Feats
NEW FEATS
These are new feats that are inspired by and created for a Star Wars PbS game. There are a few "virtual feat trees" that surround feats that deal with the Force and the training of different types of Force users. These virtual feat trees encompass feats that span the other feat trees but are all tied together by one parent feat.
Force Feats: The biggest and broadest is the Force virtual feat tree. Any feat that has Force Sensitive as a prerequisite, or is in a chain of feats that requires Force Sensitive as a prerequisite earlier in the chain, is considered to be a Force feat.
Tradition Feats: These feats are ones that focus on how certain training of ideals and techniques mold your use of the Force. These virtual feat trees are always tied to a Training feat (see Tradecraft feats), with Jedi and Sith being the broadest and most well known (e.g. Lightsaber Basics is considered to be a Jedi feat because one of its prerequisites is Jedi Training).
BASIC COMBAT FEATS
Aggressive Negotiaton
You are called on to end disputes.
Prerequisites: Force Sensitive, at least 1 other Force feat.
Benefit: Your Acrobatics and Manipulate checks gain a synergy bonus from your Force Manipulation skill. Further, you may take a Threaten action once per round as a free action a number of times per mission equal to the number of Force feats you possess.
No Disintegrations
People tend to listen to what you say.
Prerequisites: Force Sensitive, at least 1 other Force feat.
Benefits: Your Intimidation and Resolve checks gain a synergy bonus from your Force Manipulation skill. Further, you may add your Charisma bonus to stress and subdual saves a number of times per session equal to the number of Force feats you possess.
MELEE COMBAT FEATS
Lightsaber Basics
You have begun to master this elegant weapon from a more civilized time.
Prerequisites: Jedi Training, Force Universe campaign quality.
Benefit: Your Speed increases by 5 ft. Further, you gain the following stance and trick.
Jedi Defense (Stance): When you suffer a successful blaster or melee attack while wielding a readied lightsaber and taking the Total Defense action, you may make a melee attack check (DC equal to the successful attack) to cancel that attack. If your melee attack check exceeds the DC of the attack by 10 or more, the attacker suffers the damage of the attack, just as if they had been the original target. You may use this ability a number of times per round equal to your Dexterity modifier (minimum 1). You may not use this ability if flat-footed, flanked or denied your Dexterity modifier to Defense.
Duelist (Trick): When you wield a lightsaber with two hands, you gain an insight bonus to all attack checks and Defense equal to your Wisdom modifier (minimum +1).
Lightsaber Form I: Shii-Cho Moves
The first velocity learned by Jedi Padawans, Shii-Cho is easy to use and difficult to master. Its simplicity is its strength.
Prerequisites: Base Attack Bonus +3, Lightsaber Basics.
Benefits: You gain the following tricks.
Swift Disarm (Trick): You gain a +2 bonus with all attack checks made as part of a Disarm action.
Improvised Strike (Trick): When making a Standard Attack with a lightsaber, you may make an unarmed final attack, suffering a -2 penalty with all attack and skill checks that round.
Practised Simplicity (Trick): When you miss with a Standard Attack action using a lightsaber, but do not suffer an error, you may immediately make 1 final attack against the same opponent with the same weapon.
Lightsaber Form II: Makashi Moves
An older method of combating an opponent with a lightsaber, the form emphasizes fluid motion and one-on-one dueling techniques.
Prerequisites: Base Attack Bonus +6, Form I: Shii-Cho Moves.
Benefits: You gain the following tricks.
One-Handed Parry (Trick): When making a Standard Attack with a lightsaber that is held in one hand, you gain a +2 dodge bonus to Defense against all attacks made against you with a lightsaber for 1 full round.
Florentine (Trick): When taking the Total Defense action, once per round when an opponent’s attack roll misses you by 5 or more, you may immediately make a final attack against that opponent as a free action.
Thrust (Trick): You may make a full-action Standard Attack with a lightsaber. You suffer a -2 penalty with this attack check, but your threat range increases by 3 and you gain a +3 bonus with damage.
Lightsaber Form III: Soresu Moves
Developed to counter advanced blaster technology, Soresu is highly defensive and expends little energy.
Prerequisites: Base Attack Bonus +6, Form I: Shii-Cho Moves.
Benefits: You gain the following tricks.
