Game Rules
Important:Any class can become any Prestige Class, All you have to do is meet the requirements
and BAM! you get it, after your storyteller gives you something nice and hard to accomplish to earn
the class you want. It also must pertain to the class you want, meaning to Chief Engineer wannabe
is going to get into a firefight in a corridor. You must also give your ST a reason that you want the
BOUNTY HUNTER
Requirements: Reputation 4, Track feat, gather information 5, move silently 5, Intimidate 5, Collected
3 bounties.
Feats:
- Target Bonus- Intermediate
You gain a +1 bonus for attack, bluff, listen, search, spot and sense motive when
using this feat against a predetermined target. *You may buy this feat multiple times.
If you sneak up on a opponent and get surprise, you deal x3 damage on the first attack.
CHIEF ENGINEER
Requirements: Reputation 4, Any Craft 5, Computer Use 5, Repair 5, Knowledge (Engineering) 5, A
item you have created that is valued at 10,000 credits+.
Feats:
- Personal Design- Intermediate
You get a +4 trait bonus on all repair checks on anything you have designed.
You complete your crafts in a shorter time period.
- Structural Analysis- Basic
Make a challenge VS. target to know all weak spots or faults.
- Resource Access- Intermediate
Once peer game, gain additional Resource in any form equal to Rep x Cha x 30.
- Solid Construction- Intermediate
You are capable of making a Craft 6 item.
CRIMELORD
Requirements: Reputation 4; Infamous feat; Bluff 5; Diplomacy 5; Sense Motive 5; Gather
Information 5
Feats:
- Resource Access- Intermediate
Once per game session, you may gain additional resource in any form equal to Rep
x Cha x 30
You can now gain minions. They are treated like Retainer Background.
- Exceptional Minions- Advanced
Prerequisites; Retainers 5; Minion Feat; Minion 5
Exception Minions are treated like retainers but can have backgrounds, gain their own
xp, but you must role play for them.
DIPLOMAT
Requirements: Reputation 4; High Society 3; Diplomacy 5; Fame Feat; Gather Information 5
Feats:
Prerequisites: Belonging to a Faction
When on a diplomatic mission, you gain a plus 1 reputation bonus; plus 2 when dealing
with a noble. You gain all influence bonuses with this feat.
- Consular's Guidance- Basic
Whenever you aid someone in the same faction as you, make a chop to give a +2
trait bonus on a win and a +1 on a tie.
*Not usable for any combat skills*
- Political Pull- Intermediate
You get a last free retest for offense or defense for any charisma related challenge. Cost 1
willpower and lasts for the entire scene.
- Diplomatic Immunity- Advanced
Prerequisites: Political Pull
Once per month you may cancel one illegal action you have done if it was on a diplomatic
mission.
Prerequisites: Diplomatic Immunity; Aristocrats Honor
You may spend 1willpower and 1 force point to redo an action you or someone has done
to you. Any skills or retests used and any traits lost are still considered used and lost.
Only the action and result is canceled and must be redone.
ELITE TROOPER
Requirements: Reputation 4; Dodge Feat; Precise Shot Feat; Point Blank Shot
Bonuses: Weapon Focus Feat; Medium Armor Feat; Heavy Armor Feat
Feats:
- Weapon Specialization- Intermediate
Choose a weapon. You deal +1 damage to all attacks with that weapon.
- Uncanny Dodge- Intermediate
Spend 1 willpower. You gain 1 last free retest in defense for the entire combat scene.
Prerequisites: Dodge Feat; Mobility Feat; Weapon Specialization Feat; Uncanny Dodge
Feat
Spend 1 willpower. Your first attack against an opponent deals damage straight to
wounds. This can not be soaked with vitality.
* Must declare Deadly Strike *
INFILTRATOR
Requirements: Reputation 3; Hide 5; Spot 5; Move Silently 5; Tumble 5; Stealthy Feat
Feats:
You no longer suffer any penalties on Move Silently while moving at full speed.
- Skill Mastery- Intermediate
You may " Take 10 " for any one of the following skills: Hide, Climb, Disable Device,
Tumble, Move Silently, Escape Artist
- Sneak Attack- Intermediate
Prerequisites: Covert Movement
When you surprise an opponent, for the first round you are up 2 traits and deal 1 extra
point of dmg.
Prerequisites: Sneak Attack, Covert Movement
When you surprise an opponent, for the first round when you hit, the opponent losses an
extra trait. *Stacks with Sneak Attack*
Prerequisites: Covert Movement, Sneak Attack, Ambush
If you win initiative, you may hide as a free action. *This can cancel combat if the use
permits.*
LOYAL PROTECTOR
Requirements: Reputation 4; Disguise 5; Knowledge (Streetwise) 5; Improved Initiative Feat
Feats:
You gain +5 trait bonus when you try to Disguise as your target.
