Feats

Some abilities are not tied to your species, profession, or skill- such as particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft technical stuff, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and some of them have special prerequisites (or prereqs) that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character’s typicality. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your attributes or skills or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours.

Feats should be declared when you are using them. If they affect a roll, then declare them before you roll.

Advanced Training
You have achieved the maximum of your psychic potential. Add 1 Extranormal Skill.
Prereq: Level 10, Psychic Sensitive, Trained Power, and Intense Training Feats

Aggressive Negotiations After talking breaks down to shooting, the real negotiations begin. +2 to acrobatics, dodge, melee, blaster, brawling, and martial arts skills.

Allure
Most species find you irresistible and interesting. +1D to persuasion checks.

Alternatives to Fighting
When approaching a conflict, you can find an alternative to fighting. +1D to Persuasion, Bargain, Con, and Sneak checks when avoiding a fight.

Ancient Gene
You are able to access Atlantis-Era Ancient technology and use complex Ancient tech such as puddle jumpers or Stasis chambers. +2D to checks made with this type of equipment. (Roll 1D10, that will be your index rating with the tech, how well it ‘speaks’ to you. )

Armor Basics
You are used to using armor to protect yourself and are able to move more efficiently. -1D to armor dex penalty.

Armor Mastery
You are so used to using armor, that it’s like a second layer of skin. -1D again to armor dex penalty total of -2D.
Prereq: Armor Basics Feat

Armor Supremacy You turn wearing armor into an artform. A +1D to armor defense value.
Prereq: Armor Basics and Armor Mastery Feats

ATA Gene Therapy
You have taken the ATA Gene Therapy and may access Atlantis-Era Ancient technology and use complex Ancient tech such as puddle jumpers. +1D to checks made with this type of equipment. (Roll 1D8, that will be your index rating with the tech, how well it ‘speaks’ to you. )

Audacity and Idiocy A +2D To attacks, -3D to everything else, when doing something audacious. Audacity has a cost when used stupidly...

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 on that die, you get your action die back after resolution of the roll.

Blast Lance Mastery You have trained yourself to the very pinnacle of technique with the Blast Lance. Receive 1 extra attack with it. +1D to Long ranged attacks and +1D to melee combat rolls with it.

Born Behind the Wheel
You seem to be a natural pilot, gaining a +1D to all piloting skills.

Break Fall
You’ve learned how to cushion the impact of a fall. You ignore the first 3m of a fall and take no damage. Falls greater than 3m, you may roll your acrobatics skill and for every 5 over the difficulty, subtract 3m worth of damage off.
Prereq: Dex 3D+, Acrobatics 4D+, and Climb of 4D+

By the Book
You are a structured, disciplined military man. When following instructions given via the Command skill, your bonus is increased by an additional +2D. Further you gain a +2D bonus to Cultures: Military.

Capable Researcher
Any Scholarly or other research can be completed two time increments faster than usual.

Career Operative
Your experience with the SGC make you hard to kill. Gain a +1D bonus to saving rolls for Stamina, Willpower, and Reflexes.
Prereq: Level 6

Cautious
You tend to take your time and think through each situation. -2 to initiative, but +1D to Perception, Search, and Investigation Skills when being cautious.

Charmer You have a way of bringing people around. When trying to improve disposition towards you or a group, +1D to Bargain, Con, Persuasion, Perception, and Intimidation rolls.

Clockwork Tactics
You’re the guiding and dominating force within any unit with whom you serve. At the start of any combat, you may spend an action die to increase your teammates’ initiative counts to equal your initiative count, if they rolled lower. This affects up to a number of teammates equal to your Command skill dice or Perception dice. (whichever is higher)
Prereq: Lead Feat

Combat Psychic
You have been trained to focus your psionic powers even in the chaos of combat. +2D to Concentrate rolls to maintain powers during combat.
Prereq: Psychic Sensitive Feat

Command Decision
Your decisive manner is an inspiration to your troops. Once per session, following a Command skill roll, each member of your team gains a free Action Die to use during the session.

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.

Deadly Power You can use one of your powers to much deadlier effect. Choose one of your powers under the Extranormal attribute and add +2D. Special: This Feat may be chosen multiple times for different powers.
Prereq: Combat Psychic Feat

Decorated
You serve in the military and have been decorated several times. Discuss with your GM which decorations you have and how many. Based on that discussion and which decorations were chosen, your Renown will go up appropriately.

