These were originally created for mortal heroes in the 1940s supernatural LARP. Here they are tweaked for a comic-book superhero setting.
Heroes begin with three Feats and may purchase additional ones for 4 Free traits / 6 Experience traits. Many Feats require some sort of challenge to activate, and some may also call for the expenditure of Willpower or other traits. (Heroes have the option of spending 3 Power Points in place of a Willpower trait, but the character must be able to spend that many in a turn, or else the power has to be something that can unfold over a number of turns.) The total number of Feats a Hero has at any time may not exceed his or her Permanent Willpower rating.
Careful selection of Feats can lead to impressive results; a character who has Mega-Attribute: Charisma, Ability Mastery: Leadership and the Inspiring Feat is likely to have no shortage of willing minions. Note, however, that the
Vampiric Disciplines from the last generation of Laws of the Night and related books may also be taken as Feats; see below under Disciplines. For Thaumaturgy and Necromancy, see below under Sorcery.
Several Feats are based on Background Enhancements or Daredevil Knacks in White Wolf's Adventure!; these are marked with A! and a page number.
* Ability Mastery: (Prerequisite: at least three levels of the Ability in question) The character surpasses most rivals in his mastery of an Ability. Any Ability may be paired with this Feat. The Hero may purchase up to six levels of the Ability (although he does not gain a free level). Moreover, once per game s/he may refresh all spent levels of that Ability by spending a Willpower trait (just as with Attribute categories). The Ability Mastery Feat may be taken more than once, but each time it must be paired with a different Ability.
* Ability Mastery (Improved): (Prerequisite: at least three levels of the Ability in question and a related Specialization; Ability Mastery of the same Ability) When making an Ability retest with her mastered Ability, the character does not have to bid a new Attribute trait, but bids a level of the Ability instead, which is not lost if the retest succeeds. The character may also use "the bomb" in challenges related to Specializations of the Ability, which need not be revealed in advance. The Ability Mastery (Improved) Feat may be taken twice, each for a different Ability, only one of which may be combat-related.
* Ability Mastery (Mighty): (Prerequisites: at least four levels of the Ability in question and a related Specialization; Willpower 6; Ability Mastery AND Ability Mastery [Improved] in the same Ability) The character may now use the "bomb" in all challenges related to the Ability. Moreover, the Specialization bonus is equal to her Rank. At Storyteller discretion, the character may also succeed automatically at minor, uncontested or "undramatic" uses of the Ability in question. -- Finally, if the character's Attribute traits most commonly used with the Ability are above normal human limits, the character may possess up to seven levels of the Ability (but does not get any for free). The Ability Mastery (Mighty) Feat may be taken only once.
* Air of Authority: (Prerequisite: [a.] Leadership 2+ AND Subterfuge 3+, OR [b.] the Feat: Master of Dissimulation) Wherever you go, you convey an aura not only of fitting in but even of being important. By spending a Willpower trait, for the rest of the Scene you gain a number of temporary "generic" Status traits equal to your Leadership rating and may make Leadership challenges against people who normally would have no reason to obey you -- so long as there is no one around who can call your bluff or you don't make an obvious blunder. These Status traits are only useful as a bonus in Social challenges; they do not get you the other benefits of "true membership" in any group. -- This Feat involves using fast-talk and bluster to inspire unquestioning obedience (the "Doctor Who" effect, at least in the pre-psychic-paper days) and works better the fewer specific claims are made.
* Blast:(Prerequisite:Willpower 6 AND Athletics 3, Occult 3, Science 3, or Firearms 3) Because of magic, a mutation, or clever gadgetry, the Hero can attack foes with a blast of energy (or super-heat or frost or what have you). The Feat is paired with an appropriate Ability and requires a successful challenge of the appropriate type versus the target's Physical traits, with range equivalent to a handgun. The Blast costs one Power Point and causes 2 Bashing or 1 Lethal level of damage (at the discretion of the user), and may have incidental other effects (chilling drinks, starting small fires, shorting out electrical equipment, etc.). -- Players may elect to purchase levels of Lure of Flame Thaumaturgy for a similar set of Feats, if more powerful and expensive in traits.
