SPACER

◀ Rulebooks

Ver. 1.3.1

Skill Feats

Agility Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Telegraphing

✪40

Prerequisite: 3 Agility, 12 Wisdom

Large, heavy weapons are slow and easy for you to predict their movements.

You have advantage on Dodge (Agility) checks against two-handed power attacks.

Feather Falling

: ✪30

Prerequisite: 3 Agility

Your acrobatic prowess allows you to reduce the impact of long falls.

You always land upright after a fall of 20 feet or less, except on a critically failed Tumble (Agility) check.


: ✪45

Prerequisite: 5 Agility

Treat all falls as 10 feet shorter.


: ✪100

Prerequisite: 7 Agility, Size -2 or smaller

Treat all falls as an additional 20 feet shorter (total 30 feet.)

Skater

✪60

Prerequisite: 3 Agility

Your impeccable balance allows you to move across slippery areas at high speed.

Whenever you make a Balance (Agility) check to move across a hard, slippery surface such as ice, you may add your Athletics modifier. If you do, then on a success, you move at double your speed.

Quick Dive

✪20

Prerequisite: 3 Agility

You may Dive without a running start.

When you do, you take a -2 circumstance penalty to the outcome of the check.

Side Jump

✪75

Prerequisite: 5 Agility

You may move up to your speed in any direction as part of a successful Dodge (Agility) check.

You may still move up to 2 feet in any direction on a failed check.

Coordination

✪80

Prerequisite: 5 Agility

You have incredible balance and bodily coordination.

All Balance (Agility) checks you make are one level of success better than they would normally be, unless you miss the difficulty by 20 or more.

Quick Stand

✪140

Prerequisite: 7 Agility

You may stand up from prone as a free action (0 frames.)

Flurry Rush

✪160

Prerequisite: 10 Agility

Your unbelievably quick movements catch your opponents completely off their guard.

Whenever you critically succeed on a Dodge (Agility) check, you gain three opportunity frames against the attacker.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Telegraphing ✪40 3 Agility, 12 Wisdom Details ▶
Feather Falling ✪30 3 Agility Details ▶
  Skater ✪60 3 Agility Details ▶
  Quick Dive ✪20 3 Agility Details ▶
  Side Jump ✪75 5 Agility Details ▶
  Coordination ✪80 5 Agility Details ▶
  Quick Stand ✪140 7 Agility Details ▶
  Flurry Rush ✪160 10 Agility Details ▶

Athletics Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Sprinter

: ✪25

Prerequisite: 2 Athletics

Your gain a Sprinting speed equal to double your speed plus 1 foot.


: ✪25

Prerequisite: 4 Athletics, 12 Strength

Your Sprinting speed increases to double your speed plus 2 feet.


: ✪70

Prerequisite: 6 Athletics, 15 Strength

Your Sprinting speed increases to double your speed plus 4 feet.


: ✪100

Prerequisite: 8 Athletics, 20 Strength

Your Sprinting speed increases to triple your speed.


: ✪250

Prerequisite: 10 Athletics, 25 Strength

Your Sprinting speed increases to quadruple your speed.

Controlled Jump

✪40

Prerequisite: 3 Athletics

You can tell when you don't have enough momentum to pull off a jump.

Whenever you fail a Long Jump (Athletics) check, you stop moving instead of jumping your normal distance. This effect doesn't apply to critical failures.

Quick Leap

✪30

Prerequisite: 3 Athletics

You may Long Jump without a running start.

When you do, you take a -3 circumstance penalty to the outcome of the check.

Expert Climber

: ✪25

Prerequisite: 3 Athletics

You gain a Climbing speed equal to half your speed plus 1 foot.


: ✪100

Prerequisite: 7 Athletics, 15 Dexterity

Whenever you get a success on a Climb (Athletics) check, you get a critical success instead.

You can't fall due to a failed Climb check, except for critical failures.

Super Jump

✪50

Prerequisite: 5 Athletics

Your normal jump distance increases by your Athletics modifier, and your normal jump height increases to 3 feet.

Strong Swimmer

✪45

Prerequisite: 5 Athletics

You may perform actions while swimming in the same amount of time you would take on land.

