SW Feats
Click Here for the Force Sensitive Feats
Feat Name |
Description |
Aggressive Negotiations |
After talking breaks down to shooting, the real negotiations begin. +2D to dodge, melee, blaster, lightsaber, brawling, and martial arts skills. |
Allure |
Most species find you irresistible and interesting. +2D to persuasion checks. |
Alternatives to Fighting |
When approaching a conflict, you can find an alternative to fighting. +2D to Persuasion, Bargain, Con, and Sneak checks when avoiding a fight. |
Armor Basics |
-1D to armor dex penalty |
Armor Mastery |
-1D again to armor dex penalty total of -2D |
Armor Supremacy |
+1D to armor defense value |
Baby It |
You can coax a damaged vehicle to continue beyond its logical limitations. Once per combat you can ignore a critical hit. If the vehicle is not repaired before the next combat sequence, it then suffers the damage at that time. |
Better Luck Next Time |
Whenever you roll an action die for a skill check or a save, and you roll a one, you get your action die back after resolution of the roll. |
Blood and Guts |
Through sheer tenacity and daring, you lead your troops to victory. +2D command, +2D Tactics |
Born Behind the Wheel |
You seem to be a natural pilot, gaining a +2D to all piloting skills. |
Cautious |
You tend to take your time and think through each situation. -2 to iniative, but +2D to Perception, Search, and Investigation Skills. |
Claatuvac Guild |
You are a Wookiee that is part of the secretive Claatuvac Guild and have knowledge of secret Hyperroutes and paths. +1D to Astrogation rolls and knowledge of unknown routes. |
Crew Dog |
You are accustomed to working as part of a close-knit crew. Once per combat sequence, with a crew of 3 or more, you gain 1 additional Action Die. You may only spend this die to increase a result directly related to the vehicle. (Such as Repairs) You may also give this die to a fellow crewmate for the same purpose. This die is lost when you exit the vehicle or when the combat sequence ends, whichever first. |
Death Mark |
Someone wants you dead. Badly. Once per session, someone will attempt to either capture you or kill you. That’s bad. But the good thing is, most people steer clear of you. +1D to Intimidation rolls and Strength saves. |
Doesn’t Take a Hint |
Some beings just won’t leave you alone. Once per session, you may get an extra surprise attack against an opponent. |
Dueling Basics |
+2D to parry rolls against one opponent |
Dueling Mastery |
additional +1D to parry rolls, plus when opponent misses, his initiative goes down by 2 |
Dueling Supremacy |
+1D to parries, any time you hit opponent, initiative goes up by 2 |
Élah! |
With a Melee weapon, not a thrown melee weapon, you can make that one tough hit to save the day. Once per session, you may declare a target hit with out rolling to hit it, doing max damage. Limitation: Cannot take Moment of Truth or One in a Million Feat feats if you have Élah feat. |
Epic Wise-Ass |
You are an unrepentant wise-ass, and you can't stop your mouth when in combat. +1D to your Intimidation roll for taunting an enemy. On success, you gain a free attack on them. |
Family Heritage |
Choose one skill or Force Skill and add 3D to it. Your family has a natural aptitude with that skill. However, take a 3D deduction to the skill or Force Skill of the GM’s choice. All power comes at a price. (See Corran Horn, Energy Absorb, Or Solo family with flying/mechanics) |
Fly Casual |
When flying behind enemy lines, you know how to keep a low profile. +2D to hide/sneak and piloting checks in those situations. |
Friends in High Places |
You have contacts in the stratospheric regions, administrators, judicators, and other whitecollar people owe you one. List 3 contacts. |
Friends in Low Places |
You have contacts in the underworld or other criminals. List 3 contacts. |
From One Side of the Galaxy to the Other |
You have seen many worlds, cultures, and people, nothing really surprises you. +2D to Alien Species, Planetary Systems, Streetwise, Languages, and Cultures rolls. |
Full of Surprises |
Beginning at the next Level you gain, you need not spend pips on skills. Instead you may, as a free action before making any skill check, spend your remaining pips to increase a skill. You may not exceed the 2 pip max per skill. Pips must be spent before attaining another level. |
Good In A Fight |
When it comes to combat and other intense situations you can be quite handy. +2D to Dex skills and Mechanical Skills, when in combat. |
Hell's Bells! |