* Blast, Improved (Prerequisite: Blast) If the Hero's Rank permits spending additional Power Points in one turn, he can increase the power of his Blast by spending up to two additional Power Points. Each Power Point increases the damage by 1 (Bashing or Lethal)..
* Blast, Mighty (Prerequisite: Blast) As Blast, but the power costs 1 Willpower trait and causes an Aggravated Wound. If the character also has Blast, Improved, the two powers can be combined in a single attack, but all traits must be spent and only one level of damage is Aggravated.
* Brawling Dodge / Weaponry Dodge: (Prerequisite: Brawl or Melee 3 or higher, Dodge 2 or higher) The character may make a full Dodge in the same turn as she makes a Brawl or Melee attack.
* Catch Projectile: (Prerequisite: Ability Mastery [Brawl], Redirect Attack or Martial Arts) The character can defend against incoming projectile attacks with the Brawl Ability, even if the attacker is out of reach. If the character is successful, he catches the projectile. Using this Feat against a bullet further requires the expenditure of a Willpower trait, and it is ineffective against bursts or automatic fire. This Feat cannot be used against a Surprise attack. -- It is possible to have a version of this based on Melee (your sword knocks arrows aside).
* Cheat Death: (Prerequisite: Willpower 8 or higher, AND one of the following: Merits: Lucky, Nine Lives; Feats: Force of Will, Mega-Attribute [Stamina, Dexterity, Wits], Target's Luck, Ability Mastery [Survival, Dodge], In Charge, Legions.) A killing blow leaves the character only "mostly dead." Because of incredible luck, physical prowess, or a timely rescue, the mortally wounded Hero barely manages to survive and return another day (but certainly not the same game session). This Feat requires the expenditure of a Willpower trait, and the character might return mentally or physically altered in some significantly adverse way [losing traits of some sort or gaining Negative Traits or Flaws]. Even destruction of the body might not negate this Feat ("With the help of a Lich we were able to reattach the head"). (Compare A! p. 156.)
* Connected: (Prerequisite: 3 or more levels of the relevant Influence) The character gains a bonus Background trait in the chosen Influence (which may exceed normal limits) and has twice the number of actions with that Influence as normal. In addition, she is two traits up in any challenges related to use of the Influence.
* Damage Sponge: (Prerequisite: At least three Stamina-related Physical traits) For the duration of this Feat the Hero can ignore one level of Bashing damage per attack by spending a Stamina-related Physical trait. Activating the Feat costs a Willpower trait; the duration is one Scene.
* Damage Sponge (Improved): (Prerequisite: Damage Sponge AND one of the following: Ability Mastery: Dodge, Ability: Mastery: Survival, Increased Pain Threshold, Mega-Attribute: Stamina, Merit: Huge Size) At any time the Hero may ignore one level of Lethal damage per attack by spending a Stamina-related Physical trait. Activating the Feat costs a Willpower trait; the duration is one Scene.
* Discipline (First Basic): The Hero has the first level of a Vampiric Discipline from Laws of the Night as a Feat. To activate the Feat, the character follows the rules for the Discipline as written (substituting Power Points for Blood Traits). Some Disciplines may be slightly altered in their specifics with Storyteller approval (for instance, Protean need not involve wolves and bats). A few Disciplines have powers rather similar to other Feats; shop carefully. For Thaumaturgy and Necromancy, see below under Sorcery.
* Discipline (Second Basic): (Prerequisite: the First Basic level of the same Discipline) The Hero has the second level of a Vampiric Discipline from Laws of the Night as a Feat. To activate the Feat, the character follows the rules for the Discipline as written (substituting Power Points for Blood Traits). For Disciplines that are "collections of powers" rather than a logical progression, the Prerequisite may be waived or altered at Storyteller discretion.