Deep Diver

✪80

Prerequisite: 5 Athletics, 3 Endurance

You've trained yourself to hold your breath longer underwater.

Add your Athletics modifier to Hold Breath (Endurance) checks.

Legendary Athlete

✪500

Prerequisite: 10 Athletics, 20 Strength

Add your Athletics modifier to all checks involving Strength, Dexterity, or Constitution.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Sprinter ✪25 2 Athletics Details ▶
  Controlled Jump ✪40 3 Athletics Details ▶
  Quick Leap ✪30 3 Athletics Details ▶
Expert Climber ✪25 3 Athletics Details ▶
  Super Jump ✪50 5 Athletics Details ▶
  Strong Swimmer ✪45 5 Athletics Details ▶
  Deep Diver ✪80 5 Athletics, 3 Endurance Details ▶
  Legendary Athlete ✪500 10 Athletics, 20 Strength Details ▶

Deception Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

I Can Explain

✪75

Prerequisite: 3 Deception

You're good at quickly coming up with stories to deflect accusations of lying.

Once per interaction, whenever you're caught in a lie, you may make a second Lie (Deception) check with a -3 circumstance penalty to make up an explanation. If you succeed, the target believes your lie but remains suspicious (they gain advantage on Insight for the rest of the conversation.)

Misalignment

✪30

Prerequisite: 3 Deception

Whenever you keep a Straight Face, you may choose what alignment you pretend to be. You take a penalty equal to the distance of that alignment to your own.

If you succeed, instead of the target being unable to discern your alignment, they believe you are the alignment you chose.

Social Liar

✪60

Prerequisite: 5 Deception

Whenever your lie successfully convinces a target of your status or alignment, thjeir relationship with you increases by 1. When you get a critical success, it increases by 2.

This effect works only once per person per conversation.

Crafty Liar

✪100

Prerequisite: 7 Deception

Using your own lies, you can mislead others who are trying to lie to you and catch them in the act.

Add your Deception modifier to Sense Motive (Insight) checks to detect lies.

Deepest Secret

✪140

Prerequisite: 10 Deception, Misalignment

You can keep your true motives hidden so well that you can amass a large following.

You're immune to critical successes on Sense Motive (Insight) chuecks, and to critical failures on Straight Face (Deception) checks. Creatures who successfully sense your motives still can't discern your alignment, only that you are being deceptive.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  I Can Explain ✪75 3 Deception Details ▶
  Misalignment ✪30 3 Deception Details ▶
  Social Liar ✪60 5 Deception Details ▶
  Crafty Liar ✪100 7 Deception Details ▶
  Deepest Secret ✪140 10 Deception, Misalignment Details ▶

Defense Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Armor Specialist

: ✪40

Prerequisite: 3 Defense

Your defense training allows you to make more effective use of armor.

Equipped armor absorbs an additional 1 damage.


: ✪80

Prerequisite: 5 Defense

Equipped armor absorbs an additional 2 damage (total 3 from this feat.)


: ✪120

Prerequisite: 7 Defense

Equipped armor absorbs an additional 3 damage (total 6 from this feat.)


: ✪200

Prerequisite: 9 Defense

Equipped armor absorbs an additional 4 damage (total 10 from this feat.)

Fast Protection

✪60

Prerequisite: 3 Defense

Your movement speed is doubled during Protect Ally (Defense) actions.

Shield Charge

✪40

Prerequisite: 3 Defense

You can charge into a target using your shield.

Whenever you succeed on a Shield Bash attack, if you moved toward the target in the frame immediately preceding the attack, add your speed to the damage.

Swiper

✪90

Prerequisite: 5 Defense

Whenever you get a success on a Disarm check, you get a critical success instead.

Shield Impact

✪75

Prerequisite: 5 Defense

Successful Shield Bash attacks push the target away from you 1d4 feet.

Party Protector

✪175

Prerequisite: 7 Defense

Whenever an ally within range of your Protect Ally (Defense) action fails to Block or Dodge, you get an opportunity action to attempt to protect them.

