Here is where all the universal racial and class feats are
The racial feats can ONLY be chosen by the race designated, the Class feats can ONLY be chosen by the class designated, and the universal feats anyone can choose



Shardan Warrior feats

Dual wield (you must have at least 20 strength for this feat, it allows you to wield two one handed weapons instead of one Cannot use anything in offhand)

Nu! (Simply put you reach out and yank or push another person during the enemy attack stage, this can move them out of harms way)

Cover (Standing in the way a shardan warrior can act as cover for a companion but cannot move from the spot suffering a -5 dex but a +5 ranged combat attack buff)

Shardan Marauder feats

Carry through (so long as he is rushing to an enemy and using melee weapons the shardan can attack up to three enemies at once within a few steps of eachother.)

Can opener (using a shardan knife you can cleave through thick metal, This is to assist getting through doors and or sabotaging vehicles)

monster leap (gets you across gaps that most cannot jump, at the same time you can toss non shardan over the same gap)

Shardan Shaman feats

Sanguine River meditation (During combat, shardan can sit down and meditate boosting party member's stats attack and AC by 2 OoC this just heals and repairs party members)

Elemental farseeing (Can feel the atomic makeup of the next room over and can tell what is inside)

Sanguine burst (doubles melee damage for two turns. Three turn cooldown)

Shardan feats

Counter balance (enhances aiming by weighting down the gun to reduce recoil. Shardan weapons now take their attack bonus from strength instead of dexterity but suffer a - 2 attack modifier)


Tungsten (+4 to armor +5 health)

Konk (allows you to knock out a biological being for transport if combat has not started)

"This way!" ( requires 20 str. gets a running start and leaps, will get you through thin walls, most doors and gives a +5 attack, can only be used if there is room for it)

Shardan wrath ( if one third of the enemy party by the shardan and the Shardan's health is not below 50% then all remaining enemies must roll a fear check)

"Yeah I can" (allows shardan to equip a shield, must have at least 18 wisdom)

Monarch's hand Adept feats

Telepathic interruption (adept can attack an individual and he will recieve - 2 to dex, int, and Cha)

point out ( Can link up to all other party members and single out the weaknesses of an enemy giving +3 attack against him.)

Telepathic assistance (Boosts all stats of all party members +1 during combat)

Monarch's hands Shade feats

Vitals (First enemy of the fight the shade gets a +5 to natural d20 number

"I hate you too" (when shade falls in combat, detonates 2d20 bomb that hits all within melee range, when revived shade has injury level 2)

Kiting (for up to three turns, shade can successfully keep out of all melee range)

Monarch's hand War sage feats

Stopping power (next strike will stop enemy from moving and give a -2 dex bonus, two turn cooldown)

"Get up!" (within melee range of downed friendly, war sage can return friendly to consciousness with 5 hp and only level 1 injury, must carry recovery package)

Fire up (for 4 turns plus 2 str and dex one turn cooldown)


Monarch's hand racial feats

Shaken (all thrown enemies remain prone for one more turn, do not get ranged bonuses)

Telekinetic burst (ability added to normal attack foes have to roll fortitude or be thrown, prone when landed, no ranged bonus, three turn cooldown)

Unstopable ( Does not fall until -5 health going below 0 hp still results in level 1 injury)


Operative feats

unstoppable (puts away weapon for up to three turns and AC doubles while operative gets away or distracts enemies.)

High ground ( Hops somewhere up high and cannot be engaged in melee until three attempts to attack him or her have been made. Only once per combat)

Sneaky kitty( moves quietly and receives a +5 to dex up until first strike)

Tech knight feats

Eject (when hit points drop to 0 knight can eject from armor and continue fight with pistol or knife, new health is taken from current setup without armor boosts, has level 1 injury)

from sterner stuff (when HP hits 0 injury does not occur)

pretty big can of wupass (when entering combat knight will knock back the first foe he or she strikes in melee combat)

Tech mage feats

"No mortal" (Neko no longer needs to sleep, eating drinking and breathing comes in available shifts)

Cybernetic Bones (Immunity to Crits)

Overclock (+1 to all stats, AC, attack, and regeneration. Causes level 1 injury after 4 turns of continued use)

Neko racial feats

Suggestive eyes, (The neko are masters of the suggestive, giving a bonus to persuasion rolls)

The smaller they are (once per a fight, you can avoid what would be a killing blow)

Finesse (add dexterity or strength modifier to attack bonus, whichever is not currently active. on the current weapon.)

Human feats

Genetic engineering (+2 str +2 con)

Blackmarket tech(gives user the ability to pick up other race's tech for use)

Aggravating (can taunt a foe which receives -2 attack bonus towards human until death.)

Natural born leader (+5 Cha)

Universal feats

fireman style (carry a friend or foe to safety or away as fast as you would normally run Requires 20 str, cannot be used on shardan or tech Knight)

Field medic (can grant friendly or self +1 regeneration for four turns or remove a level 1 injury requires recovery package)

Intimidation (with 20 or more str one can intimidate instead of try to persuade)

Tough as they come (50% chance no injury will occur)

Turret master (exchange 1d4 turret for 1d8 turret 15 HP 15 AC, must have support package)

Execution (if you are within melee range of a prone foe with less than 50% health health left Or any foe with less than 5 you can auto kill him or her for your turn)

Rolling heavy (Can equip any weapon as secondary. Shardan get this by default)

Shield expander (can double the effect of the shield and use it to cover one more friendly who is unshielded.)

Not so feeble (This character is attacked LAST seeing he is viewed as the least threatening, However in single combat they receive a +5 to their AC. ANY character with a negative modifier in Str, or Con will automatically have this feat)