Feats

Training, Talent & Mutant Potential

Mutation determines what your character can do.

Feats represent what they have learned to do with it.

Feats are special advantages gained as characters develop. They may represent combat training, exceptional physical conditioning, unusual control over a mutation, tactical experience, natural talent, or simply an extraordinary ability to perform under pressure.

Unless otherwise stated, a feat may only be selected once.

USING FEATS 

Feats should represent training rather than mutation itself.

A character does not purchase Flight as a feat.

Flight is a Power.

But a character might take Mobile Fighter because they have spent hundreds of hours learning how to fight effectively while flying.

Similarly, Super Strength gives a character extraordinary physical power, while Knockback, Protector or Power Attack represents what they have learned to do with that strength.

This distinction allows two characters with identical mutations to develop completely differently.

One Rank 3 Energy Projector might take:

Power Focus → Deadly Aim → Power Specialisation

and become an extraordinary long-range Blaster.

Another might take:

Controlled Power → Protector → Power Stunt

and become a highly disciplined rescue specialist.

Their mutation may be the same.

Their training makes them different.

Feat Progression

Level 1: 1 Starting Feat
Level 2: New Feat
Level 4: New Feat
Level 6: New Feat
Level 8: New Feat
Level 10: New Feat

This gives every character six feats by Level 10.