Perfect Block

✪225

Prerequisite: 10 Defense

Whenever you get a critical success on a Block, Protect Ally, or Shield Bash check using a shield, the damage is redirected and hits the attacker, and the attacker is staggered for two frames.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Armor Specialist ✪40 3 Defense Details ▶
  Fast Protection ✪60 3 Defense Details ▶
  Shield Charge ✪40 3 Defense Details ▶
  Swiper ✪90 5 Defense Details ▶
  Shield Impact ✪75 5 Defense Details ▶
  Party Protector ✪175 7 Defense Details ▶
  Perfect Block ✪225 10 Defense Details ▶

Diplomacy Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Split the Difference

✪30

Prerequisite: 3 Diplomacy

During trading, you may respond to a counter offer by offering to split the difference (offer the average of your offer and the counter.) If you do, you gain a +4 circumstantial bonus to this check.

Respect for Authority

✪45

Prerequisite: 3 Diplomacy, 12 Charisma

You gain a +2 circumstantial bonus to Socialize and Persuade checks targeting someone in a position of power, such as a government official or owner of an organization. The GM decides when this feat applies.

Group Socialization

: ✪60

Prerequisite: 5 Diplomacy

Your Socialize (Diplomacy) checks may target two people at once.

The GM uses the average of each target's Determination save to determine the effect on your relationship to the targets.


: ✪60

Prerequisite: 7 Diplomacy

Your Socialization can target up to four people at once.


: ✪120

Prerequisite: 9 Diplomacy

Your Socialization checks can target up to fifteen people at once.

Calming

✪90

Prerequisite: 5 Diplomacy

You may use Persuasion to calm a person's fear of a chosen entity.

On a successful check, the target loses the Frightened condition and is immune to being Frightened of that specific person or situation for one hour.

Agreeable

✪100

Prerequisite: 7 Diplomacy

Whenever you meet someone for the first time, if their relationship to you would begin at zero, it begins at +2 instead.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Split the Difference ✪30 3 Diplomacy Details ▶
  Respect for Authority ✪45 3 Diplomacy, 12 Charisma Details ▶
Group Socialization ✪60 5 Diplomacy Details ▶
  Calming ✪90 5 Diplomacy Details ▶
  Agreeable ✪100 7 Diplomacy Details ▶

Insight Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

One Jump Ahead

✪100

Prerequisite: 3 Insight

You're able to watch and pick up on your opponent's fighting styles, and easily predict how they will attack.

Whenever you succeed on a Predict Move check as a normal action, its effects last until the end of combat for that target.

This effect works on only one target at a time. If you make another Predict Move check on a different target, this effect is cancelled on other targets.

Quick Prediction

✪100

Prerequisite: 7 Insight

Once per turn, you may use Predict Move as a free action. If you do, you take a -3 circumstantial penalty to that check.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  One Jump Ahead ✪100 3 Insight Details ▶
  Quick Prediction ✪100 7 Insight Details ▶

Instinct Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Foraging

✪30

Prerequisite: 3 Instinct

Add your Instinct modifier to Perception checks to Search the Area or for an object in wilderness areas.

You may use Instinct to search for food in the wilderness.

Weather Enthusiast

✪30

Prerequisite: 3 Instinct

Whenever you successfully predict the weather, you know the weather pattern for the next 24 hours. On a critical success, you predict the weather for the next three days in that location.

Intuitive Reflexes

✪45

Prerequisite: 3 Instinct

It's almost like you know when the enemy is about to shoot.

You may use Instinct instead of Agility to dodge ranged weapons.

Crafty Survivalist

✪65

Prerequisite: 5 Instinct

Add your Instinct modifier instead of Perception to search for improvised items, and to crafting checks using improvised parts.

Trust Your Gut

✪90

Prerequisite: 5 Instinct

You can use Sense Danger on people. If you do, the difficulty is equal to the target's charisma score plus their deception modifier.

This is not a social action, and does not require you to engage the target in conversation. You don't learn anything specific about their motives or alignment. The target does not make a check to contest, and isn't aware you took this action.

Sense of Direction

✪50

Prerequisite: 7 Instinct

You have an uncanny ability to remember directions and orient yourself.

