New Feats

Contact
The character has taken the time to cultivate a specific contact that can provide him with information, expert skills or specialised resources.
Prerequisites: None.
Benefit: You may use develop a contact as described in Favours & Contacts (Star Wars Revised Rulebook, p286).

Extensive Schooling
You have spent considerable time perfecting your skills.
Prerequisites: None.
Benefit: You gain +4 skill points. This feat may be taken multiple times.

Game Shark
You have amazing luck with cards, or at least that’s what it should look like. You’re a gambler with a talent for counting cards, dealing off the bottom of the deck and having the card you need right up your sleave.
Prerequisites: Dex 13+, Gambling 7+.
Benefit: In any skill based gambling game (like Sabbac) you can declare your intentions to cheat the odds. When your cheating those playing or watching the game can attempt an opposed Spot check against you’re Sleight of Hand skill to notice you’re underhand tactics. When you cheat you receive a +4 synergy bonus on you’re Gambling skill. You also increase the threat range from 20 to 19-20.

Inheritance
You have inherited something of significant value, perhaps its an ancient lightsaber constructed by your great grandfather or a master-crafted piece of equipment that has been in you’re family many generations. Part ownership of a starship or even an ancient map that may one day lead you to you’re destiny.
Prerequisite: Starting character only (unless approved by Games Master)
Benefit: The character may start with a master-crafted device or weapon or have some other unusual resource at the Games Masters approval.

Feed on Fear
Fear is your ally in a very real sense, you can feel it all around you and you take strength from it.
Prerequisites: Sense, Force Level 3+, 6+ Dark Side Points.
Benefit: You can draw strength from the fearful feelings of others, you do not need to be the cause of that fear but most Dark Siders prefer to be. Each round that the fear feeder spends in an aura of fear he gains back a number of Vitality points equal to his Force Level. This can be of critical importance during a fight. Fear is a subjective thing so it comes down to the Games Master to decide on the whether or not the character can feed on the feelings he can inspire. As general guide this only works on characters of lower level than the Force Level of the user. Jedi and other Force Users are often far to controlled to permit this to work on them.

Senatorial Aide
You have spent a time in the senate or perhaps attached to a senator as an aid, consequently you understand how the heart of the Republic works.
Prerequisites: Noble level 1+.
Benefit: You get a +2 aptitude bonus on all Knowledge - Galactic History checks and Knowledge - Galactic Politics checks.

Shadow Snare
You can manipulate the very stuff of darkness, bending it to your will, giving it tangible form and you another ally in combat.
Prerequisites: Alter, Force Level 3+, 6+ Dark Side Points.
Benefit: You can use this feat to manifest the victim's own shadow into an ensnaring amorphous volumus mass that entwines itself around the limbs of the target. The intended victim must make a Ref Save against a DC of 20, every consecutive round the Ref save may be attempted again to escape. The shadow snare can hold its victim for up to a number of rounds equal to the number of Dark Side Points possessed by the user, or until the victim escapes. While the victim is held by the shadow snare he cannot move, attack or defend himself, he may make other actions like using force powers or use a comlink to call for help.

Straight Faced
You either look naive and innocent or you’re an accomplished con-man. Either way you seam to have no problem getting people to trust you or at least believe what you’re telling them is true.
Prerequisites: None
Benefit: You get a +2 aptitude bonus on all Bluff and Diplomacy checks.

Strong Association
The character has strong ties to a particular political, social or criminal organisation. In fact his identity is synonymous with that organisation, anyone with any degree of knowledge about that group to which the character belongs will recognise him. Groups the character may be associated with might be: Jedi Order, Black Sun, Jabba's Gangsters etc.
Prerequisites: Fame or Infamy (depending on the group), Membership of the Associated Group.
Benefit: You recieve a +2 synergy bonus onto all reputation checks. Once per game session the character can call upon the assistance of his association (if he can contact them). And the group will send what assistance it deems appropriate. Of course the character may in turn be given a special assignment or asked to assist a fellow of the group (opportunity for plenty of plot hooks).

Teras Kasi
A rare and particularly dangerous martial art that emphasises precision strikes to vulnerable areas of the body. Masters of this fighting art are reputed to travel the galaxy seeking only finest students to train in the Teras Kasi discipline.
Prerequisites: Dex 13+, Knowledge (Alien Species) 7+, Martial Arts, Improved Martial Arts, Advanced Martial Arts.
Benefit: You may choose to accept a penalty to you attack roll, if you hit then the penalty is added to you damage as a bonus. Teras Kasi also increases the normal threat range by 1 bring it to 17-20.

Veteran
You have survived a protracted military campaign in the recent past. Depending on the current era of play you may be a veteran of the Clone Wars, the Rebellion, or perhaps the Sith War.
Prerequisites: Soldier level 1+
Benefit: You receive a +1 competency bonus to your Base Attack. You also receive a +2 bonus to any form of strategy or tactics tests.

Warrior Instinct
You’re combat instincts and reflexes are honed to a razor fine edge, you don’t pull punches, you don’t use flashy combat manoeuvres. You’re fighting style is methodical and brutal.
Prerequisites: Combat Reflexes.
Benefit: Whenever you make an attack of opportunity you receive a bonus +1 to the threat range and to your base attack bonus.

Widely Travelled
You've been from one side of this galaxy to the other and a lot of places in between.
Prerequisites: None.
Benefit: You get a +2 aptitude bonus on all Knowledge - Alien Species checks and Knowledge - Cultures checks.

 

Feats
Feat
Prerequisite
Contact
--
Extensive Schooling
--
Game Shark
Dex 13+, Gambling 7 ranks
Inheritance
Starting Character
Senatorial Aid
Noble level 1+
Straight Faced
--
Strong Association
Fame or Infamy, Group Membership
Teras Kasi
Dex 13+, Knowledge (alien species) 7 ranks, Martial Arts, Improved Martial Arts, Advanced Martial Arts
Veteran
Soldier level 1+
Warrior Instinct
Combat Reflexes
Widely Travelled
--
 
Force Feats
 
Feat
Prerequisite
Feed on Fear
Sense, Force level 3rd, 6 Dark Side Points
Shadow Snare
Alter, Force level 3rd, 6 Dark Side Points