Features

You have one or more minor features or effects that grant you an occasionally useful ability worth about 1 character point. This effect is essentially a version of the Benefit feat but an FX rather than a virtue of skill, talent, or social background. For example, diplomatic immunity or wealth are Benefits; fur, the ability to mimic any sound, or a hidden compartment in your hollow leg, are Features. 
It’s up to the GM what capabilities qualify as Features; generally if something has no real game effect, it’s just a descriptor. If it has an actual game benefit, it may be a feature. There’s no need to define every possible feature a character may have down to the last detail.
==Sample Features==
Some examples of possible Features include the following:
* Additional Limbs: You have extra prehensile limbs that can be used to help you overpower an enemy. Each time you take this feature, you gain an extra limb, and each of these extra limbs that you use in any maneuver Action in combat that uses Might or Finesse to try to impose some disadvantage on an enemy gives you a +1 to your effect modifier to determine if you are able to overcome your target's Might or Reflex resistance. These extra limbs may not be used to bring your total effect modifier higher than the game's Power Level allows.
* Environmental Adaptation: This feat may also be a Feature for some characters, depending on its descriptors and origin.
* Insulating Fur: You have a layer of fur that protects you from sunburn and cold, giving you immunity to those environments.
* Internal Compartment: You can carry a objects inside you body! You have a pouch or compartment of some sort, able to hold objects no larger than about one-fifth your own size and weighing no more than your light load.
* Iron Stomach: You can eat anything that’s not toxic without ill effects: spoiled or unpleasant food, for example. You get 2 bonuses on Survival checks involving feeding yourself.
* Mimicry: You can imitate almost any sound you’ve heard, giving you a 2 bonuses to Persuasion checks to convince others your mimicked sounds are real.
* Special Effect: You have some special effect, like a gust of wind at the right dramatic moment, or ideal spotlighting, or personal theme music. The GM may give you a 1 bonus for favorable circumstances when your special effect is likely to impress people or otherwise aid you.
* Temporal Inertia: You are somehow uniquely “anchored” in the space-time continuum, making you immune to changes in history. You recall the “true” version of historical events, even if no one else does.
==Flaws==
* Decreased Duration: Some Features may be sustained duration rather than permanent with no change in cost. This suits active Features a character has to use and maintain rather than having them as passive traits requiring no effort whatsoever.
Category:Rulebook
Category:Characters
Category:FX
Category:General FX