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CINDERFALL FIELD MANUAL  ·  GENERAL & SKILL FEATS

What You Picked Up

Not everything you can do comes from your ancestry or your class. These are the feats open to anyone — general feats at 3rd/7th/11th/15th/19th level, skill feats whenever a class grants one, gated only by the proficiency rank listed.

How to read this: General Feats list the level they first become available. Skill Feats are grouped by governing skill and tagged with the minimum proficiency rank required (Trained, Expert, Master). None of these require a specific ancestry, heritage, or class — anyone who qualifies can take them.

§1General Feats


Hardened
Level 1
Permanent bonus max HP equal to your level; the dying condition's threshold to true death is one point more forgiving.
Fleet Step
Level 1
Permanent +5 feet Speed.
Shieldbearer's Instinct
Level 1
Raising a shield costs no action the first time each encounter.
Wasteland Nose
Level 1
Bonus to Perception checks to notice ambient radiation, gas, or spoiled food/water before it becomes a problem.
Scavenger's Luck
Level 3
Once per day, reroll a failed Perception check made to find hidden salvage or a hidden danger.
Steady Under Fire
Level 3
Reduce the penalty imposed by the frightened condition by 1 (minimum 0).
Hardened Nerves
Level 7
Bonus to saves against fear and mind-affecting effects.
Second Wind
Level 7
Once per day as an action, recover HP equal to twice your level.
Unshakeable
Level 11
You're no longer affected by frightened 1 at all; only frightened 2 or higher affects you, and then at one less.
Battle-Forged Vigor
Level 11
Resistance to a physical damage type of your choice (made at creation) equal to half your level.
Defy the Reaper
Level 15
Once per day, when you'd be reduced to 0 HP, automatically stabilize without needing to roll.
Undying Will
Level 19
Immune to death effects; the dying condition can never advance past one step below its normal maximum for you.

§2Skill Feats

Grouped by governing skill. Take any of these once you meet the listed proficiency rank in that skill.


Athletics

Salvage Hauler
Trained
Treat scrap and salvage loads as one Bulk lighter when calculating your carrying capacity.
Wreckage Runner
Expert
Move at full Speed across unstable rubble and debris fields, ignoring the usual difficult-terrain penalty.

Crafting

Field Repair
Trained
Spend an action mid-encounter to quick-fix a damaged item or ghost-machine companion, restoring a small amount of function instead of waiting for downtime.
Scrap Alchemy
Expert
Craft consumables (charms, salves, ammunition) at reduced cost when using only found scrap as raw material.

Deception

Company Voice
Trained
Bonus to Deception checks made to impersonate corporate authority, credentials, or standing.

Diplomacy

Barter's Edge
Trained
Bonus to negotiate better prices when buying or selling goods.
Broker of Debts
Expert
Can formally arrange a favor-based transaction (an IOU) that local factions and merchants recognize as binding.

Intimidation

Wasteland Reputation
Trained
Bonus to Intimidation checks against anyone who's already heard rumors of your deeds.

Medicine

Battlefield Triage
Trained
Treat an ally's wounds mid-combat with a single action instead of requiring downtime.
Radiation Ward
Expert
Bonus to treat radiation sickness specifically, beyond what a standard Rad-Ward Salve provides.

Nature

Beast Whisperer
Trained
Bonus to calm, direct, or handle mutant beasts and tamed creatures.

Occultism

Static Reader
Trained
Bonus to sense the presence and general mood of nearby bound souls or ghost-machines.

Religion

Liturgy-Read
Trained
Bonus to Recall Knowledge checks about any of the wasteland's petty gods or major cult practices.

Society

Contract Literate
Trained
Bonus to parse corporate contracts and legal documents for hidden clauses.
Faction Face
Expert
Bonus to Diplomacy and Society checks made with a faction you have standing reputation with.

Stealth

Ghost Step
Trained
Bonus to Stealth checks made specifically in ruins or rubble terrain.

Survival

Wasteland Sense
Trained
Bonus to detect environmental hazards — radiation zones, acid rain, unstable structures — before they trigger.
Long Hauler
Expert
Reduce the food, water, and fuel consumed by your group on long treks.

Thievery

Lock and Ledger
Trained
Bonus to bypass corporate security locks and systems specifically.