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Chapter 6: Feats
Feat Descriptions
- Q
Quick Draw
You're able to draw a weapon a lot faster than an average person.
Benefit: When you draw a weapon, you do not use a move action. If you have the Dual Ranged Weapons Feat, you may draw 2 pistols. If you have the Dual Melee Weapons Feat, you may draw 2 blades.
Normal: Without this feat, a character uses a move action to draw, holster or sheath a weapon.
Note: This feat is similar to the Combat Spell Quick Draw.
Special: Quick Draw may be used as a Starting Combat Feat.
- Prerequisite: Ranged Training: Basic
- Filed under: All Feats, Combat Feats, Defence Feats
- R
Ranged Training: Basic
You're decent at using Ranged Weapons.
Benefit: Your Ranged Base Attack Bonus uses the "good" column. You can use Simple and Martial Ranged weapons.
See Determine Base Attack Ability for more information.
Normal: Without this feat, your Ranged Base Attack Bonus uses the "poor" column. You can only use Simple weapons.
Using a Martial weapon without any training means that before attacking, the player rolls percentile. A result of 01-60% means that the character was not able to properly use the weapon, resulting in no attack.
Special: Ranged Training: Basic may be used as a Starting Combat Feat.
- Filed under: All Feats, Combat Feats, Ranged Feats
Ranged Training: Advanced
You're real good at using Ranged Weapons.
Benefit: Your Ranged Base Attack Bonus uses the "best" column. You can use Simple and Martial Ranged weapons.
Normal: Without this feat, your Ranged Base Attack Bonus uses either the "poor" or "good" column (see Basic).
Special: Ranged Training: Advanced may be used as a Starting Combat Feat.
- Prerequisite: Ranged Training: Basic
- Filed under: All Feats, Combat Feats, Ranged Feats
Restore Lost
You're able to correct a Character Creation Option.
Benefit: During character creation, there is an option to remove a couple skills or a spells in exchange for a minor point boost. Using this feat, you restore 1 skill or 1 spell. Any benefits previously gained remain. This feat may only be selected twice total.
See also: increased Skill Points and Magic Points.
- Filed under: All Feats
Riding Attack
You're able to still attack effectively, even while moving.
Benefit: You do not receive any penalties from firing a weapon from a moving vehicle or mount.
Normal: Without this feat, an attacker suffers a -4 penalty to hit if firing from a moving vehicle or mount.
Note: If a target is moving faster relative to you, they may still be very difficult to hit. (The GM may apply a penalty of -1 to -4 to hit a faster moving target.)
Special: Riding Attack may be used as a Starting Combat Feat.
- Filed under: All Feats, Combat Feats
- S
Self-Sufficient
You've got the instincts of a survivor.
Benefit: All Navigate skill checks, and Survival and Hunting checks gain a free +1d4 bonus to the roll.
Special: This Feat works with trained and untrained skills.
- Filed under: All Feats, Skill Feats
Shield Systems
You're able to get better results from a vehicle's shield system.
Benefit: Any vehicle that has Shields comes with two main statistics: default Damage Reduction, and Damage Reduction if the shields are monitored and tuned by a proficient user. This Feat allows you to use the better statistic.
The Byron Armoured Vehicle commonly features a Shield System.
Normal: Without this feat, shields use the default (worse) Damage Reduction statistic.
Special: Shield Systems may be used as a Starting Combat Feat.
- Filed under: All Feats, Combat Feats, Defence Feats
Single Grip
You're able to wield most 2 handed weapons in one hand.
Benefit: You are able to wield 2 handed swords, axes and hammers in one hand. You are able to carry and fire a Spellchrome Cannon using one hand.
Normal: Without this feat, all 2 handed weapons require two free hands to be used effectively.
Special: Single Grip may be used as a Starting Combat Feat.
- Filed under: All Feats, Combat Feats, Melee Feats
Stealthy
You're good at not drawing attention to yourself.
Benefit: All Hide and Move Silently skill checks gain a free +1d4 bonus to the roll.
Special: This Feat works with trained and untrained skills.
- Filed under: All Feats, Skill Feats
- T
Toughness
You're a bit tougher than average.
Benefit: This Feat adds a one time bonus of +3 Hit Points (HP), which allows you to survive a bit more damage.
Normal: See Determine Hit Points for beginning HP.
Special: This Feat may be selected once per level; it's effects stack. This is in addition to any possible bonus Toughness Feats rolled under Trait Bonuses.
- Filed under: All Feats, Combat Feats, Increase Point Feats, Defence Feats
- W
Weapon Accuracy
You tend to be accurate with most ranged attacks.
Benefit: You gain a +1 bonus to hit with pistols and rifles.
Special: Weapon Accuracy may be used as a Starting Combat Feat.
- Filed under: All Feats, Combat Feats, Ranged Feats
Up Next: Chapter 7: Equipment