Master Deflection (Trick): When using the Jedi Defense stance, the threat range of all blaster attacks targeting you is reduced by 1. If this reduces the attack's threat range below 20, the attacker may not score a threat against you.
Calm Defense (Trick): When using the Jedi Defense stance, you gain a +4 bonus to attack checks made to deflect blaster bolts, but may not reflect the bolts.
Sure Advance (Trick): When using the Jedi Defense stance, you may take a bonus 5 ft. step for every blaster bolt you successfully deflect, up to your base speed.
Lightsaber Form IV: Ataru Moves
Relying on incredibly fast, acrobatic strikes, Ataru practitioners understand that a gentle brush from a lightsaber can injure or kill.
Prerequisites: Base Attack Bonus +6, Form I: Shii-Cho Moves.
Benefits: You gain the following tricks.
Deadly Accuracy (Trick): When making a trained attack with a lightsaber, you may substitute your Dexterity modifier for your Strength modifier when making the attack check.
Acrobatic Strike (Trick): Whenever you successfully make an Acrobatics/Tumble check with a readied lightsaber, you may make a single final attack at any point along your movement. An opponent targeted by this attack is considered flat-footed.
Leaping Swipe (Trick): Before you take a Standard Attack action with a lightsaber, you may move up to your Speed, passing freely through squares adjacent to or occupied by opponents.
Lightsaber Form V: Djem So Moves
Similar to Soresu style, Djem So is far more aggressive, concentrating on deflecting fire back at multiple attackers.
Prerequisites: Base Attack Bonus +6, Form I: Shii-Cho Moves.
Benefits: You gain the following tricks.
Master Deflection (Trick): When using Deflecting Stance, you may deflect blaster bolts when using the Fight Defensively combat option.
Aggressive Defense (Trick): When using the Jedi Defense stance, your attack roll to deflect a blaster bolt must exceed the original attack roll by 5 (instead of 10) to reflect it back at the attacker.
Two-Handed Swing (Trick): When making a Standard Attack with a lightsaber held in at least two hands, you may inflict 1 additional point of damage per 2 points by which your attack result exceeds your opponent’s Defense.
Lightsaber Form VI: Niman Moves
Highly balanced, the so-called ‘Diplomat’s Form’ is intended to give the wielder competency in all areas but mastery of none.
Prerequisites: Base Attack Bonus +6, Form I: Shii-Cho Moves.
Benefits: You gain the following tricks.
Aggressive Negotiation (Trick): When wielding an ignited lightsaber and using the Fight Defensively option, you may make an Impress/Persuasion or Networking/Mediation check as a half action.
Passive Defense (Trick): When using the Fight Defensively or Total Defense option, the bonus to your defense is increased by 2.
Forced Surrender (Trick): When you spend an action die to enter a Stand Off, you are considered to automatically pass the reflex save.
LIghtsaber Form VII: Vaapad Moves
Based on the incomplete Juyo style, Vaapad is aggressive and dark, harnessing anger in a very dangerous way.
Prerequisites: Base Attack Bonus +6, Form I: Shii-Cho Moves.
Benefits: You gain the following tricks.
Quick Kill (Trick): You may make a full-action Standard Attack with a lightsaber, gaining a +1 bonus with your attack check. If you score a threat, it costs one less action die (minimum 0) to activate a critical.
Maiming Strike (Trick): You may make a half-action Standard Attack with a lightsaber. If you score a critical threat, the target must immediately roll on the Table of Ouch (see page 332), adding your Base Attack Bonus to the total.
Channel Rage (Trick): You may make a full-action Standard Attack with a lightsaber, increasing your threat range by 4. This counts as a Dark I act, and may only be used if your overall balance is Light.
Lightsaber Mastery
You have dedicated your life to mastery of the lightsaber, both in defense and attack.
Prerequisites: Lightsaber Basics, Career level 9+.
Benefit: When you make a successful attack with a readied lightsaber, your initiative increases by 2. Further, you also gain access to the following ability and trick:
Knight Defense (Stance): You may use your Jedi Defense ability when fighting defensively. Further, you may use this ability a number of times per round equal to twice your Dexterity modifier (minimum 2).
Throw Lightsaber (Trick): As a full action, you may make a hurled attack with your lightsaber. This attack has a range increment of 15 feet. The saber automatically returns to your hand at the beginning of the round after it was thrown.
