Positive Feat -- XP Cost: -200 xp

Due to the fact that adolescents simply aren’t as developed mentally, emotionally, or physically as older teens and adults, all characters younger than the age of 16 must have this feat.

In-game:
Positive Feat -- XP Cost: -25 xp

You have an unusually high tolerance to alcohol, letting you drink far beyond when others would drop. Your body can just handle the alcohol very well.

In-game: -20 difficulty to stamina checks involving alcohol.
Negative Feat -- XP Gain: 15 xp
In-game:
Positive Feat -- XP Cost: -115 xp

Retro-scrounge. You always seem to have what you need in any given situation. You can pull a flashlight out of you backpack, or some pliers out of a tool belt, or maybe you happen to have a ball of twine and a paper-clip to make a fishing line.

Note: The item must make sense. You cannot suddenly have a flamethrower on your back, or a grappling hook in your pocket.

In-game: Roll +flip to retro-scrounge.
Positive Feat -- XP Cost: -75 xp

You have no dominant hand. You can use both equally well.

In-game: No offhand penalties.
Negative Feat -- XP Gain: 0 xp

While this may seem like an easy way to get around Character Generation questions, you will still be expected to fill in a loose sketch of who your character was prior to losing their memory. Staff may also ‘fill in some of the blanks’ at their whim, without consulting you. Take this feat with caution. This feat is offered for RP purposes only, it has no XP cost.

In-game:
Negative Feat -- XP Gain: 90 xp
In-game:
Negative Feat -- XP Gain: 50 xp
In-game: +30 difficulty to vision-based skill checks if you are without your glasses/contacts.
Positive Feat -- XP Cost: -35 xp

You have exceptional hearing. While occasionally this can be a hindrance when in a noisy place, generally you are very good at hearing things, or picking out a specific sound, or hearing frequencies that others simply cannot.

In-game: -30 difficulty to listen checks.
Positive Feat -- XP Cost: -100 xp
In-game: No penalties for melee or hand to hand combat in near or complete darkness.
Positive Feat -- XP Cost: -30 xp
In-game: -30 diff to Drive checks.
Negative Feat -- XP Gain: 80 xp

Whether you are proud of this fact or not, you’ve done it once and you’ll do it again if the situation becomes desperate enough. Most people would probably have a problem with this if they found out.

In-game:
Negative Feat -- XP Gain: 20 xp
In-game:
Negative Feat -- XP Gain: 200 xp

You have a predetermined time to die and staff are the only ones who know when it is. Your character will die. You will not have the option to avoid this death. You will be notified when your character’s time has run out and will have a limited period of time to play out their death. If the player avoids ending their character’s life, staff will initiate plot to end it for them. This feat cannot be bought off. Choose this feat responsibly. (May not be taken with Nine Lives)

In-game:
Negative Feat -- XP Gain: 20 xp
In-game:
Positive Feat -- XP Cost: -50 xp
In-game: -30 difficulty to skill checks involving mechanical things (engines, machinery, farm equipment, etc.).
Negative Feat -- XP Gain: 10 xp
In-game:
Positive Feat -- XP Cost: -40 xp
In-game: -20 diff to stamina checks to resist illness/disease.
Negative Feat -- XP Gain: 35 xp
In-game: +30 difficulty to Listen skill checks to wake up.
Positive Feat -- XP Cost: -20 xp
In-game: -20 diff to Animal Handling checks.
Positive Feat -- XP Cost: -10 xp
In-game: -10 diff to Social skill checks (where applicable).
Positive Feat -- XP Cost: -40 xp
In-game: -20 diff to stamina checks involving queasiness.
Positive Feat -- XP Cost: -40 xp
In-game: -40 diff to Willpower checks.
Negative Feat -- XP Gain: 50 xp

This feat cannot be taken with Zombie Magnetism.

In-game: +30 difficulty to Athletics: Running skill checks.
Positive Feat -- XP Cost: -30 xp
In-game: -30 difficulty to Listen skill checks to wake up.
Positive Feat -- XP Cost: -100 xp
In-game: -30 diff to reaction/reflex rolls (dodge/catch/etc.)
Negative Feat -- XP Gain: 40 xp
In-game: When encountering a situation you think is faint-worthy, +flip. Tails, you faint.
Negative Feat -- XP Gain: 25 xp

You’re a featherweight when it comes to alcohol. You may not be a skinny, scrawny thing, but your body can’t hold it’s liquor and you get drunk very quickly.

In-game: +20 difficulty to stamina checks involving alcohol.
Positive Feat -- XP Cost: -50 xp
In-game: Learn a language in half the time.
Positive Feat -- XP Cost: -100 xp
In-game: Make a Stamina roll at difficulty 70 to avoid otherwise certain death (unless dying from ZNA Virus).
Negative Feat -- XP Gain: 15 xp
In-game:
Negative Feat -- XP Gain: 35 xp
In-game: Staff may offer other PCs the opportunity to turn you in. Keep your friends close and enemies closer!
Negative Feat -- XP Gain: 25 xp
In-game:
Positive Feat -- XP Cost: -100 xp
In-game: You can draw and attack in the same action.
Positive Feat -- XP Cost: -100 xp
In-game: You can nock an arrow (or reload a crossbow) and fire in the same round.
Negative Feat -- XP Gain: 20 xp

You can make up your own stalker or let staff choose who is stalking you.

In-game:
Positive Feat -- XP Cost: -25 xp
In-game: No penalty for skill checks involving manual dexterity under pressure.
Positive Feat -- XP Cost: -50 xp
In-game: -30 diff to skill checks involving electronic technology (computers, radios, etc.)
Positive Feat -- XP Cost: -100 xp
In-game: Once per scene, re-roll any skill/attribute check or +flip if you don't like the outcome. (not +attack)
Negative Feat -- XP Gain: 10 xp
In-game:
Positive Feat -- XP Cost: -20 xp
In-game: -20 diff to dancing checks.
Negative Feat -- XP Gain: 10 xp
In-game: +20 diff to dancing checks.
Positive Feat -- XP Cost: -75 xp
In-game: For guns or melee, one attack with each per round, offhand penalized (unless ambidexterous).
Negative Feat -- XP Gain: 10 xp

This feat implies that your character was largely denied a proper education. Maybe they’re young enough to not have attended school at all after the outbreak, maybe they dropped out at an early age and just cobbled together what they could to survive. If a character has more than a 4th grade education or spent childhood/teen years in Stillwater, they can’t have this feat.

In-game:
Positive Feat -- XP Cost: -50 xp
In-game: No penalty for skill checks under pressure, -20 difficulty to Willpower checks to avoid panic/anger.
Negative Feat -- XP Gain: 35 xp
In-game:
Negative Feat -- XP Gain: 150 xp
In-game: Roll +100 for each zombie in the encounter. On a roll of 1-80, the zombie will shamble in your direction.