Each community starts with a number of feats based on its
community type, and gains an additional feat at 2nd, 4th, 6th, 8th, and 10th levels.
Standard Feats
Communities may take the following standard character feats:
Builder,
Educated,
Gearhead,
Medical Expert,
Renown,
Studious,
Surgery,
Windfall.
Communities may also from the following special community feats:
Community Feats
Advanced Communications
The community has the ability to communicate with other communities at a distance.
Prerequisites: Knowledge (Technology: Advanced) 1 rank.
Benefits: The community can conduct long-range communications with other communities, thereby ending its isolation and ensuring its connection to the wider world. This grants a +3 bonus to the community’s Wealth.
Signs: Greater numbers of visitors to community, thriving trade, and commerce.
Advanced Engineering
The community can build all types of highly advanced technology.
Prerequisites: Archaic Engineering, Pre-War Engineering, Knowledge (technology: advanced) 1 rank.
Benefits: The community is capable of constructing and repairing androids, soultech devices, energy weapons, and other advanced technological devices. This feat also increases the community's Wealth bonus by +3.
Signs: Guards armed with energy weapons; autonomous systems; self-repairing buildings.
Advanced Farming
The community can utilize advanced farming techniques like hydroponics. It also has access to mechanical farming equipment like harvesters and tractors.
Prerequisites: Non-nomad community, Archaic Farming, Pre-War Vehicles.
Benefits: The community can use labour-saving devices to reduce the number of people needed to grow enough food to feed the community. It also reduces the amount of time needed to sow and harvest the food, and can often provide a surplus of food to trade with other communities. This feat also increases the community's Wealth bonus by +2.
Signs: Large herds of animals; hundreds of acres growing edible plants, tended by machinery; extensive irrigation infrastructure.
Advanced Manufacturing
The community can use computer-controlled equipment to create all sorts of advanced trade goods.
Prerequisites: Non-nomad community, Archaic Manufacturing, Craft (chemical) 1 rank.
Benefits: The community can produce and utilize advanced materials, such as plastics, nylon, vinyl, kevlar, and fluorescent dyes. They also use computer control to automate the production lines. This feat also increases the community's Wealth bonus by +2.
Signs: Industrial plants producing plastic goods; fabrics and pressed metal parts; automated looms; citizens wearing brightly coloured clothes or advanced-fabric armour.
Advanced Vehicles
The community has access to vehicles that control and configure themselves.
Prerequisites: Advanced Engineering, Archaic Engineering, Pre-War Engineering, Knowledge (technology: advanced) 1 rank, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: The community can operate and repair vehicles that use advanced computer technology. These vehicles do not need drivers and can operate for lengthy periods of time without refuelling or repairs.
Signs: Robotic vehicles and walkers.
Advanced Weaponsmithing
The community knows how to make advanced firearms, including lasers.
Prerequisites: Archaic Weaponsmithing, Pre-War Weaponsmithing, Knowledge (technology: advanced) 1 rank, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank, Repair 1 rank.
Benefits: The community has the skills and tools to make and repair advanced firearms. This includes being able to understand the soultech aspects of such weapons. It also increases the community's Wealth bonus by +3.
Signs: Community members carrying advanced firearms; traders having advanced weapons and ammunition for sale.
Airfield
A serviceable airstrip and hangar facilities, close to the community.
Prerequisites: Archaic Engineering, Fuel Production, Pre-War Engineering, Pre-War Vehicles, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: Aircraft can use the community as a stopover point on cross-country flights. The community also becomes a major trade centre, with cargo facilities nearby where aircraft can be loaded and unloaded, as well as bars and hotels for aircrew to stay at while they're on the ground. The airfield provides a +3 bonus to the community's Wealth bonus.
Signs: Large open fields--either grassed or paved--with aircraft parked nearby; hangers for more permanent shelter; facilities for loading and unloading cargo.
Archaic Engineering
The community can build structures and machines that do not require high levels of technology.
Prerequisites: Knowledge (technology: archaic) 1 rank.
Benefits: The community has the tools and skills needed to create things such as stone bridges, simple vehicles, primitive farming equipment, and steam engines. This feat also increases the community's Wealth bonus by +1.