Once per combat, you can ignore a surprise attack and retain your actions. |
Hold Together Baby |
Once per session, when your personal vehicle/vessel is attacked and the result is Severely Damaged or Destroyed, you can reduce it to Heavily Damaged. |
Holonet Phantom |
Technically, you don’t exist. There are no files on you in the government databases, you are an unknown. This also means that you would be noticed and possibly hunted for it. If someone tries to find information about you, the difficulty is increased one level higher. |
I Don't Know, I'm Making This Up as I Go! |
Long term planning and Tactics are not your strong suit. Instead of tactics, roll Perception, Streetwise, Survival, or Business to come up with a plan. |
I Owe You One |
When one of your friends saves your life, you owe them one. You can, once per time being saved, give them one of your action die. Once the die is given, you don’t owe them one. Unless you owe them twice, then you just owe them once. |
I’m Lucky That Way |
You go from bad situation to worse, but still survive. One Extra Action Die |
It's All in the Reflexes |
Twice per session, when attacked by a thrown weapon, you may automatically catch and return it to the attacker. |
I Was Born Ready |
You train hard to be the best of the best. Few things slow you down, that’s why you get one extra action. |
Impossible Man |
You have a certain focus that others find impossible to deal with. +2D to Command, Intimidation, and Willpower rolls. -2 to Persuasion. |
Intimidatin’ Manner |
Your fearsome appearance causes most to fear you. +2D to intimidation checks. |
Knowledge is the Ultimate Weapon |
Don’t ever forget it. Twice per session you can add your Knowledge Attribute Dice to a defense or attack roll. |
Laserbrains |
Not known for your tactical acumen, you tend to shoot first. +2D to Blaster, Blaster Artillery, and Bowcaster skills, -2 to Dodge, Perception, and Tactics. |
Lighting Reflexes |
You may roll initiative twice and take the roll you prefer. |
Luck |
There’s no all-powerful energy field guiding you! You gain an additional action dice. You must choose a die that is different colored than the other action dice. When you roll this die, if you roll a 1 roll again. If you get a one again, complications ensue. |
Moment of Truth | With a Brawling or Martial Arts Attack you can make that one tough hit to save the day. Once per session, you may declare a target hit with out rolling to hit it, doing max damage. Limitation: Cannot take Élah or One in a Million Feat feats if you have Moment of Truth feat. |
My Sardonic Flair |
In social situations, you can verbally rip people to shreds. This doesn't win you friends, but it will get you information. +2D to gathering information, but -2 to efforts to persuade or charm. |
Never Tell Me the Odds |
Once per session when about to attempt an impossible series of piloting maneuvers, your difficulty is lowered a level. |
Nut Up or Shut Up |
When about to do something incredibly brave or stupid, once per session you get an additional action. |
Oh, No! |
Bad things happen, it’s that kind of universe. During game play, when a normally reliable skill, device or vehicle fails and you end up in a bad place, like a rancor pit, a little luck will come your way. Once per session, when you roll a 1 on the wild die during a critical check, you may invoke “Oh, No!”. Once invoked, the GM must give you an opportunity or device or something to help you out of a tight spot or that tight spot. If the GM fails to do so, you will get an Action Die for the next game and a 5pt bonus to experience. |
Old Debts |
You owe a few people some money. If you have a vehicle or starship, add 2 more modifications to it. However, you constantly have to look over shoulder, because the collectors are trying to find you. List 2 contacts that you owe money to. |
Old Smoothie |
You have a gift of saying the right things at the right time. Most find you disarming. +2D to Persuasion, Con, Bargain, and Gambling rolls when using your charms. |
One In A Million Shot |
With a ranged weapon, either personal, vehicular, or space, you can make that one tough shot to save the day. Once per session, you may declare a target hit with out rolling to hit it, doing max damage. Limitation: Cannot take Moment of Truth or Élah feats if you have One in a Million Feat. |
Persistent |
When investigating, Tracking, or Searching, no one can shake you off the trail. +2D to Investigation, Search, Tracking, or Streetwise skill checks. |
Personal Vessel |