Your Navigate (Instinct) checks aren't affected by whether or not you can see the sky.

Sense of Time

✪50

Prerequisite: 7 Instinct

You always know what time it is, accurate to a range of 30 minutes, regardless of your ability to see the sky.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Foraging ✪30 3 Instinct Details ▶
  Weather Enthusiast ✪30 3 Instinct Details ▶
  Intuitive Reflexes ✪45 3 Instinct Details ▶
  Crafty Survivalist ✪65 5 Instinct Details ▶
  Trust Your Gut ✪90 5 Instinct Details ▶
  Sense of Direction ✪50 7 Instinct Details ▶
  Sense of Time ✪50 7 Instinct Details ▶

Intimidation Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Deafening Shout

: ✪65

Prerequisite: 3 Intimidation

You can use the Frighten action on up to three targets at once. You make a single Intimidation check, and each target makes a Determination save.


: ✪160

Prerequisite: 7 Intimidation

Your Frighten action affects all non-friendly creatures within the range of your voice (normally 50 feet.)

Social Domination

✪50

Prerequisite: 3 Intimidation

You may add your Intimidation modifier to Socialize (Diplomacy) checks, in order to make an impression on someone using your intimidating presence.

If you do, and you succeed, then the target will act as though their relationship to you has improved for a number of hours equal to your margin of success, after which time their relationship with you will decrease by 2.

Influential

✪100

Prerequisite: 5 Intimidation, 15 Charisma

Your status within your soclal circle prevents anyone from wanting to openly disagree with you.

Your Coerce (Intimidation) checks aren't affected by negative relationships.

Persistent Threat

✪70

Prerequisite: 5 Intimidation

Double the duration of Coerce checks you attempt or assist on.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Deafening Shout ✪65 3 Intimidation Details ▶
  Social Domination ✪50 3 Intimidation Details ▶
  Influential ✪100 5 Intimidation, 15 Charisma Details ▶
  Persistent Threat ✪70 5 Intimidation Details ▶

Logic Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Brainstorm

: ✪70

Prerequisite: 3 Logic

Your logical skills are at their best when discussing problems as a team.

Add a +2 bonus to Reason and Investigate checks for each person assisting whose Logic skill level is the same or higher than yours.

Whenever you assist on a Reason or Investigate check, add a +2 bonus if your Logic skill level is the same or higher than the primary subject's.


: ✪85

Prerequisite: 6 Logic

Increase your Brainstorm bonus to +4 per person.

Linguist

✪50

Prerequisite: 5 Logic, at least one foreign language knowledge

You can use Logic to translate messages in a language you don't know.

Whenever you would make a Translate (Intelligence) check on a foreign language that you lack knowledge of, you may make a Logic check instead with a -3 circumstantial penalty.

Renowned Investigator

✪200

Prerequisite: 7 Logic

You can search for evidence and put clues together all at once.

You may make Investigate and Examine or Search The Area (Perception) checks as a single action during adventuring. Make a single check and add the modifiers for both Logic and Perception, as well as any relevant knowledges or specialties.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Brainstorm ✪70 3 Logic Details ▶
  Linguist ✪50 5 Logic, at least one foreign language knowledge Details ▶
  Renowned Investigator ✪200 7 Logic Details ▶

Marksmanship Skill Feats

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Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Eagle-Eye

: ✪30

Prerequisite: 3 Marksmanship

The effective range of all ranged weapons you use increases to 3/4 of the weapon's maximum range, rounded down.


: ✪100

Prerequisite: 6 Marksmanship

The effective range of your weapons increases to their maximum range (You don't suffer disadvantage on any ranged attack that is within the weapon's maximum range.)

Fast Reload

✪80

Prerequisite: 3 Marksmanship

You Reload clip-based weapons in two frames instead of the usual three, and you Load two rounds per frame on weapons that reload manually.

Rapid Archery

: ✪40

Prerequisite: 3 Marksmanship

You can Quick-Fire bows and slingshots in one frame.


: ✪120

Prerequisite: 7 Marksmanship

Quick-Firing arrows are exempt from the repetition tax.

