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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: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.In-game:
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.You have no dominant hand. You can use both equally well.
In-game: No offhand penalties.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.
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In-game: +30 difficulty to vision-based skill checks if you are without your glasses/contacts.
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.In-game:
In-game: No penalties for melee or hand to hand combat in near or complete darkness.
In-game: -30 diff to Drive checks.
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.
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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)
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In-game: -30 difficulty to skill checks involving mechanical things (engines, machinery, farm equipment, etc.).
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In-game: -20 diff to stamina checks to resist illness/disease.
In-game: +30 difficulty to Listen skill checks to wake up.
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In-game: -20 diff to Animal Handling checks.
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In-game: -10 diff to Social skill checks (where applicable).
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In-game: -20 diff to stamina checks involving queasiness.
In-game: -40 diff to Willpower checks.
This feat cannot be taken with Zombie Magnetism.
In-game: +30 difficulty to Athletics: Running skill checks.In-game: -30 difficulty to Listen skill checks to wake up.
In-game: -30 diff to reaction/reflex rolls (dodge/catch/etc.)
In-game: When encountering a situation you think is faint-worthy, +flip. Tails, you faint.
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.In-game:
In-game: Learn a language in half the time.
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In-game: Make a Stamina roll at difficulty 70 to avoid otherwise certain death (unless dying from ZNA Virus).
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In-game: Staff may offer other PCs the opportunity to turn you in. Keep your friends close and enemies closer!
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In-game: You can draw and attack in the same action.
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In-game: You can nock an arrow (or reload a crossbow) and fire in the same round.
You can make up your own stalker or let staff choose who is stalking you.
In-game:In-game: No penalty for skill checks involving manual dexterity under pressure.
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In-game: -30 diff to skill checks involving electronic technology (computers, radios, etc.)
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In-game: Once per scene, re-roll any skill/attribute check or +flip if you don't like the outcome. (not +attack)
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In-game: -20 diff to dancing checks.
In-game: +20 diff to dancing checks.
In-game: For guns or melee, one attack with each per round, offhand penalized (unless ambidexterous).
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:In-game: No penalty for skill checks under pressure, -20 difficulty to Willpower checks to avoid panic/anger.
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In-game: You cannot get infected with ZNA.
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In-game: Roll +100 for each zombie in the encounter. On a roll of 1-80, the zombie will shamble in your direction.
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