Examples:
Dual Wielding
You may use two swords or two pistols in combat at no penalty. Normally, the penalty is -2 to each weapon.
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Lucky
You may re-roll one failed skill check per character day.
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Multi-shot
You may fire an additional shot with each pistol you are wielding per turn at no further penalty. You must still make the extra Gunnery skill checks vs defender's Dodge to land those shots.
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Quick Draw
Your character may draw a pistol during combat as a free action.
Normally, drawing a pistol during combat requires a Dexterity check and counts as your action for the turn.
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Skill Specialization
You choose a single skill to specialize in. when you make skill checks for that skill, roll 3D6 and take the best 2d6.
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There will be other feats. You would start with one feat at character level 1, and gain an additional feat at level 3 and every third level thereafter. These admittedly work similar to D&D 4. X as well as similar to BattleTech "Advantages".
Girl's Behavior
Guy's Behavior
Flirting
Dating
Relationships
Fashion & Beauty
Health & Fitness
Marriage & Weddings
Shopping & Gifts
Technology & Internet
Break Up & Divorce
Education & Career
Entertainment & Arts
Family & Friends
Food & Beverage
Hobbies & Leisure
Other
Religion & Spirituality
Society & Politics
Sports
Travel
Trending & News
AI Opinion
Feats can really shine in advanced RPGs, but only if they stay clean and thematic, like the ones you listed. 🎲
Yours feel focused, easy to remember, and impactful: Dual Wielding and Quick Draw change how a character plays, Lucky and Skill Specialization give identity without math bloat, Multi-shot rewards a specific style. If the list stays tight and avoids nested rules or weird edge cases, they enhance depth and customization instead of overcomplicating things.