs.
Magnetic AnchorLock boots/hands to surfaces; immune to involuntary zero-G drift; +2 vs.
Magnetic GripMagnetic palms: +8 climb, hold items without hands, immune to disarm on metallic.
Mask of the ForgottenLive under a name nobody has heard; your reputation waits where you left it.
Master Gunner+4 Gunnery; crit 19-20; chain-fire 2 hardpoints/round; +2 vs.
Master Mechanic+4 Mechanics; repair in 1/2 time; no penalty for unfamiliar tech.
Master of Crowds+5 Persuasion to audiences of 10+; inspire crowd as standard action; +1 morale to allies hearing.
Master of Disguise+5 Deception for disguise; pass as other species with 1hr prep; reroll once/session.
Master Slicer+2 Hacking/Computers; slice as free action; halve black-ICE damage.
Melee Weapon Mastery+2 damage with a chosen melee weapon group.
Micro-Repair SwarmRepair aug in field: +4 Mechanics, no kit; 1/day emergency repair 1d4 aug HP.
Mobility+2 AC while moving or withdrawing from combat.
Modular Chassis+2 augmentation capacity; swap augments in 10 min; ignore first augment rejection.
MultilingualSpeak 3 additional languages; +2 to identify written codes.
Navigator of the Fold+4 Astrogation; reroll Fold mishap once/encounter; reduce mishap distance by 1; plot FTL 10% faster.
Network Facilitator+2 Streetwise; once/session call a 'favor' (DC 15 Streetwise) for minor aid; recontact on failure 1hr.
Neural Surgeon+4 Medicine for implant install; halve implant rejection risk; repair damaged implants.
Notorious Name+4 Intimidation; rivals know face (Bureaucracy/Streetwise to find); +1 Streetwise to know their name.
Off-Grid AdaptationNo cognitive penalty when disconnected; +2 Streetwise off-grid; immune to Kadiss throttle.
Off-Grid AdeptReroll off-grid checks once/session; +4 Streetwise off-grid; spoof identity 10min.
Optical Camouflage+4 Stealth when stationary; become invisible for 3 rounds once per encounter.
Overchannel SurgeOnce/day double power effect: +50% damage or duration, +3 Fold Points, auto Catastrophe check.
OverchromeInstall up to 4 augments beyond capacity; reduce strain by 1 per strain tick.
OverwatchReady two ranged attacks as full-round; fire on enemies entering zone.
Particle Weapons Specialist+1 attack with particle weapons; +2 to confirm criticals.
PathfinderMove through difficult terrain at normal speed; guide allies at half speed.
Pharmaceutical KnowledgeCraft combat drugs and medical supplies; +2 Medicine for drug effects; identify unknown drugs.
Pilot Ace+2 Pilot checks; -5 to stunt DCs; once/encounter hard burn manoeuvre.
Pilot Wingman+2 Pilot; assist allied Pilot +2; -2 opp attack vs.
Plasma Weapons Specialist+1 attack with plasma weapons; reroll 1s on damage dice.
Point Blank Shot+1 attack at short range; no melee-targeting penalty with ranged weapons.
Power AttackTrade attack penalty for damage bonus (up to STR mod) on melee attacks.
Precise ShotNo penalty when firing into melee combat.
Psychic Bastion+2 Will vs.
Psychic Discipline+2 Fold Threshold; reduce Perils severity by one step; +2 Will vs.
Psychic MirrorOnce/day reflect a hostile psionic effect back at the caster.
Quick DrawDraw or holster weapons as free action; +2 initiative.
Quick Reload MasteryReload any weapon as free action; +1 initiative on reload rounds.
Rail Weapons Specialist+1 attack with rail weapons; ignore 2 points of DR.
Rapid ReloadReload a weapon as a free action; +1 initiative that round.
Rapid ShotGain one extra ranged attack per round at -2 to all attacks that round.
Redundant CoreSurvive at -10 HP without unconscious; once/day auto-stabilize at 0 HP; +2 death save.
Reflex Co-Processor+2 initiative; +1 Reflex saves; act in surprise round even if surprised.
Reputation+2 Intimidation and Persuasion; enemies save or are shaken 1 round on first encounter.
Ricochet MasteryOn ranged miss, re-roll attack against second target within 15 ft; once per round.
Ricochet ShotBounce a shot off a hard surface to hit a target behind cover; -2 attack.
RiggerControl 2 drones simultaneously; +4 Pilot for drone control; 1/turn autodeploy.
Sanctum Vow+4 Will for 24h after 1-hour meditation; first Perils result each day reduced.
Scavenger+2 Survival for foraging; find salvage in half time; jury-rig broken gear as full-round.
