Action: None • Range: Personal • Duration: Permanent • Cost: 1 point per rank
Under the Hood: Feature
The Feature effect is intended to round out various minor traits and abilities characters might have, but it is entirely optional and not meant to burden character design with needless amounts of detail. It’s for traits with an actual game effect, not merely descriptors or background color (neither of which should cost any points). Ultimately, the Gamemaster decides what traits merit a rank (or more) of Feature and what Features are permitted for any given game or setting, using the examples given here.
If a “feature” is something likely to come up only occasionally, or even just once, then you are better off allowing it as an aspect of the inspiration and power stunt rules (see Characteristics), charging the player a victory point for the feature when it comes into play. The player can then choose whether or not to use earned character points to acquire the Feature as a regular part of the character’s traits later on.
You have one or more minor features, effects granting you an occasionally useful ability, one per rank. This effect is essentially a version of the Benefit advantage but a power rather than a virtue of skill, talent, or social background. For example, diplomatic immunity or wealth are Benefits; fur, the ability to mimic sounds, 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 system benefit, it may be a Feature. There’s no need to define every possible Feature a character may have down to the last detail.
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.
Insulating Fur: You have a layer of fur that protects you from intense heat and cold, giving you immunity to those environments.
Internal Compartment: You can carry a portion of your carrying capacity inside your body! You have a pouch or compartment of some sort, able to hold objects with a size rank no greater than 3 less than your own (size -5 for a normal size rank -2 human).
Iron Stomach: You can eat anything that’s not toxic without ill effects, no matter how unpleasant it may be: spoiled or particularly gross or spicy food, for example.
Mimicry: You can imitate almost any sound you’ve heard, giving you a +10 bonus to Deception checks to convince others your mimicked sounds are real.
Quick Change: You can change clothes—such as into or out of your costume—as a free action. With 2 ranks, you can change into any outfit at will.
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 +2 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.