Feats are special abilities a character might have that aren’t covered by skills: a particular trick they can do or a situational bonus. They are priced depending on either the bonus they actually give or the ‘equivalent’ abstract perk, and how frequently they apply.

Frequencies determine what situations a feat can be used in. They are not random and can be manipulated, but definitely vary in ease of use. Note that abilities with significant costs (Elan, fatigue, injury (Graze or +1), soulburn) can be counted as one lower on the chain than their base requirement (since ‘after paying a cost’ is also a situation). Naturally, costed abilities are also limited by duration, generally around one encounter. Extremely costly (burning Elan, risking death, or similar permanent penalties)

Frequencies are as such:
Rare: This is a niche ability, which only applies to a specific ability class in a select few situations. You can, of course, try to remain in such situations, but doing so significantly limits your ability. You won’t be able to use this benefit for most situations.

Trip attacks when flanking an enemy, Social among weavers, Electronics when working with pre-war computers.

Occasional: A reasonably common ability, but still situational. It applies in a modest number of situations, and it’s reasonably easy to orchestrate said situation, or at least predictable. If you’re clever, you can have this feat running most of the time, but it will require some effort.

Survival at night, Combat while outnumbered, Navigation at sea, Metalworking when working with iron.

Frequent: This level either benefits one category most of the time or applies to all categories some of the time. You can expect to get your benefit quite often without any effort, and your enemies (if any) will have to actively work to take it away from you. Nevertheless, a Frequent feat is not the same as a skill level, and needs some kind of restriction.

All during the day. Combat against living creatures. Social with lycantrophes.

Feats also vary in power, from +1 to +3. The effect of numeric bonuses is just that, but a feat can also have an abstract effect, granting a non-numeric benefit or a new option. The higher the ‘numeric rank’, the greater the effect may be.

+1 Equiv: A fairly minor ability. It grants an advantage or at least an option, but will not be able to turn a situation by itself… except in extraordinary circumstances and/or with a really good roll.

Hospitality and safe passage (but no outside assistance), swap attribute bonus for a different appropriate attribute, make opposed roll to impose momentary -2 penalty, access (at cost) to restricted items/information/services, negate penalty up to -2.

+2 Equiv: A significant ability. It can change circumstances significantly and sway an encounter if used properly. The perk can expect to see non-situational use when available.

Low-risk assistance of modest power, alternate elan usage (of equivalent power), make opposed roll to impose brief -2 penalty, impose momentary -1 penalty with action, requisition of reasonably available items/services/information, negate penalty up to -4, negate small set of penalties up to -2.

+3 Equiv: A game-changer. When this level of ability is used, success is almost a certainty. The effect is notably more powerful than most other options, and a character can be built around such a feat.

Combat/High-Risk assistance of significant power, alternate elan burn usage, opposed roll to impose nigh-permanent minor penalty, opposed to impose crippling penalty, free access to rare items, negate any penalty.

The following chart lists the point costs of various feats. Some are well out of reach, but included for the sake of completeness.

Rare Occasional Frequent
+1 or Equivalent 2 5 12
+2 or Equivalent 7 15 25
+3 or Equivalent 15 30 80

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