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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.
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