Calculated Sniper

✪60

Prerequisite: 5 Marksmanship

You know how to factor the weather into your shots.

Your Marksmanship penalty in high winds is reduced by 3.

Take Aim

: ✪100

Prerequisite: 5 Marksmanship

Your shots are more accurate when you take the time to line them up.

You may increase the length of your Shoot (Marksmanship) action by up to three additional frames. Each additional frame you spend Taking Aim adds a +1 bonus to hit.

You may move at half your speed while Taking Aim, but you must remain focused on your target. If your concentration is broken, this effect resets.


: ✪160

Prerequisite: 9 Marksmanship

Each frame spent Taking Aim adds an additional +1 to hit (Total +2 from this feat), and you may Take Aim for up to five frames.

Trigger Finger

✪90

Prerequisite: 5 Marksmanship

You may fire two shots from a semi-automatic weapon with a single Shoot (Marksmanship) action, with a -3 attack penalty to both rolls.

One Shot, One Kill

✪210

Prerequisite: 10 Marksmanship

Critical hits and called shots to the head using ranged weapons inflict three times normal damage.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Eagle-Eye ✪30 3 Marksmanship Details ▶
  Fast Reload ✪80 3 Marksmanship Details ▶
Rapid Archery ✪40 3 Marksmanship Details ▶
  Calculated Sniper ✪60 5 Marksmanship Details ▶
Take Aim ✪100 5 Marksmanship Details ▶
  Trigger Finger ✪90 5 Marksmanship Details ▶
  One Shot, One Kill ✪210 10 Marksmanship Details ▶

Medicine Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Healer Adept

: ✪30

Prerequisite: 2 Medicine

Increase the base amount hit points you restore by Giving First Aid to 1d12.


: ✪75

Prerequisite: 4 Medicine

Increase your base healing amount to 2d10.


: ✪170

Prerequisite: 6 Medicine

Increase your base healing amount to 3d8.


: ✪200

Prerequisite: 8 Medicine

Increase your base healing amount to 3d12.


: ✪250

Prerequisite: 10 Medicine

Increase your base healing amount to 3d20.

Trained Medic

✪20

Prerequisite: 3 Medicine

Stabilization restores life points equal to the amount of hit points restored.

Mobile Healer

✪60

Prerequisite: 3 Medicine

As part of a Stabilize or Give First Aid action, you may move up to your speed towards your chosen target other than yourself.

Healthy Lifestyle

✪150

Prerequisite: 5 Medicine

Your advanced medical knowledge drives you to keep yourself healthy and in good shape.

Increase your maximum hit points by 4. You gain a permanent +1 bonus to your hit point increment. (This bonus only affects HP gain at future level-ups. It is not retroactive.)

Overheal

✪100

Prerequisite: 5 Medicine

Whenever you succeed on a First Aid or Healing check, if the target's restored hit points would exceed their maximum hit points, the target gains the difference as Temporary HP for 1d6 hours.

Emergency Services

✪180

Prerequisite: 7 Medicine

You're trained in the fast-paced nature of emergency medical care.

For each of your allies that is dying, your turn length increases by 1.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Healer Adept ✪30 2 Medicine Details ▶
  Trained Medic ✪20 3 Medicine Details ▶
  Mobile Healer ✪60 3 Medicine Details ▶
  Healthy Lifestyle ✪150 5 Medicine Details ▶
  Overheal ✪100 5 Medicine Details ▶
  Emergency Services ✪180 7 Medicine Details ▶

One-Handed Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

One-Handed Fighter

: ✪30

Prerequisite: 1 One-Handed

Gain a +1 damage bonus to one-handed weapon attacks.


: ✪75

Prerequisite: 3 One-Handed

Damage bonus increases to +3.


: ✪150

Prerequisite: 5 One-Handed

Damage bonus increases to +6.


: ✪225

Prerequisite: 7 One-Handed

Damage bonus increases to +10.


: ✪450

Prerequisite: 9 One-Handed

Damage bonus increases to your overall level.

Cutthroat

✪25

Prerequisite: 3 One-Handed

Your attacks with knives and daggers aren't affected by the repetition tax.

