Games Rules
Costs: Basic= 4 Exp, Intermediate= 7 Exp, Advanced= 10 Exp, Legendary= 15 Exp


ACROBATIC- You are very agile. (Basic Feat)
Benefit: You gain 2 bonus traits on all Jump and Tumble checks.

ALERTNESS- You are keenly aware of your surroundings. (Basic Feat)
Benefit: You get 2 bonus traits on all Listen and Spot checks.

ANIMAL AFFINITY- You are good with animals. (Basic Feat)
Benefit: You get 2 bonus traits on all Ride and Handle Animal checks.

ARMOR PROFICIENCY LIGHT- You are proficient with Light Armor. (Basic Feat)
Benefit: When you wear a type of Armor with which you are proficient, the Armor check penalty
applies only to Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble
checks.
Normal: A character who wears armor with which he or she is not proficient suffers its armor check
penalty on attack and on all skills that involve moving, including Ride and Pilot.

  • ARMOR PROFICIENCY MEDIUM- You are proficient with Medium Armor. (Intermediate Feat)
         Benefit: See Armor Proficiency Light.
         Normal: See Armor Proficiency Light.
         Prerequisite: Armor Proficiency Light.

  • ARMOR PROFICIENCY HEAVY- You are proficient with Heavy Armor. (Advanced Feat)
                        Benefit: See Armor Proficiency Light.
                        Normal: See Armor Proficiency Light.
                        Prerequisite: Armor Proficiency Light, and Armor Proficiency Medium.

  • ARMOR PROFICIENCY POWERED- You are proficient with Power Armor. (Advanced Feat)
         Benefit: See Armor Proficiency Light.
         Normal: See Armor Proficiency Light.
         Prerequisite: Armor Proficiency Light, and Armor Proficiency Medium.

ATHLETIC- You have a knack for athletic endeavors. (Basic Feat)
Benefit: You get 2 bonus traits on all Climb and Swim checks.

BLIND-FIGHT- You know how to fight without being able to see your foes. (Intermediate Feat)
Benefit: In melee combat, every time you miss because of concealment you get one free retest, but
still suffer halved movement.

CAUTIOUS- You are especially careful with tasks that may yield catastrophic results. (Basic Feat)
Benefit: You get 2 bonus traits on all Demolitions and Disable Device checks.

CLEAVE- You can follow through with a powerful melee attack. (Intermediate Feat)
Benefit: Spend a willpower to gain a last free retest on all melee attacks for the entire combat
scene. (does not stack with Martial Arts)

  • VICIOUS STRIKE- You gain one extra action while wielding a melee weapon.(Intermediate
    Feat)
         Prerequisites: Dodge, Cleave

  • GREAT CLEAVE- You can wield a melee weapon with such power that you can strike and
    drop your opponents. (Advanced Feat)
         Benefit: You may spend a willpower to gain win on ties for melee for 1 whole combat round.
         Prerequisites: Cleave.

DODGE- You are adept at dodging attacks. (Basic Feat)
Benefit: You get 1 bonus trait for defense.

  • MOBILITY- You are skilled at dodging and avoiding attacks they make against you.
    (Intermediate Feat)
         Benefit: You get one extra step each combat turn.
         Prerequisite: Dodge.
  • SHOT ON THE RUN- You are highly trained in skirmish and ranged weapon tactics.
    (Advanced Feat)
                    Benefit: You can move before and after and attack if you have the actions.
                    Prerequisites: Point Blank Shot, Dodge, Mobility.
  • SPRING ATTACK- You are trained in fast melee attacks and fancy foot work.
    (Advanced Feat)
                    Benefit: You may move 3 steps, attack and move 3 more steps.
                    Prerequisites: Dodge, Mobility.
  • WHIRLWIND ATTACK- You can strike nearby opponents in an amazing
    spinning Melee attack. (Advanced Feat)
                                 Benefit: You gain one extra action.
                                 Prerequisite: Dodge, Mobility, Spring Attack, Expertise.

COMBAT REFLEXES- You may switch weapons in combat as a free action.(Intermediate Feat)

ENDURANCE- You are capable of Amazing feats of stamina. (Intermediate Feat)
Benefit: Whenever you make a physical test (such as running, swimming, and so on), you get 4
bonus traits to the test.

EXOTIC WEAPON PROFICIENCY- Choose an exotic weapon, such as a bow caster or light saber.
You understand how to use that type of exotic weapon in combat. (basic Feat)
Benefit: You make attacks with the weapon normally.
Normal: A character who uses an exotic weapon without being proficient with it suffers -4 traits on
all attacks with it.
Special: You can gain this feat multiple times. Each time it must be with a different weapon. Having
this proficiency allows you to buy ability retests for this specific weapon.

EXPERTISE- You are trained at using you combat skill for defense as well as offence. (Intermediate
Feat)
Benefit: When you use the attack action or defense, you may gain bonus traits up to half of your
corresponding attribute, but suffer the same amount penalty for attack or defense.

