A black belt only covers two inches of your ass.
You have to cover the rest.
— Royce Gracie, UFC Hall of Fame
Feats represent specialized training and experience that go beyond traditional skills and abilities. They can represent anything from training with a specific type of firearm to knowledge of how to knock someone out with a single blow.
There are numerous categories of feats, many of which are locked behind a character's Origin. Below, you'll find some more generalized feats, designed for characters of all stripes.
SPECIAL: Blackcloak characters start with two bonus feats: Simple Weapon Proficency and Handgun Proficency.
Some feats have prerequisites. Characters must have the indicated Ability Score, Skill Ranks, Feat, or other designated quality before they may select or use the feat.
A character can't use a feat if they lose the prerequisite, but they do not lose the feat. For example, a character who loses an arm cannot use Two Weapon Fighting, but they don't forget how to fight with two weapons. Should they ever regain an arm, they will regain the use of that feat.
General feats have no special rules beyond those that apply to all feats. General feats can apply to various situations throughout Secret Wars.
Combat feats improve one's capabilities in a fight, and generally only apply within Secret Wars.
Rituals represent one's mastery of a single occult ritual that allows anyone to perform supernal acts regardless of their ability with magic.