* Discipline (First Intermediate): (Prerequisite: Willpower 6 or higher; both Basic levels of the same Discipline) The Hero has the third level of a Vampiric Discipline from Laws of the Night as a Feat. To activate the Feat, the character must spend a niminum of one Power Trait or the listed cost (substituting Power Points for Blood Traits), whichever is higher. For Disciplines that are "collections of powers" rather than a logical progression, the Prerequisite may be waived or altered at Storyteller discretion.
* Discipline (Second Intermediate): (Prerequisite: both Basic levels and the first Intermediate level of the same Discipline) The Hero has the fourth level of a Vampiric Discipline from Laws of the Night as a Feat. To activate the Feat, the character must spend a niminum of two Power Traits or the listed cost (substituting Power Points for Blood Traits), whichever is higher. For Disciplines that are "collections of powers" rather than a logical progression, the Prerequisite may be waived or altered at Storyteller discretion.
* Discipline (Advanced): (Prerequisite: Rank 3, both Basic levels and the both Intermediate levels of the same Discipline) The Hero has the fifth level of a Vampiric Discipline from Laws of the Night as a Feat. To activate the Feat, the character must spend a niminum of one Willpower Trait/3 Power Points or the listed cost (substituting Power Points for Blood Traits), whichever is higher. For Disciplines that are "collections of powers" rather than a logical progression, the Prerequisite may be waived or altered at Storyteller discretion (but a minimum of Rank 3 will always be necessary).
* Enhanced Impact: (Prerequisite: Blast, or any combat skill 3 or higher and a related Specialization) For every health level of damage the Hero dishes out in a single attack, the target is knocked back 10 feet, probably losing his balance. The target does not take additional damage, but if the fight is taking place on a ledge or something, it could be a problem. This feat may be purchased more than once separately for different attack methods. (A! p. 157.)
* Enigma: (Prerequisite: Arcane 5) Your character's secrets are safe unless he is careless; any mundane attempt to learn a secret he is taking steps to keep automatically fails, and against supernatural powers the character effectively has Arcane 6. Moreover, the character can "loan out" up to 5 dots of Arcane to his friends and allies to help keep the secret; once loaned, the dots cannot be reallocated until someone pierces the mystery. (A! 150.)
* Extra Action: (Prerequisite: Martial Arts, Split Concentration or Follow-up Attack) The Hero has three condition-free extra actions per game (during the Celerity round), although only one can be used in a given turn. Additional extra actions can be taken during the game session at the cost of one Willpower trait each. Use of this Feat must be announced at the start of the turn.
* Extra Power (prerequisite: Rank 3): The Hero has a number of additional permanent Power Points equal to his or her Rank.
* Feign Death: (Prerequisites: Play Possum plus Mega-Attribute: Stamina or Ability Mastery: Survival or Ability Mastery: Meditation) This is similar to "Play Possum," except that his metabolic control has reached the point where medical examination and supernatural powers below second Intermediate are fooled; nonetheless, the character may still hear normally and even, if his eyes are left open, see anything that doesn't require eye or head movement. Finally, while Feigning Death the character gains a free retest when resisting extreme natural conditions, hunger or thirst, or lack of breathable air. This feat requires a Willpower trait to activate and lasts one Scene, or up to one day with a second Willpower trait. Coming out of it early requires a successful Physical challenge (difficulty 7), which may not be attempted more frequently than once every 10 minutes. If a character loses two such challenges in a row, he will be trapped in the Feign Death state for 24 hours (even if the duration was only meant to be a single Scene). -- This one is inspired by a homemade Daredevil Knack for Adventure! I found online.
* Filthy Rich: (Prerequisite: Resources 5 or Connected: Finance Influence) If it's for sale, you can buy it. Your Resources fund-raising limit is doubled, and you can surpass even that (by any amount) once a month.
* Flight: As the Gargoyle Discipline; each level is a separate Feat and follows the normal rules (including prerequisites) of taking Disciplines as Feats. Other Disciplines or Thaumaturgy may also permit flying or hovering in slower and less maneuverable ways.