Once per round , as a free action, you may take the damage from an attack that would
have hit your target. *Must declare this before the attack is made.*
- Shielding Strike- Intermediate
Once per round, as a free action, you may attack 1 opponent in melee with a +1 attack
bonus. *You can buy this feat multiple times*
- Deflect Attack- Intermediate
Prerequisites: Harm's Way
Once per round, when your target would take damage, you may attempt to deflect the
attack by winning on a simple. If successful, the hit is now a miss. *Can only be used on a
melee attack.*
Prerequisites: Deflect Attack, Harm's Way
Spend 1 willpower; you can no longer be stunned while protecting your target.
- Remain Conscious- Advanced
Prerequisites: Harm's Way; Deflect Attack; Ignore Pain
Spend 1 willpower; while protecting your target, you do not die until -10 wounds. After
combat if you have a negative wound total, you are unconscious and suffer a trait penalty=
to the total. If any trait category equals 0, then you die. *Willpower cannot save you.*
MARTIAL ARTS MASTER
Requirements: Reputation 4; Mastery in 1 form of Martial Arts
Feats:
- Martial Arts Trip- Intermediate
As a free action, on your first action of a combat, you may try to trip a opponent. If a person
is tripped, they MUST spend their next action getting up. * You can not attack when on the
ground if this is used again you.*
- Uncanny Dodge- Intermediate
You may spend 1 willpower to gain a last free retest for the combat scene.
- Dodge Blasters- Intermediate
Prerequisites: Uncanny Dodge
If you are hit by a blaster, you may chop to halve the damage. * You must win the chop and
the damage is rounded up. *
- Improved Dodge Blasters- Advanced
Prerequisites: Dodge Blasters, Uncanny Dodge
If you are hit by a blaster, you may chop to prevent all damage. * You must win the chop. *
Prerequisites: All other Martial Arts Master Feats; Expert in 2 Martial Arts Forms; Mastery in
1 Martial Arts Form
You may double the use of your Mastered Martial Arts Form.
MASTER DUELIST
Prerequisites: Reputation 4, Jump 5, Entertain 5, Tumble 5, Sleight of Hand 5
Bonuses: Dodge Feat, Weapon Fitness Feat
Notes: This class can only use a One-Handed Melee weapon with his feats, think of this class more
like a fencer.
Feats:
When not wearing armor, you may add your Intelligence to your Dexterity for defense while
in melee.
- Showmanship- Intermediate
At the beginning of combat, as a free action, you may make a entertain check to gain a +1
attack and damage for the duration of the combat.
- True Strike- Intermediate
Prerequisites: Showmanship
You may spend a willpower to deal +1 damage. * You may do this as many times in 1 hit
as you are allowed willpower spending.*
- Elaborate Parry- Intermediate
Prerequisites: Showmanship, True Strike
You may spend 1 willpower to gain a last free retest in defense for the entire combat
scene.
- Acrobatic Attack- Advanced
Prerequisites: Showmanship, True Strike, Elaborate Parry
If you attack by jumping at least 2 meters towards an opponent, you may make a jump
check. If you are successful, you gain +2 attack and damage to that hit.
Prerequisites: Showmanship, True Strike, Elaborate Parry, Acrobatic Attack
You may spend 1 willpower and forfeit the initiative. You gain a +2 bonus to attack and
damage for the entire combat scene.
OFFICER
Requirements: Reputation 3, Diplomacy 5, Must belong to a military faction.
Feats:
- Requisition Supplies- Intermediate
You may gather supplies equal to your charisma x 1000 credits in value.
You may spend 15 minutes in down time to give a person of the same faction +3 bonus to
any one non combat skill.
Prerequisites: Leadership
You may spend a willpower and make a charisma challenge. If you do, all allies gain a +2
to defense and attack. * While using this feat, you may not use any other feat or skill.*
- Improved Tactics- Advanced
Prerequisites: Leadership, Tactics
You may spend a willpower to give all allies one free retest for anything for the entire scene.
* While using this feat, you may not use any other feat or skill.*
OUTLAW SLICER
Requirements: Reputation 3, Computer Use 5, Forgery 3, Craft (Computers) 5, Read/Write Binary,
Built a custom computer valued at 5000 credits or more.
Feats:
- False Identity- Intermediate
You must spend 1 reputation point permanently. You gain a +2 bonus to all skills you use
while using this Identity. Anyone trying to use contacts, gather information or computer use
against this identity suffers a -8 penalty.
- Slicer Specialization- Intermediate
You may spend a willpower to gain a last free retest in computer use, craft (computer), and
forgery for an hour.