Signs: Working mechanical devices; steam engines; stone bridges and buildings.
Archaic Farming
The community understands and uses simple farming techniques. All farming is small scale, time-consuming, and labour intensive.
Prerequisite: Non-nomad community.
Benefit: The community can grow enough food to sustain itself on an ongoing basis. This feat also increases the community's Wealth bonus by +1.
Signs: Small herds of animals; acres of fields growing staple foods. All farming is done using tools that are either human- or animal-powered such as scythes, hoes, and horse-drawn ploughs.
Archaic Manufacturing
The community can create simple trade goods from natural materials.
Benefits: The community can make its own simple trade goods. This feat also increases the community's Wealth bonus by +1.
Signs: Simple labour-intensive production lines; hand-crafted timber and metalwork goods; people wearing textiles spun from wool or cotton.
Archaic Vehicles
The community has access to simple vehicles that rely on muscle, wind, animals, or steam power for propulsion.
Prerequisites: Archaic Engineering, Knowledge (technology: archaic).
Benefits: The community can operate and repair vehicles that do not rely on advanced propulsion systems.
Signs: Wagons; steam tractors; sailing ships; land yachts.
Archaic Weaponsmithing
The community knows how to make simple mêlée and ranged weapons.
Prerequisites: Knowledge (technology: archaic) 1 rank, Repair 1 rank.
Benefits: The community has the tools and skills needed to create or repair all simple and archaic mêlée and ranged weapons. This feat also increases the community's Wealth bonus by +1.
Signs: Weaponsmiths creating swords and spearheads; bowyers creating bows; traders with large stocks of simple and archaic weapons.
Automated Defences
The community is protected by a computerized defence system.
Prerequisites: Archaic Weaponsmithing, Pre-War Weaponsmithing, Computer Use (artificial intelligence) 1 rank, Knowledge (technology: advanced) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: Computerized weapon systems defend the community's perimeter. These guard the major approaches to the community, funnelling would-be attackers into special killing grounds covered by high-tech weapons: Atk +15 (2d12/19-20, machinegun nests). As the amount of area requiring coverage grows with increasing population, assume two emplacements per population level.
The ammunition for these guns needs to be replenished periodically, requiring the community to have either a large ammunition stockpile or a means of creating more. If the community also has the Nanotech Usage feat, then the weapons may be fitted with nanotech ammunition builders, at the GM's discretion.
Signs: Weapon pods automatically sweeping back and forth; sensor posts scanning for movement.
Basic Fortifications
The community is protected by rudimentary fortifications, usually made from timber.
Prerequisite: Resilience 13+.
Benefits: The basic fortifications erected around the community provide a +1 bonus to Defence for defenders, provided the attackers are outside the perimeter.
Signs: Timber walls erected around a community; sharpened spikes to prevent--or at least slow--the approaches to the community.
Biotech Usage
The community can use biotech devices.
Prerequisite: Knowledge (earth and life sciences) 1 rank.
Benefit: The community has the necessary equipment to successfully manipulate genetic structures and use biotechnology for their own benefit. This feat also increases the community's Wealth bonus by +3.
Signs: Advanced medical facilities; younger-, fitter-looking population.
Broadcast Power
The community has nearly unlimited energy at very little cost.
Prerequisites: Archaic Engineering, Electricity Generation, Pre-War Electricity Generation, Pre-War Engineering, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: This feat provides the ability to generate electricity without the need for any manpoweror materials and with far less maintenance than lesser forms of electricity generation.
Normal: Communities without this feat must either do without electricity or use a more primitive means of generation.
Signs: Operational electrical devices of every possible sort without any obvious means of generation. A single tall power receiver but without any overhead wires or connections to the devices being powered.
Caves
A set of mostly unexplored caverns exists underneath, or close to, the community.
Benefits: Having a place for the population to hide in times of trouble provides a +2 bonus to the community's Resilience attribute, while the adventurers attracted by unexplored caverns provides a +1 Wealth bonus.
Signs: Rocky outcrops nearby with obvious cave entrances.
Electricity Generation
The community can generate its own electricity, either by using flowing water, or by burning fuel.
