Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Channel I | Granted Default Feat |
Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill their own energy reserves. If The character is allowed to maintain this concentration for more than a few moments, they can reuse Force Powers which normally require significant rest without penalty. Related Skills/Powers: Resolve Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Arcanist) or (Rank Tier: Journeyman (exact) and Discipline: Soul Arcanist) or (Discipline: Night Mother and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Force Lord) or (Rank Tier: Journeyman (exact) and Discipline: Deathsworn) or (Rank Tier: Journeyman (exact) and Discipline: Oracle) or (Rank Tier: Journeyman (exact) and Discipline: Librarian) or (Rank Tier: Journeyman (exact) and Discipline: Force Warrior) or (Rank Tier: Journeyman (exact) and Discipline: Rex Tempestas) or (Rank Tier: Journeyman (exact) and Discipline: Sith Fleshweaver) or (Rank Tier: Journeyman (exact) and Discipline: Force Sage) or (Rank Tier: Journeyman (exact) and Discipline: Immortal) or (Rank Tier: Journeyman (exact) and Discipline: Concordant) or (Rank Tier: Journeyman (exact) and Discipline: Arcane Shepherd) |
2013/08/10 / 2021/12/21 |
Checkmate I | Granted Default Feat |
The character has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants them a +1 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary (to a maximum of +4). Related Skills/Powers: Intellect Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Director) or (Rank Tier: Journeyman (exact) and Discipline: The Doctor) or (Rank Tier: Journeyman (exact) and Discipline: Fence) or (Rank Tier: Journeyman (exact) and Discipline: Keen Intellectual) |
2016/08/02 / 2021/12/21 |
Checkmate III | Granted Default Feat |
The character has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants The character a +2 Skill Point bonus to Intellect whenever they formulate a plan or strategy against any adversary, familiar or alien (to a maximum of +5). Related Skills/Powers: Intellect Prerequisites: (Rank Tier: Elder and Discipline: Director) or (Rank Tier: Elder and Discipline: The Doctor) or (Rank Tier: Elder and Discipline: Fence) or (Rank Tier: Elder and Discipline: Keen Intellectual) |
2016/08/02 / 2021/12/21 |
Checkmate II | Granted Default Feat |
The character has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants them a +2 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5). Related Skills/Powers: Intellect Prerequisites: (Rank Tier: Equite (exact) and Discipline: Director) or (Rank Tier: Equite (exact) and Discipline: The Doctor) or (Rank Tier: Equite (exact) and Discipline: Fence) or (Rank Tier: Equite (exact) and Discipline: Keen Intellectual) |
2016/08/02 / 2021/12/21 |
Faceless III | Granted Default Feat |
A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s minimal concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: (Rank Tier: Elder and Discipline: Shadow) or (Rank Tier: Elder and Discipline: Force Sleuth) |
2013/08/10 / 2021/12/21 |
Faceless II | Granted Default Feat |
A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s partial concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: (Rank Tier: Equite (exact) and Discipline: Shadow) or (Rank Tier: Equite (exact) and Discipline: Force Sleuth) |
2013/08/10 / 2021/12/21 |
Faceless I | Granted Default Feat |
A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s full concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Shadow) or (Rank Tier: Journeyman (exact) and Discipline: Force Sleuth) |
2013/08/10 / 2021/12/21 |
Force Interrogation III | Granted Default Feat |
The character can break even the strongest of wills. Given time alone with a subject, their power of suggestion is powerful enough to manipulate any of the subjects six-senses, as well as their strongest emotions: morality and loyalty. The character’s intrusions can be so subtle that the subject would never even know they had given away information. Or they can be much more violent and obtrusive, leaving the subject’s mind a mess. Not only is The character's Mind Trick usable at +2 Skill Level above it's current level (maximum of +5) to extract information, they may choose to instill such strong emotions that it may leave their target completely helpless for a time after the interrogation. Related Skills/Powers: Mind Trick Prerequisites: (Discipline: Seeker and Rank Tier: Elder) or (Discipline: Inquisitor and Rank Tier: Elder) or (Rank Tier: Elder and Discipline: Fury) or (Rank Tier: Elder and Discipline: Force Crusader) |
2013/08/14 / 2021/12/21 |
Force Interrogation I | Granted Default Feat |
Unlike a conventional interrogator, The character can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing The character to use his Mind Trick at +1 Power Level above their current level, so long as the goal is to gain information from a target (to a maximum of +4). Related Skills/Powers: Mind Trick Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Seeker) or (Rank Tier: Journeyman (exact) and Discipline: Inquisitor) or (Rank Tier: Journeyman (exact) and Discipline: Fury) or (Rank Tier: Journeyman (exact) and Discipline: Force Crusader) |