Dual Wielder

: ✪50

Prerequisite: 3 One-Handed

You can attack with two different light weapons in a single frame.

You may choose the same or different targets for each attack. You take a -3 attack penalty to the second attack. A critical failure on either attack causes both to miss.


: ✪50

Prerequisite: 5 One-Handed

You can attack with two weapons without taking an attack penalty.

One-Handed Specialist

✪50

Prerequisite: 3 One-Handed

Gain a One-Handed Specialty skill of your choice and set its value to 1.

Jump Attack

✪100

Prerequisite: 5 One-Handed, 15 Strength

You may perform a one-handed attack while landing from a Long Jump.

You take a -4 attack penalty on Jump Attacks. On a hit, add the distance of your jump to the attack's damage.

Ready For Battle

✪45

Prerequisite: 5 One-Handed

Unsheath and pick up one-handed weapons as a free action.

Chain Attack

✪300

Prerequisite: 10 One-Handed

Whenever you get a critical hit with a one-handed weapon, you get an opportunity frame. Each successive hit with a one-handed weapon grants you an additional opportunity frame until the next time you miss, use an action other than attacking, or are interrupted.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
One-Handed Fighter ✪30 1 One-Handed Details ▶
  Cutthroat ✪25 3 One-Handed Details ▶
Dual Wielder ✪50 3 One-Handed Details ▶
  One-Handed Specialist ✪50 3 One-Handed Details ▶
  Jump Attack ✪100 5 One-Handed, 15 Strength Details ▶
  Ready For Battle ✪45 5 One-Handed Details ▶
  Chain Attack ✪300 10 One-Handed Details ▶

Perception Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Alert

: ✪20

Prerequisite: 3 Perception

You gain a +2 bonus to passive perception.


: ✪60

Prerequisite: 6 Perception

You gain a +3 bonus to passive perception (total +5 from this feat.)


: ✪130

Prerequisite: 9 Perception

You gain a +5 bonus to passive perception (total +10 from this fear.)

Thorough Search

✪50

Prerequisite: 3 Perception

Each additional frame you spend searching for something adds an additional +1 to your check result.

Distant Search

✪75

Prerequisite: 5 Perception

You may search rooms and examine objects from distances of up to 50 feet.

Peripheral Vision

✪70

Prerequisite: 7 Perception

You always passively spot moving objects within 100 feet of you. If your passive perception doesn't allow you to spot them, then you can't identify the object, but you notice movement.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Alert ✪20 3 Perception Details ▶
  Thorough Search ✪50 3 Perception Details ▶
  Distant Search ✪75 5 Perception Details ▶
  Peripheral Vision ✪70 7 Perception Details ▶

Performance Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Captivating Show

✪40

Prerequisite: 3 Performance

During your performance, all audience members watching you take a -4 penalty to their passive perception and are preoccupied.

I'll Need A Volunteer

✪50

Prerequisite: 3 Performance

As part of your performances, you may Socialize with one willing member of the audience of your choice. Use the same outcome of your Perform check, as though you had made a Socialize (Diplomacy) check on that target.

⬆ Talented Performer

✪50

Prerequisite: 3 Performance

Gain a +1 Specialty in any musical instrument or other type of performance you choose.

This feat cannot improve an existing specialty you already have.

Powerful Distraction

✪110

Prerequisite: 5 Performance

Creatures you succeed against while Creating a Diversion are effectively staggered for one frame.

Creatures you critically succeed against are so distracted that they become stunned.

Look Like You Belong

✪80

Prerequisite: 5 Performance

While Blending In, you can perform Stealthy actions as though you were Sneaking. The difficulty for someone to notice you is the result of your Blend In (Performance) check.

Actor

✪90

Prerequisite: 7 Performance

While Impersonating someone you have an existing relationship with, you gain a circumstantial bonus equal to the absolute value of that relationship (a positive amount if the relationship is negative or positive.)