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
You are skilled in using Melee Weapons fighting a single opponent. A +1D to parry rolls against one opponent.

Dueling Mastery You are even more skilled with using Melee Weapons against an opponent. An additional +1D to parry rolls, plus when an opponent misses, their initiative goes down by 2.
Prereq: Dueling Basics Feat

Dueling Supremacy
Untouchable, you get an additional +1D to parries, and any time you hit opponent, your initiative goes up by 2.
Prereq: Dueling Basics and Dueling Mastery Feats.

Efficient Power You can activate one of your powers with less effort. Difficulties with this skill are one level lower than normal. Difficult becomes Moderate and so on.
Prereq: Psychic Sensitive Feat

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 without rolling to hit it, doing max damage.
Limitation: Cannot take Moment of Truth or One in a Million Shot 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.

Extended Power
You can keep one of your powers 'Up' longer than usual. When keeping a power 'up', it can be for one level longer than normal.
Prereq: Psychic Sensitive Feat

Extra Supplies
You have a friend in the equipment dispensary who can provide you with extra gear. You gain 3 RP for Equipment during gearing up phase of each mission. Does not affect renown checks. Special: You may choose this feat up to 3 times. Each time gaining an additional 3 RP per mission.

Extra Support
You have a friend in the command section who can provide you with extra resources. You gain an extra 2 RP during the gearing up phase of each mission for Resources. These RPs cannot be used for equipment. Special: You may choose this feat up to 3 times. Each time gaining an additional 2 RP per mission.

Extrapolate Connections You can see connections between near-human cultures and their Earth ancestors. When dealing with an alien society based on an ancient Earth culture, you gan a +5D bonus with your Cultures check.
Prereq: Cultures and Scholar: History skills at 6D, and must have Stargate Explorer Feat.

Fast Mover
Moving up the ranks quickly. You don't spend much time in each rank slot. +5 Renown.
Prereq: Military Character

Field Operative Your hands-on experience has taught you how to gather and pass information right under the enemy’s nose. You gain a +2D bonus with all Con and Persuasion skill checks when attempting to send a message through.

Former Host At one point you hosted either a Goa’uld or Tok’ra symbiont. You have naquada in your bloodstream, enabling you to use devices that require it. You also gain a +2D to certain skills when accessing memories of your former symbiont. What these skills are defined as will need to be discussed with the GM. You can also sense Naquada in the blood of beings within 4 meters of you.

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. +1D to Dex skills and Mechanical Skills during combat

Grease Monkey
You are gifted concerning machines and electronics. You gain a +2D to Computers, Security, and Tech skill rolls.

Healing Device Mastery
You are talented with the use of the Goa’uld healing device and can perform miracles with it. When using the healing device, you may improve the amount of healing that occurs. +2D to healing checks.
Prereq: Must have naquada in your blood to activate and power the device. Goa’uld, Tok’ra, a former host, and others.

Hell's Bells!
Having survived many different combat situations, not much surprises you. 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.

I Don't Know, I'm Making This Up as I Go!
Things happen and plans go pear-shaped, but you can improvise real well. +1D to Defense skills, or Perception and Perception based skills, once per session

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 during combat.

I’m Lucky That Way
You go from a bad situation to worse, but still survive. One Extra Action Die.

Intense Training
You have furthered your Psychic development and have unlocked another power. Add 1 power skill to your list.
Prereq: Level 5, Psychic Sensitive, and Trained Power Feats

Intimidatin’ Manner Your fearsome appearance causes most beings to fear you. +2D to Intimidation checks.

Intuitive
You have a sense of what the next thing to do is or what the answer to the problem is, but it’s not a conscious thought. GM can give you a hint with no Action Die cost.

Intuitive Linguist
You have a gift for languages, allowing you to model linguistic drift in your head. When dealing with an alien language based on an ancient Earth language, you gain a +4D bonus to Language skill checks.
Prereq: Language 6D and Stargate Explorer Feat.

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. Original attacker's Attack Roll is used for the return trip.

Jury-Rigger You have a talent for improvising with available materials. When jury-rigging (page 320), your repairs last two time parts longer that it should

Kara Kesh Mastery
You can manipulate the EM field of the Kara Kesh to a fine granularity. You can call greater energy, but can finesse it better. +1D to damage and Marksmanship when using the Kara Kesh.
Prereq: Former Host, Tok'ra, or Goa'uld.