* Follow that Cab: (Prerequisite: Drive or Pilot 3+) When you're intent on following another vehicle, there are few who can shake you. By spending a Willpower trait, you may double your unmodified Attribute traits in challenges related to tailing another vehicle, and add a bonus trait on top of that, for one Scene. If you are following someone with the "Getaway" Feat, both Feats cancel out and the challenges work normally unless you also possess Ability Mastery: Drive (etc.).
* Follow-up Attack: (Prerequisite: Brawl, Firearms, or Melee 3, plus a relevant Specialization) The Hero can follow up on a successful attack using his weapon or fighting style of choice with an immediate second attack on the same target. The second attack requires the expenditure of a Power Point and a new challenge (with a one-trait penalty), and it may not be retested with an Ability unless the character also possesses Ability Mastery. This Feat may be purchased separately for other Specializations.
* Force of Will: (Prerequisite: Permanent Willpower 7 or higher) The character may retest any failed test by spending a Willpower trait (only: this is an exception to the rule that Power Points can be spent in place of Willpower to fuel Feats), so long as he has not already spent Willpower that turn. (If, however, the Hero has spent Willpower to retest a failed defense against a Mental or Social challenge in the usual way, this Feat allows a second Willpower retest for the same challenge.) Note: "follow-up" Simple tests (for example, in a staking challenge, or to see if a certain kind of attack does additional damage) cannot be retested with this Feat, although the initial challenge ("to hit") certainly can.
* Getaway: (Prerequisite: Drive or Pilot 3+) Once you're behind the wheel of a car (or in the cockpit of a plane), no one can keep up -- you know how to take evasive maneuvers and work traffic or other obstacles to your advantage. You may invoke a Fair Escape by spending a Willpower trait (barring the intervention of Intermediate or higher relevant supernatural powers or a Hero with the "Follow that Cab" Feat unless you also possess the Feat Ability Mastery: Drive [or Pilot] -- although even then someone with Advanced supernatural powers may be able to keep up). -- Versions of this, with appropriate Ability prerequisites, may be purchased for non-engine-powered vehicles, riding animals, or even running through woods or alleys (using Survival or Streetwise).
* Greased Lightning (Prerequisite: 3 or more Dexterity-related Physical traits or Athletics 3 or higher) The character can double his running speed for as many turns as he has permanent Dexterity-related Physical traits. This costs one Willpower trait and may be used to invoke Fair Escape unless characters using Intermediate or higher speed-related supernatural powers intervene. -- This one is based on a homemade Daredevil Knack for Adventure! I found online.
* Healing: The character can spend Power Points to heal damage
to himself: 1 for Bashing, 2 for Lethal, 5 and a Willpower trait for Aggravated
(this last only once per game session). If the Hero cannot spend enough
Power Points in a single turn, it will take additional turns to heal the
damage.
* Hypnotism: (Prerequisite: Permanent Willpower 6 or higher) The character can give brief commands that do not violate the target's Nature or instinct for self-preservation. Commands must be five words or fewer and involve only one instant action to take place immediately: "Open that door" is fine; "Unlock and open that door" is not, since it implies two actions; "Open that door and attack the ogres beyond" is right out. "Hypnotism" requires eye contact, a mutually comprehensible language (for the "word count," though, assume English), a successful Mental challenge (bidding an additional trait), and the expenditure of a temporary Willpower trait. The hypnotist may retest with Subterfuge. The duration is a single turn, limiting the usefulness of commands like "Sleep," "Count these grains of sand," or "Be my slave." Targets of hypnotism remember their behavior and what prompted it with a successful static Mental challenge (difficulty equal to the Hypnotist's permanent Willpower).
* Impervious: (Prerequisite: Increased Pain Threshold or Mega-Attribute: Stamina) For the duration of a conflict (or for up to 10 minutes in non-combat situations), the Hero may ignore all wound penalties. This costs one Willpower trait to activate.
