Feat
Player reference for character talents selected during advancement. 210 entries.
| Page | Summary |
|---|---|
| Alertness | +2 Perception; +1 initiative; cannot be surprised while conscious. |
| Ambidexterity | Remove 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 Overclock | Once/combat, push aug: +50% effect for 1d4 rounds, then 1 strain + dazed 1 round. |
| Augment Recalibration | Swap augment mode/function as move action; 1/encounter gain +2 to one aug check. |
| Beam Precision | Aimed 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. |
| Brawler | Unarmed damage 1d4/1d3 + STR; stun on natural 20. |
| Breaching Shot | Ignore up to +4 cover bonus with slug/rail weapons as full-round action. |
| Bullet Storm | Two extra ranged attacks at -4 each; all attacks -2 that round. |
| Called Shot | Target 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. |
| Charge | Charge 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. |
| Cleave | Gain 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 Reflexes | Additional 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 Artist | Run a short con in 10min; +5 Persuasion & Deception; reroll failed opposed check once/encounter. |
| Concussive Force | Explosive 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 Detonation | Direct 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 Resistance | Halve 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 Adaptation | Ignore 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 Coupling | Augments 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. |
| Disarm | Disarm as melee attack; opposed attack roll; +4 if two-handing. |
| Dodge | +1 AC against one declared opponent per round. |
| Dual Wield Pistols | Fire two pistols per round at -2 each; off-hand adds half DEX to damage. |
| Dual-Wield Chain | Extra off-hand attack when hitting with both weapons; all attacks -2 that round. |
| Echo Memory | Re-roll one failed Will save per day using a psychic echo. |
| ECM Specialist | +4 vs. |
| Empathic Resonance | Gene-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 Specialist | No 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 Master | Build 2 items per fabricator cycle; halve build time; salvage 50% materials on failure. |
| Faction Standing | Member of a faction: +2 Bureaucracy with them; access to faction resources and contacts. |
| Far Shot | Double effective range; halve range penalties for ranged weapons. |
| Fast Healer | Double natural healing rate; +2 HP from psionic or biotech healing. |
| Fast Install | Halve 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 Blow | Melee attack vs. |
| Fireteam Leader | Direct 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 Channel | Extend Fold power range by 50%; share a touch-range power with one ally per day. |
| Fold Shield | Once 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 Touch | Channel minor Fold power through melee attack; +1d6 energy damage; -1 to Power Check. |
| Fold Vigil | Sense Perils triggers 1 round early; re-roll one Perils result per day. |
| Formation Flying | Adjacent allied ships +1 Evasion; coordinate attack for +1 gunnery each. |
| Full-Auto Control | Empty magazine on single target: +2 attack, +4 damage; consumes all remaining ammo. |
| Gadgeteer | Build 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 Masking | Hide psionic gene from scanners; +4 to resist psionic detection; mask gene-psion use. |
| Grand Diplomat | Speak across cultures; +10 vs. |
| Grapple Mastery | Initiate grapple as standard action; deal unarmed damage each round maintained. |
| Great Cleave | Extra attack when you drop a foe (as Cleave); no limit per round. |
| Grid Acrobatics | Cybernetic 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 Bracing | Fire heavy weapons without movement penalty; brace as move action to halve recoil. |
| Heavy Weapons Training | Proficient with heavy weapons; ignore STR requirement; no movement penalty for carrying. |
| Hull Breach Tactics | +2 attack vs. |
| Impact Rounds | Slug/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 Charge | Charge with no AC penalty and +4 damage; 1/encounter. |
| Improved Critical | Double threat range with chosen weapon group. |
| Improved Initiative | +2 to initiative rolls. |
| Improved Parry | Sacrifice 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 Weapon | Implanted weapon: free draw, +2 hit, no drop on stun; hidden until deployed. |
| Intercept | Take 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 Rig | Fix broken tech in 1 min: DC -5; can use improvised parts; +4 to keep jury-rig running. |
| Jury-Rigger | Spend 10 min to restore broken device to 1 HP/function; lasts 1 hour. |
| Kadiss Ghost | Spoof Kadiss identity; +4 to resist Kadiss-based tracking; create false identity in 1 hour. |
| Kinetic-Talent | Move objects up to 10 lbs at 30 ft as move action; +2 to catch/disarm small objects. |
