SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — Feats: the reason no two 10th level characters are the same

Feats — Every 2 Levels You Get Different

You get a Feat at levels 1, 3, 5, 7, 9. Talent at 2,4,6,8,10. At 10th level you have 5 feats — that's why two Guardians or two Knights never play the same.

Tier caps apply: Attack+Damage max 8/10/12/14/16 by tier (L1-2=8, 3-4=10, 5-6=12, 7-8=14, 9-10=16) and Dodge+Toughness same. Ship Tier caps same as personal — ship Attack+Damage and Dodge+Toughness limited to Tier4 cap8, Tier5 cap10, Tier6 cap12 etc. All feat bonuses count toward cap unless it says it doesn't.

Anyone can take a GENERAL feat. Specialists lean into COMBAT, CRAFT, PILOT/SHIP. If you are Force-sensitive you can also take a FORCE feat.


GENERAL Basics

GENERAL Skill Focus

Pick one skill you have ranks in. +3 to that skill. You can take this multiple times for different skills. Most common pick in the game.

Example: Skill Focus (Pilot) +3, Skill Focus (Deception) +3, Skill Focus (Perception) +3.

GENERAL Persuasive

+3 to Deception and Persuasion. If you have 5+ ranks in either, the bonus becomes +4 for that skill. Social characters take this first.

GENERAL Inspiring Leader

When you use Coordinate or Inspire, allies within 10m get +1 extra on top of normal effect for 1 round. If they spend your inspiration on an attack or save, they roll with +2 instead of +1. Requires PRE 1+.

GENERAL Privileged Access / Black Budget

You have legitimate or shadow access to Restricted gear. Once per session, you can requisition or find a Restricted item up to 2000cr without a roll, or get +5 to a Persuasion/Manipulation check to access a secure location, archive, or officer. Fixers, Officers, Senators love this.

GENERAL Field Surgeon

You can Stabilize a Dying creature as a Swift action instead of Standard. You can also Treat Injury to remove Fatigued as a Standard (normally 10 minutes) once per target per scene.

GENERAL Bacta Specialist

+2 to all Treatment checks. When you use a Medkit or Bacta Tank, patient heals +1 extra HP and removes 1 additional Strain. If you have no kit, you can improvise with 500cr chemicals + 1 hour.

GENERAL Dodge Focus

+1 Dodge. You are harder to hit. Counts toward Tier cap (Dodge+Tough max 8/10/12/14/16). Simple and good.

GENERAL Improved Initiative

+4 Initiative. Go first, set the fight up.

GENERAL Luck / Second Chance

+1 Hero Point per session (max 3). Reroll, stabilize, edit a scene. Scoundrels love this.

GENERAL Quick Draw

Draw or holster a weapon as a free action once per round. No fumbling when ambushed.

GENERAL Connected / Contacts

You know a guy in one faction. Once per session you can call in a favor or find a contact without rolling. Take multiple times for different groups.

GENERAL Well-Informed / Languages

You know rumors, or you speak 2 more languages. GMs give you info others don't get.

GENERAL Evasion

When you make an AGI save for half damage, you take none on a success. Need AGI 2+.

GENERAL Leadership — Cohort & Followers

You attract followers and a loyal second-in-command. Requires level 6+, PRE 1+ or AWE 1+, and you must have done something worth following (GM approval — led a mission, saved a town, earned a title).

  • Cohort: One NPC, level = your level -2 (minimum 2), built like a PC but simplified. They don't get Hero Points, they get their own XP but level when you do. They are loyal but not suicidal — they will oppose a Dark Side order that breaks their own code. Only one cohort at a time. If they die, you can find a replacement after 1 month downtime + a story.
  • Followers: A small crew of non-combat or low-level helpers. Number = 2 + PRE mod + your level. Level 6 with PRE 3 = 11 followers. All are level 1-2: mechanics, medics, pilots, guards, informants, acolytes, droids. In downtime they run your business for free (first 2 work free, rest 20cr/week), crew a ship, or hold a location. In combat they hide — if you bring them into a fight they panic or die.

Jedi bonus: Jedi Guardian, Councilor, Sentinel, or Imperial Knight who hit Jedi Knight (level 7) get a free Padawan cohort even without this feat (see Jedi class). If a Jedi then takes Leadership, they get their Padawan plus their Leadership cohort and +5 followers (representing a larger Jedi presence, younglings, or retainers).

Sith: Same feat but called Apprentice & Acolytes — your cohort is terrified of you, not inspired. If you mistreat them they may betray you (PRE vs Will each downtime disaster).

Balance: Cohort is not a second PC. In combat they act on your turn, one action. They cannot use Hero Points. Followers never stack Tier caps — they are Tier 3 max. This is the D&D 3.5 Leadership / 5e Sidekick system ported to SOTE.