Prerequisites: Archaic Engineering, Knowledge (technology: archaic) 1 rank.
Benefits: The community can enjoy electrical lighting, heating, and all the other benefits that electricity provides.
Normal: Communities without this feat cannot use any equipment that requires electricity.
Signs: Smoke from the power station; the sound of the generators running; electrical lights at night; overhead power lines.
Fertile
The community's farmlands are especially fertile, providing higher crop yields.
Prerequisite: Archaic Farming, non-nomad community.
Benefits: The community gains a +2 bonus on Profession checks in civilized regions, or a +2 bonus on Survival (for the purposes of food gathering only) for wild regions.
Signs: Huge fields of natural or cultivated crops; extremely lush vegetation surrounding the community.
Food Synthesis
The community can use nanotechnology to create artificial food.
Prerequisites: Nanotech Usage, Stockpile.
Benefits: The community can feed itself by using nanotech food machines to create nutritious (although not particularly appetizing) food. This feat also increases the community's Wealth bonus by +2.
Signs: Stockpiling of inedible raw materials; containers of processed food.
Fuel Production
The community has the means to create fuels to power machinery or to provide heating.
Prerequisites: Archaic Engineering, Pre-War Engineering, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: The community can distil its own fuels for a variety of uses. This feat also increases the community's Wealth bonus by +2.
Normal: The community must obtain their fuel supplies through trade or discovery of Pre-War caches.
Signs: Large refineries or distillation plants; stockpiles of the raw materials used for fuel creation (oil, shale, or other minerals in the case of petroleum products; tons of vegetation for alcohol distillation; or a large pumping station near a river or lake for electrolysis and tanks farms to hold the final product.
Heavy Fortifications
The community has constructed an elaborate stone fortress around its most important sections, allowing it to be sealed off from the outside. It usually consists of two stone walls with battlements around each one, and underground chambers to shelter civilians in times of trouble.
Prerequisites: Resilience 13+, Basic Fortifications, Moderate Fortifications.
Benefits: The more extensive fortifications provide a +6 bonus to Defence for the community's defenders, provided the attackers are outside the perimeter. This feat also provides an additional +2 to the community's Reputation bonus.
Signs: High stone ramparts; carefully designed killing zones; constant patrols of the walls and the surrounding countryside by the military.
High-Tech Nomads
The nomadic community uses Pre-War vehicles to move around.
Prerequisites: Nomadic community, Mobility 15+.
Benefits: The nomads own and maintain enough Pre-War vehicles (cars, trucks, motorcycles, etc.) to be able to move their whole population more efficiently. This feat does not require the other vehicle feats, and requires the the nomads carry their fuel supply and spare parts with them.
Signs: Enough vehicles to move the whole population; scouts scavenging for spare parts.
Hospital
The community has a permanent medical facility for taking care of the sick and injured.
Prerequisites: Medical Expert, Surgery, Treat Injury 1 rank.
Benefits: The community can take care of the sick in a clean, sterile environment. This provides a +2 bonus on all Treat Injury checks. The hospital also increases the community's Reputation bonus by +2.
Signs: Medical staff constantly working near the hospital building; visitors bringing their sick and injured for treatment.
Infamous
The community has gained a bad reputation, rightly or wrongly, causing others to fear of shun it.
Benefits: The community gains a +3 bonus on all Intimidate checks. This feat also provides a +1 increase to the community's Reputation bonus.
Special: A community with the Infamous feat cannot also have the Renown feat.
Signs: Outsiders acting nervous when in town; community members are either shown a great deal of respect or openly shunned by other communities.
Influential
The community has a great deal of influence over its neighbours.
Prerequisite: Reputation bonus +8.
Benefits: The community's opinion carries a lot of weight with its neighbours. The community gains a +2 bonus on all Diplomacy and Intimidate checks.
Signs: Envoys constantly heading to and from other communities; the constant presence of diplomats from other communities.
Library
The community has access to a large collection of books, computer discs, and other written material.
Benefits: Community members gain a +2 circumstance bonus on all Knowledge checks when researching information in the library's archives.
Signs: A large room--or perhaps even a building--filled with books; scholars coming and going, gathering information to help with their personal research.