2013/07/20 / 2021/12/21 |
Force Interrogation II | Granted Default Feat |
The character can now influence stronger emotions like love and suffering. they can probe deep into the hearts of their subjects and find hidden love or fears and draw them to the surface. The character can either torture a subject with this information, or use it to willingly coerce the information they desire. When using Mind Trick to probe for information, The character uses this Force Power +1 level higher (to a maximum of +5) and may use any successful Mind Trick to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in addition to other purposes. Related Skills/Powers: Mind Trick Prerequisites: (Discipline: Seeker and Rank Tier: Equite (exact)) or (Discipline: Inquisitor and Rank Tier: Equite (exact)) or (Discipline: Fury and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Force Crusader) |
2013/07/20 / 2021/12/21 |
Ghosting I | Granted Default Feat |
The character has learned to utilize their Force Cloak even while in motion. While moving slowly and deliberately, The character can maintain the translucent veil as long as they can maintain focus on the task. The character uncloaks momentarily whenever they attacks or strikes. Related Skills/Powers: Force Cloak Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Shadow) or (Rank Tier: Journeyman (exact) and Discipline: Night Mother) or (Rank Tier: Journeyman (exact) and Discipline: Sith Avatar) |
2013/08/06 / 2021/12/21 |
Ghosting II | Granted Default Feat |
The character has become more efficient at using Force Cloak while moving anywhere between a slow crawl or a light jog as long as they are maintaining focus. The faster the movement, the more concentration that they requires to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and The character uncloaks momentarily whenever they attack or strike. Related Skills/Powers: Force Cloak Prerequisites: (Rank Tier: Equite (exact) and Discipline: Shadow) or (Rank Tier: Equite (exact) and Discipline: Night Mother) or (Rank Tier: Equite (exact) and Discipline: Sith Avatar) |
2013/08/09 / 2021/12/21 |
Ghosting III | Granted Default Feat |
The character can move freely when using Force Cloak. The faster the movement, the more concentration that they requires to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. The character still uncloaks momentarily before they attacks or strikes. Related Skills/Powers: Force Cloak Prerequisites: (Rank Tier: Elder and Discipline: Shadow) or (Rank Tier: Elder and Discipline: Night Mother) or (Rank Tier: Elder and Discipline: Sith Avatar) |
2013/08/09 / 2021/12/21 |
Hexing I | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the electronic circuitry of small tech items like holo transmitters, chronos and security cameras, overwhelming their circuitry and causing them to malfunction or break. The character requires a visual on target and a focusing gesture or cue. Related Skills/Powers: Telekinesis Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Techweaver) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Operative) |
2015/08/09 / 2021/12/21 |
Hexing III | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. They can disable an entire network of computers. With concentration, they can even disable combat droids. Related Skills/Powers: Telekinesis Prerequisites: (Rank Tier: Elder and Discipline: Techweaver) or (Rank Tier: Elder and Discipline: Jedi Operative) |
2015/08/09 / 2021/12/21 |
Hexing II | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. The character requires a visual on target and a focusing gesture or cue. Related Skills/Powers: Telekinesis Prerequisites: (Rank Tier: Equite (exact) and Discipline: Techweaver) or (Rank Tier: Equite (exact) and Discipline: Jedi Operative) |
2015/08/09 / 2021/12/21 |
Hotfix II | Granted Default Feat |
The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Equite (exact) and Discipline: Scavenger |
2016/08/02 / 2021/12/21 |
Hotfix I | Granted Default Feat |
The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to small, active machinery such as speeders while under duress, and can even tackle larger machinery found on starfighters as long as they are powered-down or not in flight. Related Skills/Powers: Mechanics Prerequisites: Discipline: Scavenger and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |
Hotfix III | Granted Default Feat |
The character has become so attuned to the mechanical technology of the Galaxy that they can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, The character can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Elder and Discipline: Scavenger |
2016/08/02 / 2021/12/21 |
I Can Fix That II | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is savvy enough that they gain a +1 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Equite (exact) and Discipline: Ace |
2016/08/02 / 2021/12/21 |