Lightsaber Supremacy
Your grasp of lightsaber combat is sublime.
Prerequisites: Lightsaber Mastery, Career level 15+
Benefit: You may draw a lightsaber as a free action, and any lightsaber on your person is always considered readied. Further, you gain access to the following ability and trick:
Master Defense: You may use your Knight Defense ability even if you are not fighting defensively or are flat-footed, flanked, or denied your Dexterity bonus to Defense. Further, you may use your Knight Defense ability an unlimited number of times per round.
Dis-arm (Trick): When you attack an adjacent opponent with a lightsaber, you may make a Called Shot against him. If the attack is successful, the opponent automatically suffers a maimed arm critical injury, in addition to normal damage inflicted.
CHANCE FEATS
Force Sensitive
You are attuned to the flow of the Force through all living things.
Prerequisites: Cha 13+, Wis 13+
Benefit: Force Manipulation becomes a cross-class skill for you and your starting action dice are increased by 1. Further, once per session, you may ask the GC for a hint. The GC gains no action die for this request.
CHASE FEATS
Instinctual Pilot
Womp rats fear you.
Prerequisites: Force Sensitive, at least 1 other Force feat.
Benefit: Your Drive and Impress checks gain a synergy bonus from your Force Manipulation skill. Further, you can move a damage result two spaces up or down on Table 4.17 a number of times per mission equal to the number of Force feats you possess.
COVERT FEATS
Force Probe
People find it very hard to keep things from you.
Prerequisites: Force Sensitive, at least 1 other Force feat.
Benefit: Your Notice and Security checks gain a synergy bonus from your Force Manipulation skill. Further, you may ignore the Hearing or Vision tags on a skill check a number of times per mission equal to the number of Force feats you possess.
Justified Means
You walk dangerously close to the darkness within.
Prerequisites: Force Sensitive, at least 1 other Force feat.
Benefit: Your Falsify and Sleight of Hand checks gain a synergy bonus from your Force Manipulation skill. Further, once per round, you gain 1 melee or unarmed final attack when you do wound damage to a target a number of times per mission equal to the number of Force feats you possess.
ADVANCED SKILL FEATS
Force Adept
You are naturally gifted in use of the Force, though your powers are unrefined.
Prerequisites: Force Sensitive.
Benefit: Force Manipulation is always a class skill for you, and you gain a Force Manipulation focus of your choice. Your base error range on all Force Manipulation checks increases by 1.
Further, when you make a Force Manipulation check using a focus with the Light Side or Dark Side tag, you may opt to increase the vitality point cost of the check by an amount equal to the focus's Light or Dark Side rating. If you do so, you may ignore the focus's Light or Dark Side tag when making this check.
Special: Taking the Jedi Training feat after obtaining this one only grants the gear and weapon proficiency benefits, and requires GC approval.
STYLE
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TERRAIN
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TRADECRAFT
Special: Tradecraft feats are where you can find the different traditions of Force users known throughout the galaxy. Any feat that contains Training in title of the feat and requires you to have the Force Sensitive feat is considered to be a "Tradition feat." Your character can only gain the benefits from the most recent Tradition feat that he has acquired. Your GC may allow you to switch back to an old Tradition feat that you have, but this should be strongly discouraged and come with serious consequences (loss of Reputation/Net Worth, Discredited or Hunted subplots, etc.)
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: Career level 3+, Force Sensitive.
Benefit: You gain a Force Manipulation focus of your choice, and Force Manipulation is always a class skill for you. Further, you gain Weapon Proficiency (Exotic, Energy) at no cost. Finally, you gain a Caliber III lightsaber pick at the beginning of each mission.
Sith Training
You have been trained in the ancient secrets of the Sith.
Prerequisites: Career Level 3+, Force Sensitive.
Benefit: Force Manipulation is always a class skill for you, and you gain a Force Manipulation focus of your choice. Further, when you make a Force Manipulation check using a focus with a Dark Side rating 1 greater than yours, you may spend an action die to ignore the focus's Dark Side tag when making this check. This is considered to be a Dark act equal to the focus's Dark Side rating.
Special: If you already have the Jedi Training feat, you do not lose the Caliber III lightsaber as one of your Possessions.