* In Charge: (Prerequisite: Status 5) The character is not just a leading member of a large group or business, but THE leader. Details must be worked out with the Storyteller. In game terms, the character has Status 6 when dealing with a member of her organization, but generally her orders must trickle down through the hierarchy or bureaucracy. (A! 150.)
* Increased Pain Threshold: The character suffers wound penalties at one level less.
* Inspiring: (Prerequisites: Expression 1 or higher AND Leadership 3 or higher) The character is a natural Leader, gaining three free retests per game in Leadership-related challenges. In addition, once per game the Hero may make an Inspiring Speech by spending a Willpower trait (and roleplaying the speech), granting willing allies one bonus trait in challenges related carrying out his orders for as many turns (or minutes, for non-combat) as he has permanent Willpower. (Characters previously defeated in Leadership challenges will usually count as "Willing Allies.") -- Some players may choose to take a version of this Feat related to Intimidation rather than Leadership.
* Instant Expert: The character has an uncanny knack for picking up the basics of a procedure he's seen. Normally a character (unless he has the Jack of All Trades Merit) must spend a Willpower trait to initiate a challenge using an Ability he does not have. If you've seen someone else do (in person, not in a movie) something you are attempting to do without possessing an appropriate Ability yourself, you lose the Willpower trait only if you fail. If someone has actually demonstrated the procedure to you specifically, you gain a free retest (although the Willpower is still lost from failing the first test). This Feat can be used for a given Ability only once per game session. (A! 159.)
* Jury-Rig: (Prerequisite: Crafts or Repair 3+) If something mechanical (and mundane) breaks down, you can get it going again for the rest of the day with whatever materials you have at hand by spending a Willpower trait and at least ten minutes of tinkering. Success is automatic for the first use in a game session; after that, you must succeed at a static Mental challenge (difficulty 7).
* Legions: (Prerequisite: Retainer 5 and a rating of 4 or higher in Status, Resources, the Leadership Ability, or a relevant Influence [or any Heroic Feat related to those traits]). In addition to your normal retinue, your character can give orders to vast numbers of other people. The number of nameless goons, campaign workers, unskilled laborers, proselytizers, or other "normal person" helpers you can summon up is in the hundreds or even thousands, so long as they don't have to do anything too difficult or risky. (Alternately, you could have more skilled, more fanatically loyal mundane help in the dozens.) (A! 150.)
* Lie Detector: (Prerequisite: Empathy 3+). There aren't many people who can lie to you without magical means. You gain a free retest in any challenge related to detecting falsehoods, and you instantly detect lies told to you by someone without the Subterfuge Ability. (A! 159.)
* Lightning Reflexes: (Prerequisite: Initiative Base [Average of Physical and Mental traits 7+). You may preempt any action (as Alacrity) by spending a Willpower trait, unless your opponent is using a power of supernatural speed. (Compare A! 159.)
* Martial Arts (Prerequisite: Brawl 3 or higher) When fighting unarmed, the character may add his permanent Brawl score as bonus traits in combat challenges, and may retest Brawl and Dodge attacks with either Ability.
* Master of Dissimulation: (Prerequisite: Subterfuge 3+) Somewhat similar to the Feat: Air of Authority, this Feat allows the Hero through means of fast-talking and confidence to fake any sort of professional credentials in the eyes of the layman and, so long as he does not make any serious mistakes or try to act on professed knowledge (performing surgery, for instance), even real professionals. The character gains a free retest in all challenges related to maintaining his "disguise." Appropriate uniforms or props will make this easier (adding bonuses), but are not required ("I lost my badge when I was fighting the sewer monster. Sorry about the smell.") (A! p. 159.)
* Mega-Attribute: The character has three extra biddable traits related to a specific attribute sub-category ("Strength-related," "Intelligence-related," and so on) and one free "Might"-style retest per game in relevant challenges. Choose one of the following: Brawny x3, Quick x3, Enduring x3, Charismatic x3, Persuasive x3, Gorgeous x3, Alert x3, Insightful x3, Knowledgeable x3. (If you would really prefer a different trait, we can work it out.) These can exceed normal trait limits. "Mega-Attribute" can be taken more than once as additional Feats -- even in the same sub-category -- but no more than twice in any category (Physical, Mental, Social).