COMBAT Combat Feats

Base Dual-Wield: -4/-4 to both attacks, -2/-2 if off-hand is light or small blade (pistol, vibroknife). This is before feats.

COMBAT Weapon Focus / Ranged Focus

+1 Attack with one weapon group (Blaster Pistols, Rifles, Lightsaber, Heavy Weapons, Unarmed). Counts toward Tier cap (Attack+Damage max). Stacks with class bonuses but still counts.

COMBAT Point Blank Shot

+1 Attack OR +1 Damage at short range (inside first range increment). Pick one when you take this feat. Counts as +1 toward Tier cap, not +2. Your blaster hits harder up close without breaking balance.

If you want both, take Weapon Focus and Point Blank together — that's intentional.

COMBAT Precise Shot

Ignore the -2 penalty for shooting into melee or through light cover. You don't hit your friends.

Requires Point Blank Shot.

COMBAT Power Attack

Trade accuracy for punch. Before you attack, take -2 Attack for +2 Damage, or -3/+3 if two-handing a heavy weapon. You must declare before you roll. Attack+Damage total does not change, so still respects Tier cap.

COMBAT Rapid Shot / Burst Fire

One extra attack as a Full Action, second attack is at -5 and only if first hits. Once per round. If both hit same target, total Damage rank is +1 (not +1 per hit) and target makes one Toughness save at +1 DC instead of two saves — prevents double Injury fishing while keeping pressure. Counts toward Tier cap.

Prevents double-tap Injury fishing while keeping pressure.

COMBAT Two-Weapon Fighting

Reduce dual-wield penalties by 2. Base is -4/-4, becomes -2/-2 with this feat; if off-hand is light, -2/-2 becomes -1/-1. Off-hand still needs light weapon (pistol, short vibroblade) unless you have STR 3+. Improved Two-Weapon (take this again) gives third attack at -7.

COMBAT Improved Critical

Pick one weapon group. Crit 20 -> 19-20 on first taking. Take the same feat again (same weapon group) to go 19-20 -> 18-20 -> 16-20 with your second investment — costs your Feat at 5 and Feat at 9 if you want 16-20. Stacks with Weapon Master 17-20 to reach 16-20 but requires two investments. Crit in this system is +5 Injury DC or +1 Injury, not auto-kill — gritty stays gritty even at 16-20.

GM watch — if abused, require second feat be same weapon group only. Two feats for 16-20 is intentional, per user request.

COMBAT Cleave / Overrun

When you drop an enemy to 0 with a melee attack, immediate free extra attack vs adjacent foe at same bonus, once per round. You can’t chain through a whole squad anymore — one clean follow-through.

COMBAT Deadeye / Sniper

Aim as a Move Action to get +4 on your next shot (instead of +2). Ignore 2 points of range penalty. Prone + braced rifle stacks.

COMBAT Tough

+2 to Toughness saves. You shrug hits that drop others. Counts toward Tier cap — if Dodge+Tough would exceed cap, you must lower Dodge by 1 to take this. Soldiers and Knights love this.

COMBAT Diehard

When you hit 0 HP you stay conscious Fatigued instead of Dying, once per day. Second time same day you go down normally. Tough keeps you alive longer, Diehard keeps you fighting. You still make Fort saves to avoid death each round while Fatigued.

COMBAT Iron Will / Great Fortitude

+2 Will or +2 Fortitude. Stacks with Force Boost. Take both for the classic unbreakable soldier.

COMBAT Suppression Specialist

When you use Autofire / Suppressive Fire, area is +5m wider and enemies who fail Will are Hindered (-2) for 1 round even if not hit. Needs Ranged 4+.


CRAFT Craft & Tech Feats

CRAFT Jury-Rig / Droid Buddy Upgrade

Once per scene give a piece of gear you are holding/wearing +1 Damage or +1 Protection for 1 minute (personal only, can't sell). Counts toward Tier cap while active. Or give your Droid Buddy +1 rank in one skill for the session. Technician hallmark.

CRAFT Weaponsmith

Craft or heavily mod a personal weapon. One weapon you made gets: +1 Damage OR +1 Attack OR one mod (Scope, Folding Stock, Enlarged Mag, Bayonet). 500cr parts + 1 day per +1/mod, only one personal weapon at a time, only you benefit, can't sell. Counts toward Tier cap (Attack+Damage max 8/10/12/14/16). You can rebuild one weapon per week. Requires Technician, Fixer, or Soldier with GM ok + Tools.