You own a vehicle, speeder, starfighter, or space transport. You’ve made some modifications yourself. Your labor of love has two modifications for free. |
Punch It! |
Sometimes you just need to pound an accelerator or flip a control quickly. Once per session, when attempting to escape via a vehicle or starship, and you roll a 1 on the wild die, you may re-roll that die |
Quick Draw |
+1D to init and doesn’t take a half action to draw weapon |
Quick Healer |
Take ½ the time to heal as normal. |
Quite Clever |
You find yourself getting out of tough situations. +2D to Survival, Stamina, and Willpower rolls. |
Reckless |
You tend to jump from one problem to another without a regard for repercussions. +2D to iniative, but -2 to Perception, Search, and Investigation Skills. |
Reputation |
In some circles you are famous, or is that infamous? Describe something that you have a reputation for. For now on, when someone rolls Investigation, Cultures, or Streetwise, they get a +5 to recognize you based on that event. Depending on whether the event was positive or negative depends on how they will react to you. This feat can be chosen multiple times. |
Riposte |
On a successful defense with Melee weapons, you may sacrifice your next single action to turn that defense into an immediate and automatically successful attack. Your attacker must be within range of your weapon. Applies only to melee combat. |
Royal Training |
As a member of royalty you are trained to survive a variety of dangers. Concealed on your person are a variety of tools that will help you out of binders or traps. These devices provide a +5 to escape attempts. |
Rule #2: Double Tap |
You don't trust the bad guy to not get back up. Twice per session, 1 free additional attack after a successful attack upon the same target. |
Scoundrel |
Used to living on the fringe of society, you’ve developed skills to survive, but your manners leave something to be desired. +2D to Bargain, Con, Forgery, Hide, and Sneak. |
Smuggler’s Blues |
When evading capture, once per session, you can re-roll a evasion check. |
Sneaky |
You are able to sneak around and evade security systems. +2D to Sneak and Hide skills. |
Speed Loader |
You are very experienced at using your weapon and can reload it in no time. During combat you may reload a spent weapon without using an half action to do so. |
Technical Persuasion |
Machines have personality too. Sometimes they need a good pounding to work correctly. Once per session when attempting a Technical roll on a vehicle or starship and fail, you may re-roll it. |
Technically Inclined |
Fixing machines just comes naturally. Easier than talking to people, that much is certain. When working with a Technical skill, +2D to all Technical skills. -2D to Perception skills while working with a Technical skill. |
The Closer | You can get into a person's head (figuratively) and get them to confess or confide without having to torture them. +1D to Intimidation or Persuasion rolls when either interrogating or persuading. |
The Committee |
You value other’s opinions and like to hear what they suggest. When with 3 or more in a group, you gain a +2D to all Perception checks and Knowledge skills per 3 people in the group. |
The Force Is With You |
Things that should kill you end up just nicking you. Once per session, when an attack will kill you or destroy your ship, it is reduced one level lower, so that you are either injured or your ship severely damaged. |
This is My Boomstick! |
You have one weapon that you absolutely cherish. You may even have a name for it. +2D to hit with it and +1D damage with it. If the weapon becomes lost or destroyed, you can replace it with another but this feat will not work until the third session after the loss. (Mourning Period) |
Tiny, But Fierce | Though short or diminutive, you make up for it with hitting sensitive spots or evading hits. +1D to Melee, Dodge, Acrobatics, Brawling or Martial Arts rolls in combat. Prereq: Must be 4ft or shorter in height. |
Twitchy |
+1D to init, perception; -1 to hide/sneak, str |
Two-Weapon Basics |
Can use two of the same weapons at the same time, with half penalty, one additional attack with second weapon. |
Two-Weapon Mastery |
Can use two of the same weapons a the same time, no penalty, or use two different weapons at the same time with half penalty |
Utility Belt |
You always have the right tool, gadget, or device for the situation. You may have a number of devices equal to your class level that may be undefined until you need it. These devices are usually of minor damage or importance. Knives, nets, tangle cable, and ect. (A good example of this is Jango or Boba Fett’s armor, which seems to have the right weapon for the situation.) |