* One-Man Army: (Prerequisite: Brawl or Melee 3+) The more opponents the Hero faces in close combat, the better. For each opponent beyond the first, the Hero gains a bonus of +1 for comparison in combat challenges (up to a maximum of +4), as well as an extra action each turn (in the Celerity round) that he faces more than 4 opponents. (A! p. 160.)
* Parry: (Prerequisite: Melee 3+ and a relevant Specialization) When fighting with her preferred melee weapon, the character's rating in Melee is applied as a penalty to incoming melee attacks.
* Play Possum: (Prerequisite: Meditation OR Survival 3 or higher) The Hero can slow body metabolism down to the point where he appears dead to mundane observers. Other characters using medical exams or supernatural powers of detection are not fooled. This Feat requires the expenditure of a Willpower trait to activate and lasts one Scene; the character can spend a Physical trait to snap out of it prematurely. While Playing Possum, the character is not aware of his or her surroundings.
* Power Boost: The Hero can spend Power Points one for one, up to his usual Rank maximum, to increase his Physical, Mental, or Social traits for one challenge. This Feat can affect only one category of Attribute traits; the Hero decides which one when he purchases it, but it can be bought separately for more than one category.
* Recharge: The character may spend a Willpower trait to regain a number of Power Points equal to her permanent Willpower. During a single game session, the Hero may use this Feat a number of times equal to her Rank.
* Redirect Attack: (Prerequisite: [a.] Mega-Attribute: Dexterity and Brawl 3 or higher or [b.] Ability Mastery: Brawl or [c.] Brawling Dodge or [d.] Martial Arts) With a successful Physical challenge, the character can grab someone attacking him in close combat and immediately (without using an extra action) redirect the attack against a third party in striking range. The redirected attack costs one Power Point and requires an additional Physical challenge; this is made by the Hero rather than the original attacker. The Hero must be standing upright and have both hands free to use this Feat; the Feat does not work against attackers using Firearms (or projectiles of any sort). -- This one is inspired by a homemade Daredevil Knack for Adventure! I found online.
* Sanctum Sanctorum: (Prerequisite: Headquarters 5). Your character's Headquarters are Over The Top, on the order of a super-villain's undersea lair, a town that does not appear on any map, or a floating castle. In game terms, you have twice as many dots to distribute among your HQ's features and shared Backgrounds. This feat can be contributed to a shared HQ, but only if the Hero's own share is 5 dots. (A! 151.)
* Sorcery (Ability prerequisite:Occult 3 or Science 3). Whether through occult training or mastery of super-science, the character has access to powers equivalent to a path of Thaumaturgy or Necromancy from Laws of the Night or a related book; some (those that exclusively deal with the vampiric condition, for example) may not be applicable to the setting; others can be altered slightly with Storyteller approval (an ice power in place of Lure of Flame, for instance). Each level counts as a separate Feat, with previous levels as prerequisites. The sorceror must have reached the Intermediate level of one Path before beginning another. Intermediate powers require a minimum Willpower of 6. Advanced powers require a minimum Rank of 3. The character gets one free Ritual for level and may buy additional ones with Free traits or XP. Void where prohibited. Winner pays all applicable taxes. Some restrictions may apply. Activating the Feat will always cost a minimum of one Power Point (as per the usual Thaumaturgy rules, substituting Power Points for Blood Traits).
* Split Concentration: The Hero can perform one additional mundane, non-combat action per round, although she must bid an additional trait for the extra action (and may incur handedness penalties as well). For example, the character could try to defuse a bomb while fighting off attackers, cook dinner while casting a ritual from a scroll, hotwire a car while dodging bullets, etc. The second action must, of course, be something the character can normally do anyway (it won't grant knowledge of how to hotwire that car, for example) and it cannot involve the use of any supernatural power or of another Hero Feat that requires an activation challenge. (When in doubt, ask a Narrator or Storyteller.) The Split Concentration Feat costs one Willpower trait to activate for as many turns as the Hero has Permanent Willpower.
