Feats

Feats represent a talent or an area of expertise that gives a character special capabilities. It embodies special training, experience, and abilities.
Traditionally, most feats from the 3.5 SRD are allowed by default (Many with reduced costs as a nod to balance with the more absurd custom feats listed below). Most feats cost around 3CP, but it widely varies.
== Custom Feats ==
=== General ===
Name 	Category 	Effects 	Requirements
Cool Under Pressure 	Skills 	You can take 10 on any skill check instead of rolling a d20. 	
Jury Rig 	Inventor 	You can build temporary contraptions that aren't meant to last quickly. 	
Armored Mobility 	Armor 	You move at full speed in armor that would reduce your speed 	
Cunning Insight 	Roll Modification	You may add your Int mod to any d20 or damage roll made by your character Int mod times a day 	
Reversal of Fortune / Superb Fortune	Luck 	You may declare any critical failure to be a critical success instead. Reversal of fortune may be taken once per day, Superb Fortune as many times per day as is desired.	
=== Skill Checks ===
Name 	Category 	Effects 	Requirements
Like Fish in the Sea 	Stealth 	May take 15 on Stealth or Sleight of hand while in a crowd 	+10 Stealth or Sleight of Hand
Buggery 	Seduction	Uses Strength instead of Charisma for Seduction 	Be named "Buttfucker McGee"
Even the [Boys/Girls/Aces] like [him/her/them]	Seduction	No penalty for seducing characters with an incompatible sexuality 	
Master Instructor 	Assist 	+5 when assisting with Knowledge checks; Use this characters Int bonus for the check if higher. Additional +5 if assisstee takes 15 or +15 if assisstee takes 20 	
Empiricist 	Empirics 	Unlocks Empirics; May make an Empirics check after any successful check to gain empirics points towards the skill used. Going from +(x-1) to +(x) in a skill requires x empirics points.	
Empirics Focus 	Empirics 	Must choose a focus each [GM defined unit of time]: You may reroll failed learning checks of that skill type 	Empiricist
=== Special ===
Name 	Category 	Effects 	Requirements
Automaton 	Automaton 	You are immune to psionics, never fatigue, do not sleep, and require an etheric power source. 	Be an automaton.
Lightning Language Learning	Languages 	Once per day, you can make an INT check to learn the rudiments of a language (up to your INT bonus). 	Intelligence 30+
Mechanical Ears 	Automaton 	You hear by detecting vibrations in the ether. You can pinpoint the exact location of anything that you hear. 	Be an automaton.
Mental Index 	Knowledges 	Take 15 on Knowledge checks when a library is available and the desired knowledge is plausibly contained within. 	Intelligence 30+
Occult Creature 	Occult Creature	May gain XP, heroic levels, and roll normally for starting characteristics during character generation; Opens "Occult Creature" Feat tree.	Must have a normally unplayable animal race
Donkey Regeneration 	Occult Creature	Regain 1d8 WP every hour 	Must be an Occult Creature
=== Ranged Combat ===
Name 	Category 	Effects 	Requirements
Autofire 	Automatic Weapons	You only take half of the penalty for firing automatic weapons 	
Rapid Lock-on	Aim 	You can Aim as a Move Action 	
Covering Fire	Automatic Weapons	Characters under fire must make a will save or dive for cover 	
Gunslinger 	Initiative 	Quick Draw, +4 to initiative checks, and targets who lose a 1-on-1 initiative check against the Gunslinger are flat-footed against their attack	
=== Melee Combat ===
Name 	Category 	Effects 	Requirements
Lightning Feint 	Feint 	You can Feint as a swift action 	
Love Tap 	General Melee 	You may choose to deal nonlethal damage with a lethal weapon 	
Fuzzy on the Subject of Kneecaps	Targeted Attacks	+3 to targeted attacks, but no chance of a general hit on a miss 	
Lasso Grapple 	Grapple 	You may Grapple using a rope or chain at their attack distance 	
CQC pistols 	Pistols 	May treat pistol shots within 10ft as melee attacks 	
Improved Point Blank Shot 	General Shooting	+1 To Hit below 1 rangeband, no longer generate Attacks of Opportunity by shooting 	
Branding Disarm 	Disarm 	Successful disarm deals the weapon's special damage bonus to the hand's wound points; using that hand again requires a fort save.	Weapon must have a special (e.g. flame, electric, acidic, etc.) damage bonus
=== Command ===
Name 	Category 	Effects 	Requirements
Artillery Theorist	Crewed Weapons 	You add your Int mod to command checks and attack rolls using artillery 	
One with the Soil 	Cover 	Command Check: All soldiers within command increase their cover by 1/4, even if they would not normally get a cover bonus 	
Quell the Crowd 	Opposing Morale 	Command Check + Squad action: Crowd takes an immediate group morale check 	
Carnage and Glory 	Intimidate / Command Checks	Intimidate now uses Strength as a bonus instead of Charisma; When making a command check, use half of your total intimidate bonus instead of BCB+Charisma	
Spotter 	Aim 	Full round Action: Spot check (if necessary): Add your Wisdom modifier to the Aim bonus of 1-2 characters with individual weapons or 1 crewed weapon. 	
Category: Game Mechanics