Prerequisites: Slicer Specialization
Choose a Intelligence based skill. You win on ties with chosen skill. * You may buy this skill
multiple times. *
STARFIGHTER ACE
Requirements: Reputation 4, Pilot 5, Starship Dodge Feat, Starship Operations Feat, Weapon
Group Proficiency ( Starship Weapons ) 5
Feats:
- Familiarity- Intermediate
When with a starship you are familiar with you gain a +1 bonus to Repair, Pilot, and attack.
- Starship Evasion- Advanced
Prerequisites: Familiarity
Spend a willpower. When you are hit you may chop to halve the damage done against you.
* The damage is rounded up *
- Improved Star fighter Evasion- Advanced
Prerequisites: Familiarity, Starship Evasion
Spend a willpower. When you are hit you may chop to cancel the damage done against you.
SHARPSHOOTER
Requirements: Reputation 4, Hide 5, Spot 5, Far Shot Feat, Point Blank Shot Feat, Precise Shot Feat
Feats:
- Preferred Weapon-Intermediate
You gain a +1 bonus to attack on the weapon of choice. * You may buy this multiple times. *
- Ranged Sneak Attack- Intermediate
You deal x2 damage on your first attack if you are far enough away.
Prerequisites: Ranged Sneak Attack, Preferred Weapon
Spend a willpower. You do not lose your target while he moves or is in a crowd.
Prerequisites: Ranged Sneak Attack, Preferred Weapon, Follow Target
You may spend a willpower to attack from +half the range for 1 full round.
Prerequisites: Ranged Sneak Attack, Preferred Weapon, Follow Target, Improved Range
Spend a willpower. You deal x2 damage for one round.
TREASURE HUNTER
Requirements: Reputation 3, Climb 5, Tumble 5, Gather Information 5, you must have found an
Artifact worth at least 10,000 credits
Feats:
- Archaic Lore- Intermediate
You may spend a willpower to remember all info for the next 15 minutes.
- Find Passage- Intermediate
You gain a +2 bonus to all spot, listen, and search while looking for traps, secret doors or
any detail.
- Sense Traps- Intermediate
You may spend a willpower to know any traps when you see them while at a ruins.
- Decipher Script- Advanced
You may spend a willpower to try to understand any dead language you come across.
You gain a last free retest against all force and supernatural abilities.
Combat Medic
Requirements: Reputation 3; Treat Injury 5; Knowledge Medicine 5; Knowledge Biology 5; Skill
Emphasis Treat Injury; Craft Stims 5; Must have saved 3 people from final death.
Feats:
You may now use a medpack to heal vitality.
- Get em Walking - Intermediate
Prerequisites: Patch Job
Spend 1 willpower to give your target as many of your traits in one category as you wish.
This can not raise the targets traits, higher than their base trait category.
- House Call - Intermediate
Prerequisites: Get em Walking
Any med pack you use now heal for double.
Prerequisites: House Call
You may use your multiple melee combat actions for multiple healing actions.
Faction Prestige Classes
Black Sun
Black Sun Vigo
Prerequisites: Rep4, Bluff 5, Diplomacy 5, Intimidate 5, Knowledge (streetwise) 5, Sense Motive 4,
Influence Underworld 5
Feats:
- Inspire Fear-Intermediate
Anyone attempting any kind of challenge against a Vigo in his person suffers a -2 penalty.
(This feat can be bought multiple times)
You gain credits equal to your rep x cha x 50. This is used once per game session.
A Vigo can call in a favor once per month. Depending on the favor, depends on what will be
asked in return. (Up to ST ruling)
You may now buy minions. They are treated as retainers, except there is no limit on how
much xp you may put into them.
- Exceptional Minions-Advanced
Prerequisites: Minions, Inspire Fear
You may now role play for Exceptional Minions. They are treated as minions except they can
have backgrounds.
Bothan Spy Network
Master Spy
Prerequisites: Rep4, Bluff 5, Hide 5, Gather Info 5, Read/write and speak Bothese
Feats:
Gain a last free retest on gather information challenges.
You may "Defect" and join another faction. You do not pick up the rouge flaw.
When Questioning a person, you must first spend a willpower and make a wisdom
challenge versus the target. If you win, you may ask 6 yes or no questions of any kind that
the player must answer truthfully.
Cor-Sec
Cor-Sec Troubleshooter
Prerequisites: Rep 4, Gather Information 5, Spot 5, Move Silently 5
Feats:
When working with another corsec member, they gain a +2 bonus to any non combat skill
the do.
You may add you reputation as a bonus to all Bluff, Diplomacy, Disguise, and Gather
Information checks.