CRAFT Armorsmith

Craft or heavily mod personal armor. One armor you made gets +1 Protection OR -1 armor check penalty OR +2 vs one energy type once per scene. 500cr parts + 1 day per +1, only one personal armor at a time, only you benefit, can't sell. Counts toward Tier cap (Dodge+Tough / Parry+Tough). Requires Tools + 1 day.

CRAFT Droid Specialist

Your Droid Buddy (or any droid you rebuild) gets +1 Ability rank and +2 skill ranks. Still counts toward Tier caps for that droid (Attack+Damage / Dodge+Tough). You can install one extra tool mount (Welder, Slicer, Medkit, Blaster). If you have no Buddy, you can build a Rank 1 buddy in a week for 4k credits.

CRAFT Shipwright / Scrapper

Repair ship Hull/Toughness at double speed, and for half parts cost. Personal ship mods: +1 Handling or +1 Toughness for your ship only costs 500cr parts + 1 day, only one mod active, can't sell to break economy. You can salvage a wrecked vehicle: once per adventure (not per month) find a wreck worth 1d6 x 200cr in usable parts (not 1000cr) with a Perception or Mechanics DC 15 check. GM must place a wreck — no free money from empty space.

CRAFT Slicer / Gadgeteer

+3 to Computers and Slicing, and you can make one single-use gadget per session (DC 12: EMP grenade, door spoofer, tracker bug, voice mimic). Doesn't need to buy, you built it from scrap.

EMP Grenade: Afflict 3 vs droids/vehicles only, Dodge 14 half, 5m burst, Scrap 200cr, 1/scene craftable.

CRAFT Scavenger / Salvager

When you search a battlefield, wreck, or junk heap the GM placed, you find 1.5x normal credits/parts (not 2x) and can immediately Jury-Rig one item without tools. Does not stack with Shipwright salvage — use higher only. Great for Fixers and desert campaigns.


PILOT/SHIP Ship Feats

PILOT Vehicle Focus / Starship Trick

Pick one: +3 to Pilot or Astrogation, or learn one Starship Trick: Evasive Maneuvers (+2 Dodge for ship 1 round), Power to Shields (swap power to Toughness), Barrel Roll (immediate 90-degree turn), or Astrogation shortcut (-1 hour plotted time).

PILOT Ship Category Specialization

Pick one category. You are deadly in it.

  • Starfighter / Interceptor — TIE, X-Wing, Z-95, A-Wing
  • Light Freighter / Courier — XS, YT-1300, YT-2400, VCX-100, G9 Rigger
  • Corvette / Gunship / Shuttle — CR-90, Gozanti, Raider, LAAT, Lambda
  • Walker / Armor — AT-ST, AT-AT, TX-130, Juggernaut
  • Speeder / Airspeeder — Landspeeder, Airspeeder, Speeder Bike

Bonus: +2 Pilot checks, +1 Dodge and +1 Gunnery when flying/driving that category. Counts toward ship Tier cap (Attack+Damage / Dodge+Tough same 8/10/12/14/16 as personal — a Tier 4 pilot cannot be +6/+6 in an X-Wing).
Penalty: -1 Pilot / Gunnery when flying a different category you are not specialized in. Only penalized after you take this feat. Multiple specs stack, penalty never exceeds -2 total. Takes a week in a simulator or with an instructor to change categories (retrain like a feat).

You can take this multiple times for different categories — eventually you erase the penalty. Pilot aces take Starfighter first. Scoundrels take Light Freighter. Officers take Corvette. Ground-pounders take Walker.

PILOT Hyperspace Navigator (Mundane)

You are a great navigator without the Force. +5 to Astrogation, can plot a blind jump at only -5 (instead of -10), and you know 1d3 secret hyperspace lanes the Empire hasn't charted. If you later learn Force Navigation, stack the bonuses.

PILOT Formation Leader

When you lead a flight of 2-6 friendly ships, they get +1 Pilot and +1 Dodge while within 5km of you. If you have Ship Category Spec in that category, they get +2 instead (not +3). Does not stack with another Formation Leader — use highest. Only one flight bonus active at a time.


GENERAL Force Sensitive — The Lottery Ticket

GENERAL Force Sensitive [Special]

Requires: GM has confirmed you are Force-sensitive (natural 20 on secret d20 at Session 0, or story unlock). Cannot be taken by droids.

You had the potential all along. Someone finally noticed — or you did under stress.

  • Expertise: The Force becomes a class skill for you. Max ranks = Level+3.
  • Gain Force Awareness 1: Ranged Detect Force 10m (Mental, Acute) — you can feel other Force users and strong vergences within 10m.
  • Gain +1 Luck that can be used on Expertise: The Force checks (1/scene). Stacks with normal Luck.
  • You can now take Force Feats (Force Focus, Enhanced Power, Cross-Training) in your feat slots at 1, 3, 5, 7, 9.

