
FEATURES
Type: General
Action: None (passive)
Range: Personal
Duration: Permanent (see description)
Saving Throw: None (see description)
Cost: 1 point per rank
You have one or more minor features or effects that grant you an
occasionally useful ability worth about 1 power point. This effect is
essentially a version of the Benefit feat (see Benefit, M&M, page
59) but a power rather than a virtue of skill, talent, or social back-
ground. For example, diplomatic immunity or wealth are Benefits;
fur, the ability to mimic any sound, or a hidden compartment in
your hollow leg, are Features.
It’s up to the GM what capabilities qualify as Features; gener-
ally 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.
SAMPLE FEATURES
Some examples of possible Features include the following:
• Environmental Adaptation: This feat may also be a Feature
for some characters, depending on its descriptors and origin.
• Insulating Fur: You have a layer of fur that protects you from
sunburn and cold, giving you immunity to those environments.
• Internal Compartment: You can carry a portion of your
carrying capacity inside you body! You have a pouch or com-
partment of some sort, able to hold objects no larger than
about one-fifth your own size and weighing no more than your
light load.
• Iron Stomach: You can eat anything that’s not toxic without
ill effects: spoiled or unpleasant food, for example. You get a
+4 bonus on Survival checks involving feeding yourself.
• Mimicry: You can imitate almost any sound you’ve heard, giv-
ing you a +10 bonus to Bluff or Perform checks to convince
others your mimicked sounds are real.
• 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.
FLAWS
• Duration: 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 hav-
ing them as passive traits requiring no effort whatsoever.
