Character Sheet Reference

Displaying feats 181 - 200 of 529 in total
Feat Type / Location Description Created / Updated
Force Drain II Chosen Force Feat

The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes just as long to heal as it would with the traditional Healing Force Power.

Related Skills/Powers: Healing

Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact)

2021/12/16 / 2021/12/16
Force Meld I Chosen Force Feat

The character has refined their Battle Meditation to allow them to link together the minds of a small group of Force Sensitives, enhancing battle coordination and morale without needing to meditate. This means The character can move with the group, and not remain stationary. However, disturbances in emotional state or the Force will have serious consequences against the whole group.

Related Skills/Powers: Battle Meditation

Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives

2015/08/09 / 2021/12/16
Force Meld II Chosen Force Feat

The character has refined their Battle Meditation to allow them to link together the minds of a small group of Force Sensitives, enhancing battle coordination and morale without needing to meditate. This means The character can move with the group, and not remain stationary. Their further mastery of the Force has also led to them being able to negate consequences from disturbances to their emotional state or the Force.

Related Skills/Powers: Battle Meditation

Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder

2021/12/16 / 2021/12/16
Force Projection Chosen Force Feat

The character can create a projected version of themself through the Force, so long as they remain stationary, in a meditative state, and commit their complete concentration to guiding it. The projection must resemble The character in appearance, but can be created wearing the Elder’s choice of attire and equipment. This ability's range is limited to the same planet as longer distances can become taxing and will lead to death. Physical attacks will phase harmlessly through these projections, meaning they cannot take damage, but they can also not physically interact with or affect anything material themselves.

Related Skills/Powers: Illusion

Prerequisites: Order Group: Force Sensitives and Rank: Elder 2

2018/01/16 / 2021/12/16
Force Scream I Chosen Force Feat

The character has learned to amplify their vocal cords to allow them to exceed volumes typical of normal beings. This vocal attack can disorient and damage the auditory senses of opponents within 5 feet of the direction The character is facing. This attack does minor damage to the user.

Related Skills/Powers: Amplification

Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact)

2021/12/16 / 2021/12/16
Force Scream II Chosen Force Feat

The character has learned to amplify their vocal cords to allow them to exceed volumes typical of normal beings. This vocal attack can disorient and damage the auditory senses of opponents within 10 feet of the direction The character is facing. This does not damage the user.

Related Skills/Powers: Amplification

Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder

2021/12/16 / 2021/12/16
Force-Link Chosen Force Feat

The character can forge a strong connection to between two Force-users, granting them the ability to communicate across vast distances as if standing in front of one another. The result is a tangible presence where each sees the other as if they were in the same space, though with no control over when or how this will occur.

Related Skills/Powers: Telepathy

Prerequisites: Rank: Elder 4 and Order Group: Force Sensitives

2018/01/16 / 2021/12/16
Freight Train Chosen Skill Feat

The character is unconcerned with the finesse needed to carefully avoid obstacles. Instead they utilizes their Might instead of a flashy form of athletic parkour. While attempting to maneuver past obstacles, they can use their their Might Skill in place of their Athletics Skill.

Related Skills/Powers: Athletics and Might

Prerequisites: Rank: Journeyman 4

2021/12/16 / 2021/12/16
Guns Akimbo Chosen Skill Feat

The character has trained vigorously with their specific ranged weapon of choice, and suffers no penalty when using using a pair of their favored weapon type. This allows The character to use their Dual Wielding Skill at the same level as their Weapon Skill when brandishing a pair of their favored ranged weapons. (The favored weapon must be cited in Loadout Description)

Related Skills/Powers: Blasters and Slugthrowers

Prerequisites: Rank: Journeyman 4

2015/08/09 / 2021/12/16
Hammer Time Chosen Force Feat

The character can turn their Telekinesis into a powerful blunt weapon that is capable of smashing foes with devastating force. This invisible 'sledgehammer' can shatter a Barrier and stagger a foe off balance or knock them from their feet. While as powerful as a haymaker punch, this power is noticeably slower than other strikes, making it easier to dodge by more agile foes.

Related Skills/Powers: Telekinesis

Prerequisites: Rank Tier: Journeyman and Order Group: Force Sensitives

2013/07/20 / 2021/12/16
Hammerhand Chosen Force Feat

The character is a specialist in using the Force to enhance the brute force of their strikes, and they experiences less drain while using their Amplification Force Power while attempting to unarm strike an opponent.

Related Skills/Powers: Amplification

Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4

2021/12/16 / 2021/12/16
Haze I Chosen Force Feat

The character can extend their Concealment ability over a single additional sentient being next to them, hiding them from a Jedi’s Force Sense. Requires The character’s full attention to maintain the concealment effect.

Related Skills/Powers: Concealment

Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact)

2021/12/16 / 2021/12/16
Haze II Chosen Force Feat

The character can extend their Concealment ability over a small group of sentient beings clustered close together, hiding them from a Jedi’s Force Sense. Requires The character’s full attention to maintain the concealment effect.

Related Skills/Powers: Concealment

Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact)

2015/08/09 / 2021/12/16
Haze III Chosen Force Feat

The character can extend their Concealment ability over a small group of sentient beings clustered near each other, hiding them from a Jedi’s Force Sense. Requires half of The character’s focus to maintain the concealment effect.

Related Skills/Powers: Concealment

Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives

2015/08/09 / 2021/12/16
Home Into The Black Chosen Skill Feat

The character knows how to blend their ship in with the background, whether cosmic or otherwise. When attempting to fly undetected, The character gets a +1 Skill Point bonus to their Piloting Skill (to a maximum of +5).

Related Skills/Powers: Piloting

Prerequisites: Rank: Journeyman 4

2021/12/16 / 2021/12/16
I Controlled Them Like Animals Chosen Skill Feat

Society works until it doesn't. Groups of people can revert to more animalistic traits when afraid, angry, or intoxicated. The character's training at handling pack animals allows them to utilize their Creature Handling Skill in place of their Leadership Skill when attempting to control groups of people that are acting on their more animalistic impulses.

Related Skills/Powers: Creature Handling and Leadership

Prerequisites: Rank Tier: Equite

2021/12/16 / 2021/12/16
I Made A Pipe Bomb Chosen Skill Feat

The character has spent enough time around explosives to understand the fundamental traits in identifying what can be used to make something go boom. When attempting to make a makeshift explosive device, The character can use their Explosive Skill in place of their Crafting Skill.

Related Skills/Powers: Crafting and Explosives

Prerequisites: Rank Tier: Journeyman

2021/12/16 / 2021/12/16
I See What You Did There Chosen Skill Feat

The character is accustomed to relying on their Perception Skill to catch the little tells that reveal what's real and what isn't. When appraising an Illusion, The character gets a +1 Skill Point bonus to Perception for the purpose of rejecting the fabrication by focusing on these giveaways (to a maximum of +5).

Related Skills/Powers: Perception

Prerequisites: Rank Tier: Equite

2015/08/09 / 2021/12/16
I'm Rubber, You're Glue Chosen Force Feat

The character has taken effort to truly understand fear to the point it has become a part of them. By instinct they can use their Terror Force Power to startle anyone who attempts to startle them.

Related Skills/Powers: Terror

Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4

2021/12/16 / 2021/12/16
I've Got A Bad Feeling About This Chosen Skill Feat

The character has an uncanny ability to avoid danger, able to almost sense it coming. Once per combat, they may use their Perception Skill in place of their Athletics Skill expressly for the purpose of dodging an incoming attack.

Related Skills/Powers: Athletics and Perception

Prerequisites: Rank Tier: Novitiate

2013/08/12 / 2021/12/16