FEATS
Feats are different to skills in several specific ways. Firstly, feats are things you are born with and cannot be trained or improved upon. Secondly, they are usually more specific than skills, in so far as they cover one area of knowledge. Thirdy, there is only one 'level' of feats, they do not have a Mastery Level as skills do. Lastly, most Feats come with prerequisites which you must meet to take the Feat.
THE FEAT LIST
Acute SensesPrerequisite: Awareness 1, Perception as a major skill
You may choose to reroll any Perception check, but the result of the second roll must be accepted even if it's worse.
Adrenaline rushPrerequisite: Physique 2
At the beginning of an encounter you gain a rush of adrenaline, granting you 10 extra hit points, which, however, disappear within 2d4 rounds.
Attract followerPrerequisite: Personality 2
You have a loyal follower or minion. This character has 25 hit points, no ability penalties or bonuses, one feat, 3 skills with 8 ranks and 9 skills with 4 ranks.
BarterPrerequisite: Personality 1, Persuasion as a major skill
You may reroll any Persuasion check made to haggle or conduct a business transaction. You must, however, accept the result of the second roll.
Bolster alliesPrerequisite: Personality 2
As a full-round action you can rally your allies, fortifying their resolve. Every ally in your sight regains 10 lost hit points. You can only bolster your allies once per combat encounter.
CleavePrerequisite: Physique 2
If your melee or lightsaber attack drops a target, you can make an immediate attack against an adjacent enemy.
Danger SensePrerequisite: Perception as a major skill, Use the Force as a minor skill
You gain a bonus equal to your Awareness on your Reflexes checks.
DelegatePrerequisite: Intelligence 1, Personality 1
You can give up your standard action for this round to give one ally within your line of sight an extra standard action on his next turn, to do with as he pleases.
Dual Weapon WieldingPrerequisite: Agility 2
You wield two melee or ranged weapons at once. If you fail a melee or ranged check, once per round you may reroll the die, taking the second result, even if it's worse. Attacking when dual wielding is always a full-round action.
Elusive DogfighterPrerequisite: Pilot as a major skill
You gain a +5 on Pilot checks when engaged in a dogfight, or trying to shake off pursuers.
Elusive targetPrerequisite: Agility 1
When fighting an opponent in melee, other opponents attempting to target you with ranged attacks take a -5 penalty to their roll.
EruditionPrerequisite: Intelligence 1, Galactic lore and/or Science as major skills
You may always take 10 with a +3 bonus on Galactic lore and/or Science checks with regard to encyclopaedic knowledge.
Experienced trackerPrerequisite: Research as a major skill
You may always take 10 with a +3 bonus on Research checks to find and track an enemy.
EvasionPrerequisite: Agility 1, Reflexes as a major skill
When you make a successful Reflexes check to avoid damage, you suffer no damage instead of half damage.
Fast recoveryPrerequisite: Physique 2
You have excellent stamina. During an encounter, you regain 1 lost hit point per round.
FearlessPrerequisite: Willpower as a major skill
You are immune to all fear effects.
Force TrainingPrerequisite: Use the Force as a major skill
You gain one extra Force Power or Force technique known. This feat can be taken multiple times.
Harm's WayPrerequisite: Agility 1
Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally's stead.
Ignite FervorPrerequisite: Personality 2
As a swift action, you can ignite fervor in all allies in your line of sight, granting them +1d6 on all damage rolls for one round. You can ignite fervor only once during a combat encounter.
IndomitablePerequisite: Physique 2
When wounded but not unconscious, you may ignore the -5 penalty on your d20 checks.
InfravisionThanks to a genetic mutation you have infravision, enabling you to see clearly in darkness.
Inspire AwePrerequisite: Personality 3
Your fame or infamy is such that any opponent who fails a Willpower check against TN 15 + your Personality score loses his first round in combat.
Lightsaber TrainingPrerequisite: Lightsabers as a minor skill
You gain one extra Lightsaber Form known. This feat can be taken multiple times.
Lucky stopA successful hit against you is mitigated by an item you are wearing. Once per game session you can negate the damage from a single attack.
Martial Artist TrainingPrerequisite: Unarmed as a minor skill
The damage when fighting unarmed (1d4) increases to 1d6. In addition, you can use the Unarmed skill instead of Reflexes to evade melee and lightsaber attacks.
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Martial Artist FocusPrerequisite: Unarmed as an average skill, Martial Artist Training
The damage when fighting unarmed increases to 1d8.
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Martial Artist SpecializationPrerequisite: Unarmed as a major skill, Martial Artist Focus
The damage when fighting unarmed increases to 1d10. You can use the Unarmed skill instead of Reflexes to evade ranged attacks.
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Martial Artist MasteryPrerequisite: Martial Artist Specialization
The damage when fighting unarmed increases to 1d12.
Mighty swingPrerequisite: Physique 2
When attacking with a two-handed melee weapon or lightsaber, you gain +1 die extra damage, but suffer a -5 penalty on your defenses (reflexes, block, deflect) until your next turn.
NotoriousPrerequisite: Personality 2
You have a criminal background and may reroll any Persuasion check to intimidate or influence the attitude of criminal characters.
Power BlastPrerequisite: Rifles as a major skill
When attacking with a rifle you can use up two charges instead of one, doing +1 die extra damage. However, if you roll a natural one on the attack the rifle overheats, rendering it useless.
Quick DrawDrawing a weapon is a swift action. With the quick draw feat this becomes a free action.
Shield allyPrerequisite: Melee and/or Lightsabers as major skills
Whenever you are adjacent to an ally, you may, as an immediate action, block and deflect melee and ranged attacks which target that ally.
Skill TrainingYou gain a new minor skill of your choice. This feat can be taken multiple times, its effects apply each time for a different skill.
Skill FocusYou upgrade a minor skill of your choice to an average skill, gaining 3 more ranks in the skill. This feat can be taken multiple times, its effects apply each time for a different skill.
Skill SpecializationYou upgrade an average skill to a major skill, gaining 3 more ranks in the skill. This feat can be taken multiple times, its effects apply each time for a different skill.
Skill MasteryYou gain a +3 bonus to one major skill. This feat can only be taken once.
Sneak attackPrerequisite: Dexterity 2
Whenever you make a successful attack against an opponent who is unaware of your presence, you do +1d6 extra damage.
Strong in the ForcePrerequisite: Use the Force as a major skill
You gain one extra Force Point. This feat can be taken multiple times.
Surgical expertisePrerequisite: Medicine as a major skill.
You may always take 10 with a +3 bonus on Medicine checks.
ToughnessYou gain 5 extra hit points. This feat can be taken multiple times.
WealthyIn addition to your Starting Credits, your character starts off with 50,000 credits of wealth. You can take this feat multiple times, each time gaining an extra 50,000 credits.
Whirlwind attackPrerequisite: Agility 2
When attacking with a melee weapon or a lightsaber, you can attack all adjacent opponents with one attack roll. You take a -5 penalty to all your defenses (blocking, deflecting, reflexes) until your next turn, however.