You gain a +4 bonus when tracking in an urban setting and +4 to all survival challenges in
a urban setting.
You have access to a untraceable safehouse once per month that has been provided by
Cor-Sec.
The Empire
ISB Agent
Requirements: Rep 4, Feat Headstrong, Gather Information 5, Knowledge Politics 5, Sense Motive
5, Must be Human, Must have been Imperial since start of character.
Feats:
- Personal Transport- Intermediate
Player is given a better than average Transport ship to serve as his personal shuttle for
anything he desires. Should it be destroyed, he will not get another.
Prerequisites: Personal Transport
Player may call upon Imperial Stormtroopers to aid him in anyway he wishes for the scene
or an hour. 1 Stormtrooper per point of reputation.
- Imperial Command- Advanced
Prerequisites: Backup
Player may spend 1 willpower to automatically succeed in any Charisma or Wisdom
challenge; without throwing a chop.
The Hutt Crime Syndicate
Crime Broker
Requirements: Reputation 3, 20 Influence, Low Profile Feat, Diplomacy 5, Gather Information 5,
Knowledge Streetwise 5, Speak Huttese, Sense Motive 5
Feats:
You may ask for a favor from your hutt boss. If it is given, he will ask for something in return
sooner or later. Can not be used again till the favor is returned.
- Criminal Influence- Intermediate
You may spend xp for an additional 5 points of Contacts that is centered on criminal
influence. These new contacts will demand money to be used.
Player receives a Hutt patron who will grant resources in any form if ST approves. What is
borrowed must be returned with +25% interest. Also, player gains a +2 trait bonus for all
Charisma challenges, and another +2 if it involves anything for your patron.
Prerequisites: all other Crime Broker Feats.
Player may buy up to 5 points in Minions. They are treated like normal retainers.
Mystryl Shadow Guards
Mother
Prerequisites: Rep 4, Female Character, Martial Arts, Improved Martial Arts, Advanced Martial Arts,
Climb 5, Hide 5, Tumble 5, Move Silently 5, Survival 5.
Feats:
Player gains a +3 bonus to Attack, and any non-combat skill for each other Mistryl Shadow
Guard present. All Mistryl Shadow Guards gain a +2 to the same bonuses when in the
presence of a Mother.
Prerequisites: Teamwork
Player may spend a willpower to gain a last free retest in defense for the combat scene.
Prerequisites: Uncanny Dodge
Player can not be surprised and may spend 1 willpower to reduce any damage done to
them by 1, one time per hit.
- Camouflage Prematch Files- Legendary (15xp)
Prerequisites: Dash
Once per 3 months, player may assume the identity of anyone alive, NPC or PC, for the
night or until it is removed. This Identity is treated as a Crafts 6 Alternate Identity.
House Nobles
Lord of the Expanse
Requirements: Rep 5, Bluff 5, Diplomacy 5, Gather Information 5, 75 points of influence.
Feats:
- Personal Transport- Intermediate
Player is given a free, better than average transport ship to be used as his own personal
shuttle. Should it be destroyed, it will not be replaced.
- Resource Access- Intermediate
Prerequisites: Personal Transport
Player may gain extra resource once per game equal to Rep x Charisma x 100.
- Exceptional Minions- Advanced
Prerequisites: Resource Access
Player may buy Exceptional Minions. These are treated like retainers but can gain xp of 2
per game session.
- Moment of Weakness- Advanced
Prerequisites: Exceptional Minions
Player can see others weaknesses and as a result gains an extra action each round. (Can
be used in combat)
- Commanding Presence- Legendary (15xp cost)
Prerequisites: All other Lord of Expanse feats
Player gains +2 traits bonus to everything.
The Rebel Alliance/New Republic
Guerrilla Fighter
Requirements: Rep 4, Disguise 5, Survival 5, Hide 5, 15 points in weapon retests, Low Profile Feat
Feats:
- Culture Shift- Intermediate
Player gains a plus 2 bonus to all Wisdom challenges if he is disguised as a member of
the local alien species.
- Resource Access- Intermediate
Prerequisites: Culture Shift
Player can gain extra resource equal to Rep x Charisma x 100.
- Inspire Greatness- Advanced
Prerequisites: Resource Access
Player may spend 2 willpower to give all allies of same faction, +5 Vitality, +1 to defense
and +1 to attack. Lasts 1 round.
Prerequisites: Inspire Greatness
Player may spend a willpower to automatically succeed on any non-combat skill.
- Inspire Heroism- Legendary (15xp cost)
Prerequisites: Skill Mastery
Player may spend 2 willpower to give all allies of same faction, +10 Vitality, +2 to defense
and +2 to attack. Lasts 1 round.