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Captivating Show ✪40 3 Performance Details ▶
  I'll Need A Volunteer ✪50 3 Performance Details ▶
Talented Performer ✪50 3 Performance Details ▶
  Powerful Distraction ✪110 5 Performance Details ▶
  Look Like You Belong ✪80 5 Performance Details ▶
  Actor ✪90 7 Performance Details ▶

Sleight of Hand Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Bulky Pickpocketing

✪40

Prerequisite: 3 Sleight of Hand

You may pickpocket worn items with a weight of 1. If you do, you take a -2 circumstantial penalty.

Expert Thief

✪60

Prerequisite: 5 Sleight of Hand

You may pickpocket items from the target's inventory as a 2-frame action. If you do, you take a -3 circumstantial penalty unless the target is preoccupied.

Verbal Distraction

✪85

Prerequisite: 5 Sleight of Hand

You are able to keep a target distracted by talking to them.

You may attempt Snatch or Pickpocket checks during interaction. You gain a +2 circumstantial bonus to the check if you do so while you are speaking.

Advanced Lockpicker

✪35

Prerequisite: 5 Sleight of Hand

You know how to recognize false gates in high-security locks. If you fail a check during Lockpicking, you know if the pin has entered a false gate.

Quickpocket

✪50

Prerequisite: 7 Sleight of Hand

You may pickpocket as a free action. Use this ability only once per combat.

Weapon Snatch

✪50

Prerequisite: 7 Sleight of Hand

You may use Sleight of Hand instead of Defense to disarm your opponents.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Bulky Pickpocketing ✪40 3 Sleight of Hand Details ▶
  Expert Thief ✪60 5 Sleight of Hand Details ▶
  Verbal Distraction ✪85 5 Sleight of Hand Details ▶
  Advanced Lockpicker ✪35 5 Sleight of Hand Details ▶
  Quickpocket ✪50 7 Sleight of Hand Details ▶
  Weapon Snatch ✪50 7 Sleight of Hand Details ▶

Stealth Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Still as a Statue

✪40

Prerequisite: 3 Stealth

Whenever you're hidden and not moving or performing any actions, you gain a +4 bonus to your perception DC.

Quiet and Careful

: ✪75

Prerequisite: 5 Stealth

When you make a Stealthy action check, instead of its outcome replacing your previous perception DC, you may keep whichever value is higher.


: ✪50

Prerequisite: 7 Stealth

Failing a stealthy action doesn't alert nearby enemies to your presence.

Fast Stealth

✪75

Prerequisite: 5 Stealth

You may sneak at your normal movement speed, and you may sprint stealthily.

Group Stealth

✪150

Prerequisite: 7 Stealth

You can sneak a group of people through an area with ease.

Whenever you start sneaking and one or more allies willingly follow you, your perception DC (the result of your check) applies to the entire group, instead of each person rolling a separate Stealth check.

Silent Warrior

✪240

Prerequisite: 10 Stealth

You may perform any action stealthily, regardless of whether it has the Stealthy keyword.

On actions that do heave the Stealthy keyword, you gain a +5 feat bonus (this effect cancels out the normal -5 penalty for stealthy actions.)

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
  Still as a Statue ✪40 3 Stealth Details ▶
Quiet and Careful ✪75 5 Stealth Details ▶
  Fast Stealth ✪75 5 Stealth Details ▶
  Group Stealth ✪150 7 Stealth Details ▶
  Silent Warrior ✪240 10 Stealth Details ▶

Technology Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Refined Craftsman

: ✪30

Prerequisite: 3 Technology

You have learned the art of improving the quality of your tools, weapons, and equipment.

Increase the quality of all items you craft by +1. You may upgrade items to a maximum quality of +4.


: ✪65

Prerequisite: 5 Technology

Increase the quality of all items you craft by +2 (+3 total from this feat.) You may upgrade items to a maximum quality of +7.


: ✪130

Prerequisite: 7 Technology

Increase the quality of all items you craft by +3 (+6 total from this feat.) You may upgrade items to a maximum quality of +10.


: ✪250

Prerequisite: 10 Technology

You gain the ability to produce Mastercraft items.

There is no maximum quality on items you craft or upgrade.

Reverse Engineering

✪25

Prerequisite: 1 Technology

Whenever you make an Investigate check on a piece of machinery or electronics, you may use Technology instead of Logic.