Moderate Fortifications
The community has built stronger fortifications, normally a stone wall with battlements to protect the buildings inside.
Prerequisites: Resilience 13+, Basic Fortifications.
Benefits: The more extreme fortifications provide a +3 bonus to Defence for defender, provided the attackers are outside the perimeter.
Signs: Strong stone walls around the community; heavy timber gates that can be barred from the inside to block the entrance.
Nanotech Usage
The community can use nanotech devices.
Prerequisite: Knowledge (technology: nanotech) 1 rank.
Benefit: The community has the necessary equipment to successfully control nanites. They can also learn how to shut down dormant nanite weaponry. Communities without this feat cannot utilize nanotechnology to its fullest potential, or shut down nanite weapons. This feat also increases the community's Wealth bonus by +4.
Signs: Strange architecture with not visible seams or fastenings; materials such as steel and timber welded together; machine parts with perfect tolerances; machines that take scrap metal in and turn out ingots of purified metal, ready for reuse.
Pre-War Electricity Generation
The community has a cleaner, more efficient means of generating electricity.
Prerequisites: Archaic Engineering, Electricity Generation, Pre-War Engineering, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: This feat provides the ability to generate more power with far less manpower, materials, and maintenance. This feat also increases the community's Wealth bonus by +1.
Normal: Communities without this feat must either do without electricity or use a more primitive means of generation.
Signs: Farms of giant windmills; acres of solar panels; operational nuclear reactors; electrical lights at night; overhead power lines.
Pre-War Engineering
The community can build and repair structures and machines that require a high level of technology.
Prerequisites: Archaic Engineering, Knowledge (technology: Pre-War) 1 rank.
Benefits: The community can build structures from reinforced concrete, steel, or strengthened glass; and build engines and electronic devices of all shapes and sizes. This feat also increases the community's Wealth bonus by +2.
Signs: Vehicles powered by internal combustion engines; buildings made from concrete or more exotic materials; advanced computers.
Pre-War Vehicles
The community has access to vehicles that take advantage of high technology.
Prerequisites: Archaic Engineering, Pre-War Engineering, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: The community can operate and repair vehicles with advanced propulsion systems, computer controls, and composite materials.
Signs: Cars; trucks; motorcycles; hovercraft; tanks; combine harvesters.
Pre-War Weaponsmithing
The community knows how to make or repair firearms and explosives.
Prerequisites: Archaic Weaponsmithing, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank, Repair 1 rank.
Benefits: The community has the skills and tools to make firearms, ammunition, and other explosives. This feat also increases the community's Wealth bonus by +2.
Signs: Community members carrying firearms; traders with weapons and ammunition for sale.
Psychic Advisers
The community has several advisers with psionic abilities.
Benefits: The advisers are trained in information gathering and predicting the future. This gives the community a distinct advantage in negotiations with other communities, giving a +3 bonus on both Diplomacy and Sense Motive checks.
Signs: Advisers constantly whispering in the ears of community leaders; the community's ability to always stay one step ahead of its neighbours.
Psychic Shielding
The community is protected from psychic probes and attacks.
Benefits: The community has a cadre of trained psychics who take turns shielding the whole community from psionic influences. The community gains a +10 bonus on checks and saves to resist psionic effects.
Signs: Psychics seated in a circle meditating; a sense the someone's watching you over your shoulder.
Radio Transmitter
The community has a working radio transmitter for communication.
Prerequisites: Archaic Engineering, Electricity Generation, Pre-War Electricity Generation, Pre-War Engineering, Knowledge (technology: archaic) 1 rank, Knowledge (technology: Pre-War) 1 rank.
Benefits: The community has a working radio transmitter. It can be as simple as a Morse code navigation beacon, or as complex as a working radio station with sentient--human or otherwise--DJs. The radio transmitter also increases the community's Reputation score by +4.
Signs: Tall radio antenna mast; building full of humming transmitter equipment.
Rich Hunting
The countryside surrounding the community is especially rich in game animals.
Benefit: The community gains a +2 bonus on Survival rolls for the purposes of hunting only. Alternatively, this feat could be interpreted as "Rich Fishing", in which case it provides a +2 bonus on Profession instead.