FAME- You are particularly well know. (basic Feat)
Benefit: You gain +1 reputation as well as 5 bonus traits to Bluff, Diplomacy, Gather Information,
and Entertain. You also gain 2 bonus traits with Intimidate.

FRIGHTFUL PRESENCE- Your mere presence can terrify those around you. (Advanced Feat)
Benefit: Spend a willpower for all players to make a charisma challenge against you. If they lose
they suffer a -2 penalty to all their attacks against you. * They may spend a willpower to retest. *
Special: Anyone may spend 1 willpower to cancel.

GEARHEAD- You have a way with machines. (Basic Feat)
Benefit: You get 2 bonus traits on all Repair and Computer Use checks.

GREAT FORTITUDE- You are tougher than you look. (Intermediate Feat)
Benefit: You get 2 bonus traits on all Constitution related test.

HEADSTRONG- You gain a +1 trait bonus to all wisdom related challenges and a +2 trait in
defense against Intimidate.(Basic Feat)

IMPROVED INITIATIVE- You can react more quickly than normal in al fight. (Intermediate Feat)
Benefit: You get 4 bonus traits when deciding initiative.

INFAMY- You are known for crimes or evil deeds. (Basic Feat)
Benefit: You gain 1 point in reputation as well as 5 bonus traits to Bluff, Intimidate, and Gather
Information tests. You also suffer -5 traits penalty to Diplomacy tests.

LIGHTHING REFLEXES- You have faster than normal reflexes. (Intermediate Feat)
Benefit: You get 2 bonus traits on all Dexterity related tests.

LOW PROFILE- Your reputation goes down by 2.(Basic Feat)
Special: This does not effect you total when trying to get a prestige class.


MARTIAL ARTS- You are skilled at fighting while unarmed. (Basic Feat)
Benefit: Your unarmed attacks deal 1 wound point of damage.

  • DEFENSIVE MARTIAL ARTS- You gain +2 traits in defense.(Intermediate Feat)
         Prerequisites: Martial Arts

  • IMPROVED MARTIAL-ARTS- You have a stronger understanding and control while fighting
    unarmed. (Intermediate Feat)
         Benefit: You may spend a willpower to gain a last free retest on all your martial attacks for
         the entire combat scene.
         Prerequisites: Martial Arts

  • ADVANCED MARTIAL ATRS- You have mastered all basic understanding with
    unarmed fighting. (Advanced Feat)
                    Benefit: Your unarmed attacked deal 1 extra wound point of damage.
                    Prerequisite: Martial Arts and Improved Martial Arts.

MARTIAL ARTS FORMS- This fun little way of combat is probable not only the best but also the most
dangerous. You cant be disarmed, you have multiple different paths to master so no one can
predict which one you are right away, there is a powerful prestige class dedicated to martial arts,
and........you get the second most actions when it comes to combat. Sick, I know.
So, here are the list and rules of the martial arts.
First, if you do not have the martial arts feat, you are only doing vitality dmg.
You are allowed to go down 2 paths of martial arts but only allowed to master one of them.
  • Stava
  • K'thri
  • K'tara
  • Echani
  • Tera-Kasi
  • Wookiee (this form is limited to wookiees only)
There are 3 levels in each form. Basic, Intermediate, and Advanced.

Basic in any of these forms are considered a Basic Feat and they all give the same ability: Spend 1
willpower to win on ties when you are attacking for one round.

Intermediate in any of these forms are considered Intermediate Feats and they all give the same
ability: You deal one extra point of dmg.

Mastering any of these are considered Advanced Feats and have different abilities:
  • Stava: Spend 5 strength traits to deal +5 dmg in one hit. Can only be used one time per
    combat scene.
  • K'thri: You gain a pre-emptive free attack before and aggressive action is made. Can only be
    used once pre scene.
  • K'tara: When ever you hit an opponent they lose 3 extra strength traits.
  • Echani: When ever you hit an opponent you gain 3 extra strength traits.
  • Tera-Kasi: You deal 1 extra point of dmg per hit.
  • Wookiee: Your first hit deals x3 dmg. Can only be used once per hour.

MIMIC- You have a gift for impersonation. (Basic Feat)
Benefit: You get 2 bonus traits on all Disguise and Entertain checks.

NIMBLE- You have exceptional flexibility and manual dexterity. (Basic Feat)
Benefit: You gain 2 bonus traits on all Escape Artist and Sleight of Hand check.

PRESUASIVE- You have a way wit words and body language. (Basic Feat)
Benefit: You gain 2 bonus traits on all Bluff and Intimidate checks.

POINT BLANK SHOT- You are skilled at making well-placed shots with ranged weapons at close
range. (Intermediate Feat)
Benefit: You may spend a willpower to gain a last free retest on all blaster related attacks for the
entire combat scene.

  • RAPID SHOT- You can use ranged weapons with exceptional speed. (Intermediate Feat)
         Benefit: You gain one extra action each round.
         Prerequisite: Point Blank Shot.