| Lead from the Front | When 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. |
| Lucky | Once per session, re-roll any failed d20 roll; must keep new result. |
| Machine Resilience | +2 saves vs. |
| Magnetic Anchor | Lock boots/hands to surfaces; immune to involuntary zero-G drift; +2 vs. |
| Magnetic Grip | Magnetic palms: +8 climb, hold items without hands, immune to disarm on metallic. |
| Mask of the Forgotten | Live 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 Swarm | Repair 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. |
| Multilingual | Speak 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 Adaptation | No cognitive penalty when disconnected; +2 Streetwise off-grid; immune to Kadiss throttle. |
| Off-Grid Adept | Reroll 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 Surge | Once/day double power effect: +50% damage or duration, +3 Fold Points, auto Catastrophe check. |
| Overchrome | Install up to 4 augments beyond capacity; reduce strain by 1 per strain tick. |
| Overwatch | Ready two ranged attacks as full-round; fire on enemies entering zone. |
| Particle Weapons Specialist | +1 attack with particle weapons; +2 to confirm criticals. |
| Pathfinder | Move through difficult terrain at normal speed; guide allies at half speed. |
| Pharmaceutical Knowledge | Craft 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 Attack | Trade attack penalty for damage bonus (up to STR mod) on melee attacks. |
| Precise Shot | No 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 Mirror | Once/day reflect a hostile psionic effect back at the caster. |
| Quick Draw | Draw or holster weapons as free action; +2 initiative. |
| Quick Reload Mastery | Reload any weapon as free action; +1 initiative on reload rounds. |
| Rail Weapons Specialist | +1 attack with rail weapons; ignore 2 points of DR. |
| Rapid Reload | Reload a weapon as a free action; +1 initiative that round. |
| Rapid Shot | Gain one extra ranged attack per round at -2 to all attacks that round. |
| Redundant Core | Survive 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 Mastery | On ranged miss, re-roll attack against second target within 15 ft; once per round. |
| Ricochet Shot | Bounce a shot off a hard surface to hit a target behind cover; -2 attack. |
| Rigger | Control 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. |
| Scrounger | Buy gear at 75% cost on the Rim; find black-market contacts in 1 hour; +2 Streetwise for deals. |
| Self-Repair | Repair 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. |
| Sharpshooter | Ignore partial cover; +1d6 damage on a full-round aimed shot. |
| Ship Systems Master | Boost ship reactor/shields +10%; emergency power for 1d6 rounds; +2 ship repair. |
| Shipboard Surgeon | Treat 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 Mind | 10-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 Gear | Bond 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 Shot | Make one ranged attack during a move action; no attack penalty. |
| Snapshot Reaction | Ranged attack as immediate action when enemy enters threatened area; -2 all attacks next round. |
| Sooth Song | Gene-psion empathic calm (2 Talent Pool): Will save (DC 10 + lvl + CHA) or break off combat 1d4 rounds. |
| Soul Witness | Read 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 Commander | Allies within 30 ft gain +1 attack and +1 Will saves; rally shaken allies as move action. |
| Suppressive Fire | Spend ammo to pin enemies in 20-ft area; Will save or be pinned 1 round. |
| Tactical Positioning | Grant adjacent allies +1 AC vs. |
| Target Lock | Lock 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 Fighting | Reduce 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 Hardened | Suit duration +1 hour; immune to slow decompression; ignore vacuum penalties to Perception. |
| Vehicle Combat Training | No 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 Hermit | Immune to isolation penalties; +2 Survival in void/deep space; no sleep penalty in zero-G. |
| Void Walker | Hold breath 5x normal; +4 Fortitude vs. |
| Ward Scribe | Inscribe a psionic Fold-warded zone (full-round action); allies inside +2 Will vs. |
| Wasteland Born | +2 Fortitude vs. |
| Watch and Ward | Non-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 Versatility | Change weapon damage type (bludgeon/pierce/slash) as free action once per round. |
| Whirlwind Attack | One melee attack against every adjacent foe as full-round action. |
| Will Burn | Take 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 Acrobat | No zero-G penalty; +4 Acrobatics in zero-G; +2 AC vs. |
| Zero-G Combat Training | No attack penalty in zero-g; melee uses full BAB; +2 Zero-G Ops. |
| Zero-G Commander | Allies in zero-G within 30ft gain +1 attack; reroll zero-G mishap once/encounter; +2 Astrogation. |
| Zero-G Veteran | No penalty to attacks or movement in zero-G; +2 Zero-G Ops checks. |