Signs: Large herds of game animals nearby; hunters regularly returning with game.
Ruins
The community is built on or near some ruins, either of a city from before the Final Wars, or an ancient city from the distant past. The lure of the ruins brings adventurers in search of treasure and scholars in search of knowledge.
Benefits: The community gets a +1 increase to its Wealth bonus, and a +1 circumstance bonus on Knowledge (history) checks.
Signs: Unearthed ruins either in or near the community; adventurers talking about the ruins in taverns.
Safe Harbour
The community is luck enough to have a place where sailing vessels can tie up safely.
Prerequisite: The community must be situated on a river, lake, or sea.
Benefits: Sailing ships can tie up in a safe area, protected from the elements and safe from storms and rough seas. The community usually has cargo facilities nearby where the vessels can be loaded and unloaded, as well as bars and hotels for the sailors to stay at while they are in port. The port's facilities provide a +3 increase to the community's Wealth bonus.
Signs: Bays with narrow openings to the sea; well-constructed docks; warehouses for cargo storage; seedy harbour-side taverns.
Sewage Treatment
The community has an advanced waste management system.
Prerequisites: Nanotech Usage, Knowledge (technology: nanotech) 1 rank.
Benefit: The community gains a +2 bonus to Resiliency due to the removal of dangerous wastes and hazardous materials.
Signs: Healthier people; lack of unpleasant odours.
Shipyard
The community has the skills and materials to build sailing vessels.
Prerequisites: Archaic Vehicles, Profession 1 rank, Knowledge (technology: archaic), plus the community must be situated on a river, lake, or sea so the boats or ships can be launched.
Benefits: The community can build and maintain a fleet of sailing vessels, or they can take on repair work for other communities as a means of gaining additional income. This feat also provides a +1 increase to the community's Reputation bonus.
Signs: Partially completed sailing ships near the water; large stocks of timber planking; equipment for heating and bending timber.
Stockpile
The community has enough reserves of fuel, raw materials, and food to survive for an extended period.
Prerequisite: Non-nomad community.
Benefits: The community has enough supplies to last for three months without being able to conduct its normal day-to-day activities.
Special: This feat can be taken more than once. Its effects stack.
Signs: Barns and warehouses full of supplies; tanks for storing fuel and water.
Synthetic Repair
The community is trained in repairing and upgrading synthetics.
Prerequisites: Advanced Manufacturing, Archaic Manufacturing, Computer Use (artificial intelligence) 1 rank, Craft (chemical) 1 rank, Craft (electronic) 1 rank, Knowledge (technology: advanced) 1 rank.
Benefits: The community can repair robots and other synthetic creatures, as well as help sentient AIs adjust to life in the Gamma Age. The community gains a +2 bonus on Computer Use and Craft (electronic) checks and +2 to its Reputation bonus.
Signs: Dozens of robots and other synthetics living around the community; workshops filled with spare parts.
Tower
The community has erected a high watchtower to provide a better view of the surrounding countryside and allow greater warning of approaching forces.
Prerequisites: Resilience 13+, Basic Fortifications.
Benefits: The early warning provided by the tower provides an additional +2 on Perception checks made by community members maintaining the tower.
Signs: A tall tower standing on a prominent landscape feature.
University
The community benefits from hosting a large learning institution, drawing students and academic from all over the land to study there. It usually also has an extensive technology research department.
Prerequisites: Four Knowledge skills with at least 2 ranks in each, Library.
Benefits: The community gains an additional +2 bonus on all Knowledge checks; alternatively, pick only 2 Knowledge skills and receive a +4 bonus on each. It also provides a +2 bonus on Linguistics and Craft (nanotech) rolls, and a +1 increase to the community's Reputation bonus.
Signs: Large numbers of academics and students; large buildings with classrooms, laboratories, and museums.
Wagon Train
The community has a collection of wagons and beasts of burden (or other vehicles) for hauling cargo.
Prerequisite: Mobility 13+.
Benefit: A community with a wagon train receives a +3 Wealth bonus. This feat also provides a +1 increase to the community's Reputation bonus.
Signs: Large numbers of wagons; corralled beasts of burden; wheelwrights making or fixing wagon wheels.