  • MULTISHOT- You can use the mutifire and auto fire option on blaster weapons with
    exceptional accuracy. (Advanced Feat)
                    Benefit: You gain 1 extra action each round.
                    Prerequisite: Point Blank Shot, Rapid Shot.

  • PRECISE SHOT- You are skilled at timing and aiming ranged attacks. (Advanced Feat)
         Benefit: You may spend a willpower to gain win on ties for all blaster related attacks for a
         whole combat round.
         Prerequisite: Point Blank Shot.

POWER ATTACK- You can make exceptionally powerful melee attacks. (Basic Feat)
Benefit: You gain 1 bonus trait on all melee attacks.

QUICK DRAW- You can draw weapons with startling speed. (Basic Feat)
Benefit: For your first round of combat if using a blaster, you get 1 bonus trait for attacking.

QUICKNESS- You are good at turning attacks that might deal damage to near missed and glancing
blows. (Basic Feat)
Benefit: You get +1 Vitality.

RUN- You are fleet of foot. (Basic Feat)
Benefit: When running or jumping you get double movement.

SHARP-EYED- You have an eye for detail. (Basic Feat)
Benefit: You get 2 bonus traits on all Search and Sense Motive checks.

SKILL EMPHASIS- Choose a skill, such as survival, you have a special knack with that skill.
(Intermediate Feat)
Benefit: You get 3 bonus traits on all skill tests with that skill.
Special: You can gain this feat multiple times, but it must be a different skill.

SPACER- You have a special affinity for space travel. (Basic Feat)
Benefit: You get 2 bonus traits on all Pilot and Astrogate tests.

STARSHIP OPERATION- Select a class of starship, you are proficient at operating that class of
ship. (Basic Feat)
Benefit: You suffer no penalty on Pilot checks or attacks when operating that class of starship.
Normal: Characters with out this feat suffer a -4 trait penalty on Pilot checks and attacks.
Special: You can gain this feat multiple times, each time with a new class of starship.
Prerequisite: Pilot 2.

  • STARSHIP DODGE- Select a class of Starship, you are adept at dodging attacks while
    piloting that class of ship. (Intermediate Feat)
         Benefit: You get 1 bonus trait against all attacks from one opponent. You can select a new
         opponent on any action.
         Prerequisite: Pilot 5, Starship Operation.

  • PILOTS INTUITION- You gain one extra action in combat when you are piloting a ship.
    (Advanced Feat)
                    Prerequisites: Spacer, Starship Dodge, and Starship Operation
                    Special: You may buy this as many times equal to your reputation.

STEALTHY- You are particularly good at avoiding notice. (Basic Feat)
Benefit: You get 2 bonus traits on all Hide and Move Silently tests.

TOUGHNESS- You are tougher than normal. (Basic Feat)
Benefit: You get 1 extra wound point.

TRACK- You can follow the trails of creatures and characters across most types of terrain.
(Intermediate Feat)
Benefit: To find tracks or to follow someone make a Survival check. If you fail you must wait an hour.

TRICK- You gain a +2 trait bonus to Bluff and Gamble challenges.(Basic Feat)
Special: You cannot get Persuasive if you have this and vice versa.

TRUSTWORTHY- You have a friendly demeanor. (Basic Feat)
Benefit: You get 2 bonus traits on all Diplomacy and Gather Information tests.

TWO-WEAPON FIGHTING- You can fight with a weapon in each hand. (Intermediate Feat)
Benefit: With this feat you no longer suffer extra penalties besides bidding 1 trait for your regular
and off hand attack.

  • IMPROVED TWO-WEAPON FIGHTING- You are an expert in fighting two-handed. (Advanced
    Feat)
         Benefit: You gain 1 bonus trait on tie resolutions, as well as another off-hand attack..
         Prerequisite: Two-Weapon Fighting, Ambidexterity.

WEAPON FINESSE- You are especially skilled at using a certain Melee weapon. (Basic Feat)
Benefit: Spend a willpower to be able to use your Dexterity instead of Strength for any melee related
attack for the entire combat scene.

WEAPON FOCUS- Choose a specific Blaster weapon, you are especially good at using this
weapon. (Basic Feat)
Benefit: Spend a willpower to be able to use your intelligence instead of Dexterity for any blaster
related attacks for the entire combat scene.

WEAPON GROUP PROFICIENCY- Choose a group of weapons from the following list: (Basic Feat)
  • Blaster Pistols
  • Blaster Rifles
  • Heavy Weapons
  • Primitive Weapons
  • Simple Weapons
  • Slug Throwers
  • Vehicle Weapons
  • Vibro-Weapons
Benefit: You can attack with the chosen weapon group normally.
Normal: A character that is not proficient suffers -4 trait penalty on attack.
Special: You can gain this feat multiple times, you must choose a different weapon each time.

ZERO-G COMBAT- You can function normally in low or zero gravity. (Intermediate Feat)
Benefit: You suffer no penalty in low or zero gravity.
Prerequisite: Tumble 4
Normal: Without this feat you suffer a -4 trait penalty in zero-g, and -2 in low gravity.