Specialist Craftsman

✪50

Prerequisite: 3 Technology

Gain 1 skill level in the Technology specialty skill of your choice: Sewing, Woodworking, Blacksmithing, or Carving.

Material Specialist

✪40

Prerequisite: 3 Technology

Choose a raw material to be your specialty. You gain a +2 feat bonus to all Craft, Repair, Salvage, and Upgrade checks on items made from that material.

Internet Researcher

✪30

Prerequisite: 3 Technology, 15 Intelligence

You know how to spot suspicious and poorly researched information online.

Whenever you would critically fail a Research Online skill check, you get a regular failure instead.

Locksmith

✪30

Prerequisite: 3 Technology

You may use Technology instead of Sleight of Hand to pick locks.

Scrap Harvester

✪35

Prerequisite: 5 Technology

Whenever you salvage an item for reclaimed raw materials, you obtain two units of reclaimed material instead of one.

Restoration Expert

✪80

Prerequisite: 7 Technology

You can attempt to repair broken items. You take a -3 penalty to your check when doing so.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Refined Craftsman ✪30 3 Technology Details ▶
  Reverse Engineering ✪25 1 Technology Details ▶
  Specialist Craftsman ✪50 3 Technology Details ▶
  Material Specialist ✪40 3 Technology Details ▶
  Internet Researcher ✪30 3 Technology, 15 Intelligence Details ▶
  Locksmith ✪30 3 Technology Details ▶
  Scrap Harvester ✪35 5 Technology Details ▶
  Restoration Expert ✪80 7 Technology Details ▶

Two-Handed Skill Feats

View As: Collage Table

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Items with multiple tiers must be purchased in order (starting with tier 1.)

Two-Handed Fighter

: ✪30

Prerequisite: 1 Two-Handed

Gain a +1 damage bonus to two-handed weapon attacks.


: ✪75

Prerequisite: 3 Two-Handed

Damage bonus increases to +3.


: ✪150

Prerequisite: 5 Two-Handed

Damage bonus increases to +6.


: ✪225

Prerequisite: 7 Two-Handed

Damage bonus increases to +10.


: ✪450

Prerequisite: 9 Two-Handed

Damage bonus increases to your overall level.

Quick Attack

✪30

Prerequisite: 3 Two-Handed

You can perform a quick attack version of any type of attack using two-handed weapons.

This type of attack takes only one frame; however, its damage is halved and it cannot get critical hits.

Two-Handed Specialist

✪50

Prerequisite: 3 Two-Handed

Gain a Two-Handed Specialty skill of your choice and set its value to 1.

Heavy Swing

: ✪70

Prerequisite: 3 Two-Handed

With a massive spinning swing, you can hit two targets with a single attack using heavy weapons.

Both targets must be within reach. You choose which target to hit first. You take a -3 attack penalty for each target beyond the first.


: ✪70

Prerequisite: 5 Two-Handed

You can hit up to three targets with a Heavy Swing attack.

Dash Attack

✪85

Prerequisite: 5 Two-Handed, 15 Strength

You can perform a two-handed attack while Sprinting.

You take a -4 penalty to hit on Dash attacks. On a hit, add your base speed to the attack's damage.

Raw Power

✪200

Prerequisite: 7 Two-Handed

Your power attacks with two-handed weapons take two frames instead of the usual three.

Devastating Hit

✪240

Prerequisite: 10 Two-Handed

Critical hits with two-handed attacks stun the target. You get a +10 attack bonus to two-handed attacks against stunned targets.

Items with the ⬆ Upgrade symbol can be purchased any number of times.

Tiered Name Cost Requirements Details
Two-Handed Fighter ✪30 1 Two-Handed Details ▶
  Quick Attack ✪30 3 Two-Handed Details ▶
  Two-Handed Specialist ✪50 3 Two-Handed Details ▶
Heavy Swing ✪70 3 Two-Handed Details ▶
  Dash Attack ✪85 5 Two-Handed, 15 Strength Details ▶
  Raw Power ✪200 7 Two-Handed Details ▶
  Devastating Hit ✪240 10 Two-Handed Details ▶