Kelno’reem Mastery
Your kelno’reem trance is extremely effective. You are able to heal at twice the normal Jaffa rate. Additionally, you may purge your system of poisons. Entering a trance of minutes equal to the poison’s die value, you avoid the effects and are healed.
Prereq: Jaffa only

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.

Lead
Once per session any teammates within your line of sight may use your result from one skill roll for one action they’re performing as a group, such as climbing, sneaking, or setting explosives. Every following odd number level increases this ability one additional time per session.
Prereq: Level 3

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.

Mastered Power
You have gained mastery of your power now. Increase your Extranormal attribute by 1D.
Prereq: Psychic Sensitive

Math Genius You have an innate understanding of mathematics that greatly aids your understanding of computers and cryptography. You gain a +2D bonus with all Computers and Cryptography checks.

Mingling Basics
You can fade into a crowd with ease. When attempting to mingle and disappear in a crowd of 20 or more, you may add your Cultures dice to your Hide skill. Conversely, you can use this feat when shadowing a person.
Prereq: Cultures 5D, Hide 5D

Mingling Mastery
Weaving through crowds without notice is second nature to you. You may move your full move or twice your move through a crowd. While following someone through a crowd, you can set an ambush/intercept, using cultures and search dice combined.
Prereqs: Mingling Basics Feat, Cutures 10D, and Hide 10D.

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 without rolling to hit it, doing max damage. Limitation: Cannot take Élah or One in a Million Shot Feats if you have the Moment of Truth Feat.

Moving Target
By tumbling and springing in unexpected directions, you can make yourself difficult to hit. +2D to dodge and acrobatics checks. When activated. However your attack rolls suffer a -2D penalty.
Prereq: Dodge 6D and Acrobatics 6D

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 -2D to efforts to persuade or charm when gathering information.

Never Tell Me the Odds
One per session, when about to attempt an impossible series of piloting manuevers, your difficulty is lowered a level.

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.

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 without rolling to hit it, doing max damage.
Limitation: Cannot take Moment of Truth or Élah feats if you have One in a Million Shot Feat.

Outdoorsman You’ve spent a lot of time in the wilderness. You gain a +2D bonus to Survival, Bows, and Tracking skill checks when in the great outdoors.

Pain and Anger
You are most effective at using your anger, pain, or trauma to tap into reserves of power. +2D to power efftects, -2D to Marksmanship or other power targeting roll when tapping into those feelings.
Prereq: Psychic Sensitive, with either Wild Talent, Trained Power, or Psychic Prodigy. Cannot have Rage and Serenity Feat.

Perfect Stance
You have honed your firing stance to perfection. When taking an Aim action, you can Brace for a free action. Normally to Aim and Brace would be two actions.
Prereq: DEX of 3D or higher.

Persuasive
You have tremendous powers of persuasion . You gain +2D bonus to all Con, Persuasion, and Intimidation checks.

Point Blank Shot
Can fire at point blank range (0-3m) with a ranged weapon. Prereq: Dexterity of 3D or higher.

Political Clout You’re well known in your homeworld’s political circles, and can exert some influence over its government. The bonus to Perception Attribute checks and all Bargain, Con, Gambling, Investigation, and Persuasion skill checks targeting politicians from Political Favors is increased to +3D. Further, you may use may now use your phone call twice during a mission and request access to secret government facilities and shrug off capital crimes.
Prereq: Political Favors Feat and Character Level 7+

Political Favors
You have put critical information in front of powerful individuals in the past. Now they owe you a little quid pro quo. You gain a +1D bonus to Perception Attribute checks and all Bargain, Con, Gambling, Investigation, and Persuasion skill checks targeting politicians, whether from Earth or elsewhere. Further, once per mission, you may make a phone call to either completely shrug off a non-capital charge against you or gain legitimate access to a secure (but not secret) government facility.
Prereq: Character Level 3+

Psychic Prodigy You have a powerful, but untrained , psionic potential. You may have one power off the list.
Prereq: Psychic Sensitive Feat

Psychic Sensitive
Born or imbued with psychic abilities, you now have the Extranormal attribute. You can allocate Attribute dice to this new attribute from your other six attributes. To add skills under the Extranormal attribute, you will need the Wild Talent, Trained Power, Intense Training, Gifted Psychic, Psychic Prodigy, or Advanced Training feats.