Yippe Ki Yay, Motherfucker! |
You are on the ropes, and you have one desperate thing that you can try to win the day. Once per session, automatic success on the roll for that single attempt. |
Your Destiny |
It is said that the Force determines your destiny. Once per session, you may ask the GM for a hint without losing Action Dice or the GM gaining any. Force sensitives may not have this feat. |
Description |
|
Agent of Evil |
A Force Sensitive Feat, you can feel the darkside and have become its embodiment. All difficulties for darkside powers are now a level lower. |
Chosen One |
Gives you 40 FP, must be Anakin or Luke Skywalker |
Dathomir Witch Feat | You were born and raised on Dathomir, are female, and trained as a Witch. Prerequisite: Force Sensitive Feat. Benefits: You are able to access all force powers, light or dark, ignoring balance limitations. In addition, you also have the following Dathomir Force Skills: Alteration, Evocation, Mind, Sense, and Wards. You also have a number of spells indicated by the Experience Chart. Limitations: You can only use Force skills or spells when chanting and gesturing. If attempting to use spells or skills without chanting or gesturing, the difficulty level increases by two levels. If you use a skill or spell to harm others or yourself, you begin to gain Dark Force Balance. When gaining Dark Force Balance, your appearance begins to decrease. When using Darkside powers: If using them to defend self or others, no Dark Balance is applied. If using upon someone with cruel or harmful intent, then Dark Balance is applied. |
Family Heritage |
Choose one skill or Force Skill and add 3D to it. Your family has a natural aptitude with that skill. However, take a 3D deduction to the skill or Force Skill of the GM’s choice. All power comes at a price. (See Corran Horn, Energy Absorb, Or Solo family with flying/mechanics) |
Feel the Force |
You can feel the force strongly and it is easier to access now. All Core Power difficulties are now one level lower for you. |
Force Adept |
You are naturally gifted in use of the Force, but untrained. Benefit: You gain a Force Manipulation Skill of your choice. Your base difficulty on all Force Manipulation checks increases by 5. |
Force Sensitive |
You are attuned to the flow of the Force through all living things. Benefit: Your starting action dice are increased by 1. Further, once per session, you may ask the GM for a hint. The GM gains no action die for this request. |
Jedi Training |
You have learned to use your body as a conduit of the Force, and in the use of the Jedi’s traditional weapon, the lightsaber. Prerequisite: Force Sensitive |
Knowledge and Defense |
When at peace and calm, the connection to the Force becomes stronger. +5 to Force Skills for a number of rounds equal to Force Manipulation dice. |
Monk of Shimura | You are trained to use your body as a conduit of the force and express it as Ka. You are able to use Ka Powers. You don't use technology unless you really, really, really need to. Prerequisite: Force Sensitive. Benefit: You gain 4 Force Manipulation Skills of your choice, including Ka Powers. Further, you gain the Martial Arts Skill and one melee weapon at no cost. |
Rage and Serenity |
You have found the point in your mind between Rage and Serenity. This gives you a strong ability to unlock your inner power. Once per session, +1D to a Force Manipulation roll. |
Search Your Feelings |
You can use the force to gain insight and understanding. Once per session, you can ask the GM a question and he must answer it truthfully. Not a hint but a question. |
Sorcerer’s Ways |
When using the force around any non-sensitives, you gain a +2D to intimidation and persuasion checks. |
Strong in the Force |
Roll an additional 2D6 for more Force Potential |
There Is No Try |
Once per session, when attempting to beat a Very Difficult or Heroic difficulty, you can change the difficulty to Difficult. |
Way of Uko |
You are trained to use your body as a conduit of the force and express it as Uko. You are able to use Uko Powers. (Uko is translated by most scholars as “Power”.) Prerequisite: Force Sensitive. Benefit: You gain 4 Force Manipulation Skills of your choice, including Uko Powers. Further, you gain the Martial Arts Skill specialization: Way of Uko and one melee weapon at no cost. Lastly, you gain the Knowledge specialized skill: Cultures: Way of Uko. |