ScroungerBuy gear at 75% cost on the Rim; find black-market contacts in 1 hour; +2 Streetwise for deals.
Self-RepairRepair self as full-round action; heal 1d8+CON HP; once/day repair 2d8+CON as 10-min action.
Shadow Operative+2 Stealth; sneak attack +1d6; move at full speed while stealthed.
Shared Cover+2 AC when adjacent ally with this feat is in cover; ally gains same; share prone-state cover.
SharpshooterIgnore partial cover; +1d6 damage on a full-round aimed shot.
Ship Systems MasterBoost ship reactor/shields +10%; emergency power for 1d6 rounds; +2 ship repair.
Shipboard SurgeonTreat cyborgs/synths as Medicine; +4 to field-surgery; revive dying crew with 1d6 HP.
Shrouded Mind+6 to resist Mind Scan, Static-Pulse, and psionic detection; suppress aura at will.
Sifu Mind10-min meditation: +2 to one skill for 1hr, once/day; +2 vs.
Signals Intel+4 Sensors/Signals intercept; detect enemy comms 1 range band early; jam 1 channel/round.
Signature GearBond with one weapon or armor: +1 with it, cannot be disarmed, always know its location.
Silent Hunter+2 Stealth while tracking target; +4 Stealth vs.
Silver Tongue+5 Persuasion; hostile targets reroll initial resistance; CHA mod applies to opposing CHA mod.
Skill Focus+3 to one chosen skill.
Skill Mastery+5 to one chosen skill at 8+ ranks; repeatable for different skills.
Slug Weapons Specialist+1 attack and +2 damage with slug-thrower weapons.
Snap ShotMake one ranged attack during a move action; no attack penalty.
Snapshot ReactionRanged attack as immediate action when enemy enters threatened area; -2 all attacks next round.
Sooth SongGene-psion empathic calm (2 Talent Pool): Will save (DC 10 + lvl + CHA) or break off combat 1d4 rounds.
Soul WitnessRead Fold-tainted impressions from the dying; 1/day, 3 yes/no questions on a target within 1 min of death (no speak-with-corpses).
Squad CommanderAllies within 30 ft gain +1 attack and +1 Will saves; rally shaken allies as move action.
Suppressive FireSpend ammo to pin enemies in 20-ft area; Will save or be pinned 1 round.
Tactical PositioningGrant adjacent allies +1 AC vs.
Target LockLock target as move action; +2 gunnery vs.
Thread Reader+4 Perception to detect ambush; once/day auto-detect one trap or surprise round.
Toughness+3 HP.
Trauma Surgeon+4 Medicine for surgery; double HP restored from surgery; surgery in half time.
Two-Weapon FightingReduce off-hand penalty to -2; off-hand adds half STR to damage.
Underworld Contacts+2 Streetwise; always know a fixer in any settlement; underworld favours cost half.
Vacuum HardenedSuit duration +1 hour; immune to slow decompression; ignore vacuum penalties to Perception.
Vehicle Combat TrainingNo penalty firing from moving vehicles; vehicle melee attack at -2.
Vehicle Systems+2 Gunnery/Engineering on vehicles; +1 vehicle speed; +2 vs.
Voice of Command+60 ft aura range for leadership feats; +2 Persuasion for rallying allies.
Void HermitImmune to isolation penalties; +2 Survival in void/deep space; no sleep penalty in zero-G.
Void WalkerHold breath 5x normal; +4 Fortitude vs.
Ward ScribeInscribe a psionic Fold-warded zone (full-round action); allies inside +2 Will vs.
Wasteland Born+2 Fortitude vs.
Watch and WardNon-combatant ally gains +4 Perception; reroll vs.
Wealth+500 starting rek; +50 rek per level; comfortable lifestyle.
Weapon Focus+1 attack with a chosen weapon group.
Weapon Specialization+2 damage with a chosen weapon.
Weapon VersatilityChange weapon damage type (bludgeon/pierce/slash) as free action once per round.
Whirlwind AttackOne melee attack against every adjacent foe as full-round action.
Will BurnTake on 1 Fold Point as free action: +4 to next save or check within 1 minute.
Wired Reflexes II+4 initiative (stacks with Reflex Co-Processor); -1 reaction time to detect traps.
Zero-G AcrobatNo zero-G penalty; +4 Acrobatics in zero-G; +2 AC vs.
Zero-G Combat TrainingNo attack penalty in zero-g; melee uses full BAB; +2 Zero-G Ops.
Zero-G CommanderAllies in zero-G within 30ft gain +1 attack; reroll zero-G mishap once/encounter; +2 Astrogation.
Zero-G VeteranNo penalty to attacks or movement in zero-G; +2 Zero-G Ops checks.

210 items under this folder.