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
You have trained yourself to be efficient with drawing your weapons and hitting quickly with them. A +1 to init and doesn’t take a half action to draw weapon

Quick Healer
You recover quickly from injuries. Take ½ the time to heal as normal.

Quite Clever
You find yourself getting out of tough situations. +1D to Survival, Stamina, and Willpower rolls when in a tough situation.

Rage and Serenity
You have found the balance between your endless rage and the serenity needed to harness your power. +3D to power effects, +3D to targeting skill roll when taking an action to setup your power.
Prereq: Psychic Sensitive, with either Wild Talent, Trained Power, or Psychic Prodigy.
Limitation: Cannot have Pain and Anger Feat.

Regroup You can take a second to reassess your situation in combat and rally for the next action. +5 to initiative roll, must use an action to activate the ability. Can only be used after first round of combat.

Regroup Mastery
You can take a second and help your team to reassess the situation during combat and rally for the next actions. +5 to each teammate’s initiative roll total, must use two actions and an action die to activate the ability. Can only be used after the first round of combat.
Prereq: Regroup Feat and Character is at level 3 or more

Scholarly
You have delved into a number of esoteric subjects in you spare time. You gain a +2D bonus to Knowledge Attribute checks and all Knowledge skill checks when trying to recall an obscure fact.

Speed Trigger
You can manage extremely rapid fire with single fire firearms as long as there is enough ammo remaining. So even a weapon of SS (single shot) capability, you would be able to use Burst Fire, Long Burst, Short Burst, or Full Burst.

Stargate Basics You have become intimately familiar with the kind of technology that enables the Stargate network and can apply this knowledge to practical situations. You gain a +4D to all Tech checks when dealing with a Stargate, DHD, or other related devices (GM discretion). Further, when using the focused dialing method on a Stargate, reduce to one action instead of the usual two.

Stargate Explorer
Your extensive off-world experience helps you avoid most basic interplanetary relations blunders. When making a Bureaucracy or Cultures check on an alien world or with aliens, you gain a +3D to the roll.
Prereq: Character level 4+

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, but fail, you may reroll it.

The Closer
You can get into a person's head (figurativey) and get them to confess or confide without having to torture them. +1D to Intimidation rolls when interrogating.

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 +1D to all Perception checks and Knowledge skills per 3 people there.

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.

The Gift
Your ancestors were experimented upon by the Wraith or Ancients and so possess Wraith DNA. You can sense Wraith in the vicinity, +2D to perception rolls to find where specifically. You can also sense approaching Wraith ships. Additionally you can telepathically communicate with Wraith and fly a hive ship. +2D to using wraith tech.

This is My Boomstick!
You have one weapon that you absolutely cherish. You may even have a name for it. +1D 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 5ft or shorter in height.

Trained Power
You are trained in the use of your powers. Either by a school, or some other psychic or a wizened master. You gain 4 power skills under the Extranormal Attribute.
Prereq: Psychic Sensitive Feat

Two-Weapon Basics
Can use two of the same weapons at the same time, with half penalty (-1D,normally -2D, one additional attack with second weapon. Weapons may be ranged or melee. May not be armor based, vehicle based, or starship based.

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 (-1D).
Prereq: Two-Weapon Basics Feat

Unascended
You were once an Ascended Being. Upon your return, you may, from time to time, remember things. When trying to recall, +2D to Knowledge checks. Once you remember something, it may give a larger bonus to skills or an important nugget of information.

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 etc. ( A good example of this is Jango or Boba Fett‘s armor, which seems to have the right weapon for the situation.)

Wild Talent You have unexpectedly displayed a single psionic ability. You gain the Extranormal Attribute at 1D and may select one Power under that attribute with two pips to the skill.
Prereq: Psychic Sensitive Feat

World Traveller You were a member of the Peace Corp or a similar organization, and received training required to provide basic medical support in other countries. You gain a +2D bonus to Cultures, First Aid, and Language checks.

Xeno-Studies
You’ve worked with the many strange bits and pieces brought back through the Stargate. You gain a +2D to all Cultures and Language rolls when dealing with places outside Earth.

Zat Resistance
You are used to being hit with Zat guns, giving you a +2D to Strength rolls vs. them. Further, if you are rendered unconscious by one, you will awaken in half the time.