* Swing on the Chandelier: (Prerequisite: one of the following: [a.] Mega-Attribute [Strength or Dexterity] and Athletics 3 or higher, [b.] Ability Mastery: Athletics, [c.] Martial Arts) Once per game, the Hero may make a Surprise entrance or a Fair Escape by means of astounding acrobatics. No challenge is required: the character simply uses an action and spends a temporary Willpower trait; success is automatic unless other characters with relevant Advanced-level supernatural powers choose to contest it. In addition, the Hero can attempt further such acrobatics during a single game session if he spends a Power Point and succeeds in a static Physical challenge (difficulty 7) for each one. In such cases, however, other characters with Basic or higher relevant supernatural powers of detection or pursuit may be able to negate the Hero's advantage.
* Target's Luck: (Prerequisite: At least three Alertness-related Mental traits) The character adds all Alertness-related Mental traits as a bonus to her Physical traits when defending against the first attack directed at her in any combat, even if she is unaware of impending danger, and may retest with Dodge against surprise attacks. Despite the prerequisite, this is the usually result of dumb luck rather than a conscious awareness of the threat: the character reaches down to pick up a coin at the right moment, or gets shot in the cigarette case. -- This one is based on a homemade Daredevil Knack for Adventure! I found online.
* Trick Shot: (Prerequisite: Firearms [or Athletics for thrown weapons] 3+) The character is especially skilled at difficult shots. All penalties related to the difficulty of a shot (not including wound penalties) are reduced by half (round down). If the unmodified penalties would total 4 or more, the Hero also gets a free retest. This Feat may also be purchased separately for primitive projectiles or for thrown weapons. (A! p. 161.)
* Utility Belt, Improved (Background prerequisite: Utility Belt 5): In addition to Background traits provided, the character can spend Power Points to produce equipment from his Utility Belt.
* Where It Hurts: (Prerequisite: Brawl, Firearms, or Melee 3 or higher and a related Specialization) The character's attacks with a specific kind of weapon or unarmed fighting style cause an extra level of damage (type appropriate to the attack) if the Hero wins a Simple test.
The following Merits may be purchased as Feats if it would be cheaper (as is the case, for example, for any Merit above 3 traits purchased with Experience). Occasionally, purchasing a Merit as a Feat will have a Prerequisite that the Merit does not normally have.
The following have no prerequisite: Acute Sense (3M version), Daredevil, Huge Size, Iron Will, Lucky
- Jack of All Trades (normally 5M): Prerequisite: Willpower 6+ OR the Feat: Instant Expert
- Insensible to Pain (normally 5M): Prerequisite: 3 or more Stamina-related traits.
- Legendary Attribute (normally 5M): Prerequisite: 3 or more relevant traits [Note: This differs from Mega-Attribute in that it does not automatically grant extra traits, but it does grant a special power or bonus related to the Attribute.]
- Nine Lives (normally 6M): Prerequisite: Willpower 6+
- Oracular Ability (normally 3M): Awareness 3+
- Unbondable (normally 3M, or 6M for thralls): Prerequisite: Willpower 7+
These are not Feats, but are Merits that mortal Heroes might consider purchasing: Acute Sense (1M), Ambidextrous (1M), Catlike Balance (1M), Eidetic Memory (2M), Enchanting Voice (2M), Concentration (1M), Natural Linguist (2M), Natural Leader (1M), Magic Resistance (2M), Medium (2M), Unaging (2M)
You may suggest your own Feats, although I reserve the right to refuse and even to mock you for asking. In general, custom Feats should not be overtly supernatural nor surpass the power of a Basic Discipline or (coincidental) Rote, unless it has one or more Feats as Prerequisites and/or is difficult or expensive to use/activate. -- Many common comic-book superpowers can be simulated with Disciplines or Thaumaturgy.