Strong Traits 

[ Cost 8 Traits]

You may only take 2 [Double Up] Strong traits - A double up trait possesses any combination of Feats, Talents, Party abilities or Skills]

Cadet [Double Up]

Elite members of a sophisticated space training program such as the Star Fleet Academy, cadets are waiting for the opportunity to hurl themselves into the void in order to advance humanity’s understanding of science and shed light on the mysteries of the universe.

Prerequisite: Age 18+.

Bonus Feats: Starship Operation and Zero-G Training.

Free Spirit

Cost: -2 Chaotic alignment paths

You respect the freedom of others to speak as they will. Your rough-and-tumble youth taught you that everyone deserves a chance to say her piece.

After all, you can always simply choose to ignore the speaker.

Benefit(s): 

You gain a +1 trait bonus on saves against language-dependent effects. 

You gain a Resistance to Sonic/Symphonic of 2.

In addition, the DC to Intimidate you increases by 2.

Gregarious

Cost -2 Humans / Palmans

At least once in your childhood, your family moved for a reason you didn't understand and you were forced to leave behind your old friends and make new ones. Ever since, you have always been the first to meet strangers, make new friends, and welcome travelers. You learned that first impressions are the most important, and have a knack for making a good one.

Benefit(s): Once per day, when you can attempt untrained Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.

You do not need the Party ability Diplomat to take this Trait.

Marked by Unknown Forces

That which has marked you for power has also given you proof to show others.

Cost: 8  [ -4 for Rigellians | -2 for Half - Rigellians ]

Benefit(s):

You may cast light 6 times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).

Pioneer [Double Up]

The first permanent colonists on a newly-surveyed planet, pioneers set the foundations of new societies on far-flung continents, planets, or moons. To survive in their new surroundings, they learn to live off the land and defend themselves against indigenous predatory life forms and hostile forces of nature.

Prerequisite: Age 18+.

Cost: 8  [-4 if Palman | -2 if Half Palman]

Bonus Feat: Planetary Adaptation.

Choose 1: Builder feat or Guide feat

Peacekeeper [Sebacean]

Prerequisite: Sebacean or Sebacean Hybrid

Cost -2 if in possession of Gunner, Ranger, Agent, Explorer, Scavenger, Scientist or Technician starter class

Gain one Bonus feat - Cannot be used to take Metamagic feats.

Gain Party Ability - Survival: +1 Rank & +1 Slot.

Marshal [Double Up]

A Marshal investigates crimes that go from one city or planet to another. Counter-espionage may also be part of a Marshal’s assigned duties. 

Prerequisite: Age 21

Reduce cost by -4 if in possession of Law Enforcement [Trait]

Computer Use is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to computer checks.

Perception is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to perception checks.

Politician [Double Up]

Prerequisite: Age 21

Reduce cost by -4 if Patrician, Necrocrat, Diplomat class

Bluff is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to bluff checks.

Sense Motive is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to Sense Motive checks.

Trustworthy [Double Up]

People find it easy to put their faith in you.

Benefits:

Bluff is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to Bluff checks.

Gain Party Ability - Diplomacy +1 Rank & +1 Slot.

Weathered Emissary [Double Up]

Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants.

Linguistics is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to Linguistics checks.

Gain Party Ability - Survival: +1 Rank & +1 Slot.

Child of the Necropolis

Cost -2 for Ritual Birthsign

Cost -2 for Magic Classes

Cost -2 for Aasimar template

Cost -2 for Demigod of a death god.

You were raised near an infamous necropolis, and even managed to sneak into the grounds on occasion. You learned to channel your Life energies to protect you from hostile undead, Normal Forsaken see you as a natural ally against true undead, outcasts of forsaken society see you as a threat to their plans to build an undead army.

Benefit(s): You gain the ability to turn undead

You also gain a +1 per 5 character levels] bonus to Bluff and diplomacy checks to influence Forsaken PCs and NPCs. 

Hostile Forsaken may prioritize you in combat.

Without a Past [Double Up]

You knew you were going into a world where none go unscathed, and there is no turning back, so you decided to forsake your past in order to protect your loved ones. You have no old friends or family to go in times of need, yet at least they remain safe from your enemies finding and taking their wrath out on them.

Bluff is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to Bluff checks.

Linguistics is now a character skill. 

You gain +1 Rank limit and +1 Misc. modifier to Linguistics checks.

Advanced Study

Cost: -3 if Magical/Psionic Class

You gain the ability to learn a single technique up to 3 ranks higher then usual when selecting this trait, and gain a +2 competence bonus to Learn checks to learn and master that technique. 

You cannot attain mastery in this technique until you attain sufficient level to learn it normally.

Student of Philosophy

You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.

Cost: -3 if Magical/Psionic Class

Benefit:

You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Tireless Logic

Your curious mind figures out even the most complex problems.

Cost: -3 if a member of a race with a natural +2 or higher to Intelligence)

Benefit:  Once per day [per 10 levels] when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Worldly

You have acquired an unusual breadth of life experience—more than others of your age, race, or culture.

Cost: -3 for characters from Ancient or long-lived races.

Benefit: Once per day [Per 10 levels] when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.

Stardrifter [Double Up]

Stardrifters are aimless nomads of the stars and world-wise jacks-of-all-trades who move from starports to freeports, stations and worlds, working odd jobs until boredom or fate leads them elsewhere or until they finally get stranded somewhere. Along the way, they learn strange customs and pick up interesting and diverse skills.

Prerequisite: Age 18+ or homeworld destroyed

Cost: 8 [-3 cost if your race's homeworld has been destroyed, scattering your race among the stars]

Benefits: You gain a +1 misc modifier on checks with a single Pilot skill, and all pilot skills are always character skills for you.

Your Maximum ranks with pilot skills increase by 1.

It must be a spacecraft of some sort.

Gain Party Ability - Navigator: +1 Rank & +1 Slot.

Racial Outcast [Double Up]

A Racial outcast is not so much an occupation as a forced way of life. Persecuted and exiled for being different, these outcasts are lone pariahs or shunned members of their own culture whose customs or characteristics society finds deviant or abhorrent.

Outcasts lurk on the fringes of civilization or leave their own civilization to start over somewhere else. 

Some strive for acceptance, while others are trapped by their own feelings of resentment, self-loathing, or hopelessness. These may also be Klingons who showed cowardice in battle, or Romulans who tried and failed to gain entry into a Great House.

Cost: 8 (Cost -3 for Those possessing Bastard Trait)

Bonus Feat: Toughness.

Gain Party Ability - Survival: +1 Rank & +1 Slot.

Poverty-Stricken [Double Up]

Cost: 8 (Cost -3 for Those possessing the Plebian Class)

Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. 

Bonus Feat: Endurance.

Gain Party Ability - Survival: +1 Rank & +1 Slot.

Feral Speech

You were raised in a community that included numerous individuals who spoke with creatures of the wild.

Cost: 8 [-3 for Unintentional Linguist Trait]

Benefit(s)

You gain one of the following languages of your choice as a bonus language: Aklo, Aquan, Auran, Giant, Ignan, Sylvan or any other 'wild' language.

With your GM's permission, you can instead select Druidic, but druids are protective of their language—you are likely to find yourself hunted by PC and NPC druids wishing to eliminate you as a threat to their sole ownership of their secrets.

Unnatural Revenge

Cost: 8 [-4 if you are unnatural in some way to the universe's original design]

Benefits: Intimidate is now a character skill. 

You gain +3 Rank limit to Intimidate.

You gain a +X trait bonus on all Intimidate checks against creatures of the animal, fey, or plant type or anything else 'normal'