Too powerful. Plus imagine how well this feat would work for enemies.
Who said anything about enemies having these special perks? LOL Moreover, you need to consider what would be the stat/skill requirements. You can make them more prohibitive. There is no chance in hell you would go for my next suggestions then, but I will post them anyway:
Magnet
When this ability is activated (6AP), all enemy attacks will be redirected to your character for the next two turns.
Friendly or foe
+5 to dialogue skill checks with friendly factions, -5 to dialogue skill checks with enemy factions.
All in
When this ability is activated (1AP), the character has +10 increase in Strength until the end of the turn. In the next turn and until the end of the encounter, the strength will be reduced to 4.
Invulnerable
When this ability is activated (6AP), the player can decide to convert any given amount of health points into damage resistance points until the end of the encounter.
Cosmic justice
When this ability is activated (6AP), every character has their HP reduced and fixed to 1 for the next two turns.
Pawns
When this ability is activated (6AP), the player can choose a companion to take every incoming attack to your character until the end of the encounter.
Devotion
When this ability is activated (10AP), the player can choose a companion to self-sacrifice in a suicidal attack, thus causing 90 damage points.
Eye for an Eye
When this ability is activated (6AP), for the next turn the enemy will suffer the same amount of damage he caused in your character.
Nullify
When this ability is activated (6AP), your character will be able to intercept the first attack against your character in the next turn.
Magnetic trap
When this ability is activated (6AP), the first enemy that attacks your character will be trapped in a magnet camp with you for the next two turns.
Do gooder
When this ability is activated (1AP), you can sacrifice health points for additional damage in your next attack.
Standstill
When this ability is activated (6AP), nobody will be able to attack for the next two turns.
Slowly grinding to a halt
When this ability is activated (6AP), each attack will cost an additional 6AP for the next two turns.
Gore
When this ability is activated (2AP), only attacks will be permissible for the next two turns.
For the greater good
When this ability is activated (6AP), everyone will suffer 10 damage points.