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.
  • Sneak Attack- Advanced
  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.
  • Efficiency- Advanced
  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
  • Minions- Intermediate
   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:
  • Aristocrats Honor- Basic
   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.
  • Act Of Faith-Advanced
   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.
  • Deadly Strike- Advanced
   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:
  • Covert Movement- Basic
   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.
  • Ambush- Advanced
   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*
  • Uncanny Hide- Advanced
   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:
  • Decoy- Basic
   You gain +5 trait bonus when you try to Disguise as your target.
  • Harm's Way- Basic
   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.*
  • Ignore Pain- Advanced
   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. *
  • Grand Master- Advanced
   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:
  • Canny Defense- Basic
   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.
  • Delayed Strike- Advanced
   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.
  • Leadership- Intermediate
      You may spend 15 minutes in down time to give a person of the same faction +3 bonus to
      any one non combat skill.
  • Tactics- Intermediate
      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.
  • Skill Mastery- Advanced
      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.
  • Follow Target- Advanced
      Prerequisites: Ranged Sneak Attack, Preferred Weapon
      Spend a willpower. You do not lose your target while he moves or is in a crowd.
  • Improved Range- Advanced
      Prerequisites: Ranged Sneak Attack, Preferred Weapon, Follow Target
      You may spend a willpower to attack from +half the range for 1 full round.
  • Deadly Aim- Advanced
      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.
  • Resist Curse- Advanced
      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:
  • Patch Job - Basic
       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.
  • The Doctor - Advanced
       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)
  • Resource Access-Basic
      You gain credits equal to your rep x cha x 50. This is used once per game session.
  • Favor-Intermediate
      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)
  • Minion-Intermediate
      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:
  • Popular-Intermediate
      Gain a last free retest on gather information challenges.
  • False Loyalty-Advanced
      You may "Defect" and join another faction. You do not pick up the rouge flaw.
  • Six Questions-Advanced
      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:
  • Teamwork-Basic
      When working with another corsec member, they gain a +2 bonus to any non combat skill
      the do.
  • Undercover-Intermediate
      You may add you reputation as a bonus to all Bluff, Diplomacy, Disguise, and Gather
      Information checks.
  • Urban Track-Intermediate
      You gain a +4 bonus when tracking in an urban setting and +4 to all survival challenges in
      a urban setting.
  • Safe house-Advanced
      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.
  • Backup- Advanced
      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:
  • Hutt Favor- Intermediate
      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.
  • Patron- Advanced
      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.
  • Minions- Advanced
      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:
  • Teamwork- Intermediate
      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.
  • Uncanny Dodge- Advanced
      Prerequisites: Teamwork
      Player may spend a willpower to gain a last free retest in defense for the combat scene.
  • Dash- Advanced
      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.
  • Skill Mastery- Advanced
      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.