What you DON'T get: No free Telekinesis, Mind Trick, Force Boost, lightsaber proficiency, or Knight Plate. To learn a power, take Cross-Training (e.g., Force Healing, Force Protection, Hyperspace Navigation). To get formal training, multiclass into Jedi / Imperial Knight / Sith — you don't need this feat first if you do that, but this feat is how you dabble while staying Medic/Soldier/etc.
GM note: Player doesn't choose this — GM offers it when the secret roll was nat 20, or after a story moment. 5% default (nat 20). High Force = 19-20 (10%).


FORCE Force Feats — Only If You Have Force Sensitivity

You must have Force Sensitivity — either from a Force class level (Jedi Guardian, Councilor, Sentinel, Imperial Knight, Sith) OR from the Force Sensitive feat above. You can take these in any feat slot 1,3,5,7,9.

FORCE Force Focus [One Power]

Pick one Force power you already know.

  • +2 to Expertise: The Force checks when you use that power (was +3, now balanced vs Skill Focus +3 / Weapon Focus +1)
  • On a natural 1 with that power, you can choose Fatigued instead of taking Corruption/Dark Side (once per scene)

Examples: Force Focus (Telekinesis) — you lift on a 5+ instead of 7+. Force Focus (Guidance) — your squad buff almost never fails. Force Focus (Hyperspace Navigation) — you never get lost.

You can take this multiple times for different powers.

FORCE Enhanced Power [One Power You Have Focus In]

Requires Force Focus in that power. That power is one rank stronger, but same DC to activate. Max +1 rank overall.

  • Telekinesis: weight x2 (100kg → 200kg, 200kg → 400kg)
  • Mind Trick: +1 target (1 → 2) OR +5 minutes duration, pick when you take feat
  • Guidance / Battle Meditation: +1 bonus (+2 → +3) OR +1 ally (3 → 4)
  • Protection / Force Barrier: +1 Toughness (+2 → +3, +4 → +5)
  • Healing: +1 target OR remove Empathic cost if Light side
  • Force Light / Concealment / Sense: +5m range or +2 vs counter-detection
  • Hyperspace Navigation: reduce time by half or -2 DC

You can't take this twice for the same power. Telekinesis 2 (100kg) becomes 200kg (Rank 3 effect) at Rank 2 DC 12.

FORCE Cross-Training — Learn One New Force Power

Learn one Force power that is not on your class list, at Rank 2 base, or half your level round down (whichever is higher), max Rank 4 at L9. So L3 = Rank2, L5 = Rank2, L7 = Rank3, L9 = Rank4. You must roll for it normally. You can take this multiple times.

You can learn:

  • Force Healing — Stabilize dying as Standard, no roll. Spend Standard + DC 12 to remove Fatigued or +1 healing. Light side, clean.
  • Force Barrier / Protection — Personal shield, +2 Toughness Rank 2, +4 at Rank 4, costs Standard to activate, Sustained.
  • Beast Control — Calm non-sentient creatures Rank 2 = one animal, Rank 4 = pack. DC 10+Will. Clean.
  • Force Concealment — Hide your Force presence, opposed vs Sense. DC 15 + their AWE. Sustained.
  • Sense Echo / Psychometry — Read impressions from objects/places. DC 13 recent, DC 18 old trauma, DC 23 ancient. Vulnerable while you read.
  • Force Whirlwind — Area Move Object, Rank 2 = 10m burst, Damage 2 or restrain.
  • Hyperspace Navigation (Force) — See below. The reason Pathfinders get everyone home.

Knights who take Mind Trick or Choke need Inquisitor sign-off per Charter. Roleplay it. Jedi who take Choke risk Dark Points.

FORCE Hyperspace Navigation — The Force As A Nav Computer

You feel safe lanes instead of calculating them. Old Jedi explorers and Knight Pathfinders use this.

RouteDCTime
Charted lane, good data131 min
Charted, old data151 min
Uncharted, you have direction1810 min
Blind jump, no data231 hour
In-atmosphere or gravity well+5 to basesame
Legendary — deep core, interdictor281 hr + Fatigue
  • Success: Plot jump without nav computer or charts. Sense mass shadows 10 minutes before dropout.
  • Help: If ship has nav computer, give ally +5 Astrogation or let untrained ally use your Force bonus.
  • Fail 1-4: Strain -1, off by 1d6 x10 hours.
  • Fail 5+: Fatigued, misjump 1d6 days.
  • Clean power — no Corruption for trying.

Why This Works — Two 10th Level Characters Are Different

Same level, 5 different feat choices + 5 talent choices + ability bumps = you never build the same character twice.

SINS V2 — Feats — 5 feats by level 10 — Combat, Craft, Ship, General, Force. Balanced v2.1