Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Enhanced Sight II | Chosen Force Feat |
The character can use the Force to augment their vision to not only see better in the dark and hazes but further distances as well. The effect is tied to The character’s ability in Amplification. Related Skills/Powers: Amplification Prerequisites: Rank Tier: Equite and Order Group: Force Sensitives |
2023/04/24 / 2023/04/24 |
Enhanced Sight I | Chosen Force Feat |
The character can use the Force to augment their vision to see better in the dark or through fog and hazes that would normally hinder line of sight. The effect is tied to The character’s ability in Amplification. Related Skills/Powers: Amplification Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2015/08/09 / 2023/04/24 |
Kushiban: Jump Around | Granted Default Feat |
With powerful lagomorphic legs The character is capable of jumping long distances, vertically and horizontally, with ease. Rapid frequent jumping will cause him to fatigue. Prerequisites: Species: Kushiban |
2023/04/18 / 2023/04/24 |
Kushiban: Mood Fur | Granted Default Feat |
Kushiban are known for their ability to change their fur color. While The character has control over this, extreme emotions can override the tone of their fur, making it harder mask their feelings. Prerequisites: Species: Kushiban |
2023/04/18 / 2023/04/24 |
Force Crush I | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to near instantaneously crush a stationary target from all directions beyond the capacity of what is normal, as if compacting them into a ball. This causes immense damage, but on its own is non-fatal. The power is tremendously draining. Related Skills/Powers: Telekinesis Prerequisites: Rank Tier: Elder (exact) and Order Group: Force Sensitives |
2021/12/16 / 2023/04/06 |
Force Crush II | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to instantly crush a stationary target from all directions, compacting the target into a tight ball. This can be fatal if crushed to the extreme. This power is somewhat draining. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Elder 4 |
2021/12/16 / 2023/04/06 |
Hutt: Tough and Thicc | Granted Default Feat |
Fully grown Hutts may look like a mass of fat, but beneath their slimy slug-like exterior is a body made of strength. With a short reach, The character can propel themselves forward at an alarming speed, while their thick skin and layers of fat add extra protection against all manner of weaponry. Prerequisites: Species: Hutt |
2023/03/31 / 2023/03/31 |
Hutt: Slimy Gangsta | Granted Default Feat |
Regardless of personal intent or agenda, being a Hutt, The character has inseparable ties to the Hutt Criminal Syndicate. The galaxy-wide known reputation of the Hutts, allows The character to leverage these ties in attempts of persuasion or intimidation, especially against members of the criminal underworld. Prerequisites: Species: Hutt |
2023/03/31 / 2023/03/31 |
Just A Flesh Wound II | Chosen Skill Feat |
The character is almost completely self-sufficient, and may use their Survival Skill in place of their Medicine Skill to treat their or other's injuries by utilizing whatever materials are available. Related Skills/Powers: Medicine and Survival Prerequisites: Rank Tier: Journeyman |
2023/03/13 / 2023/03/13 |
Just A Flesh Wound I | Chosen Skill Feat |
The character is almost completely self-sufficient, and may use their Survival Skill in place of their Medicine Skill to treat their injuries by utilizing whatever materials are available. Related Skills/Powers: Medicine and Survival Prerequisites: Rank Tier: Novitiate (exact) |
2013/08/11 / 2023/03/13 |
Golden Envoy Wit | Chosen Skill Feat |
Golden Envoys know that the secret to outsmarting an opponent is to out think them. This mindset gives The character an advantage when weighing their Intellect directly against another's Intellect—be it a duel, politics, or an intense game of Lizard, Toad, Snake. Related Skills/Powers: Intellect Prerequisites: Trophy: You Can Certainly Try, level 8 |
2023/02/16 / 2023/03/05 |
Golden Envoy Aptitude | Chosen Skill Feat |
Experienced Envoys tend to share a common trait in their success: work smarter, not harder. This calm approach to problem solving during missions gives The character a +1 Skill bonus to Intellect whenever faced with a puzzle, riddle, or scheme designed to hinder their progression or egress (to a maximum of +5). Related Skills/Powers: Intellect Prerequisites: Trophy: You Can Certainly Try, level 2 |
2023/02/16 / 2023/03/05 |
Envoy Intuition | Chosen Skill Feat |
The character’s time working with the Envoy Corps has given they a knack for reading tells or attempts at deception. The character gains a +1 Skill bonus to Investigation or Perception when determining someone's true intent (to a maximum of +5). Related Skills/Powers: Investigation and Perception Prerequisites: Trophy: Players Gonna Play, level 8 |
2023/02/16 / 2023/03/05 |
Envoy Preparation | Chosen Skill Feat |
The character has developed a knack for being prepared for things to go wrong on a given mission or contract. Thanks to this level of preparation, however, The character can “swap out” one piece of Equipment or Backpack item for something else that they own. Once swapped, however, the original item will not be accessible. Prerequisites: Trophy: Players Gonna Play, level 6 |
2023/02/16 / 2023/03/05 |
Matter Bender II | Chosen Force Feat |
The character has mastered Telekinesis beyond particle control of sand, water, and fire, and have learned to resonate with solid and stationary inorganic matter. With intense focus they can disrupt an area no bigger than themselves, and turn the solid matter into fine grain particles. Related Skills/Powers: Telekinesis Prerequisites: Rank: Elder 1 and Order Group: Force Sensitives |
2023/01/31 / 2023/02/03 |
Matter Bender I | Chosen Force Feat |
The character has learned to tweak their abilities with Telekinesis to utilize it against the less physically tangible and structured. Things such as sand, water, fire, can all be manipulated with their Telekinesis abilities. This is not a fine grain control, but instead usage such as creating a wave of particles. Related Skills/Powers: Telekinesis Prerequisites: (Rank: Equite 3 (exact) and Order Group: Force Sensitives) or (Rank: Equite 4 (exact) and Order Group: Force Sensitives) |
2021/12/16 / 2023/01/31 |
Battlefield Awareness III | Granted Default Feat |
Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. The character can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, they can track not only close-quarter attacks, but long range ones as well within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: (Rank Tier: Elder and Discipline: Marauder) or (Rank Tier: Elder and Discipline: Force Warrior) |
2013/08/10 / 2022/06/25 |
Static Shock III | Chosen Force Feat |
The character has developed their Force Lighting Power so that they can extend the duration into a continuous string that loses strength rapidly after the initial burst, split their Force Lightning into two streaks to hit two targets concurrently at half power, and disperse their Force Lightning at the point of impact, chain-linking into nearby targets with deteriorating power as the distance from the epicenter increases. Related Skills/Powers: Force Lightning Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact) |
2015/08/09 / 2022/06/20 |
Devil’s Sight | Granted Default Feat |
As a member of The Shadowseers, The character has learned to live in the shadows. Molded by the darkness, they have developed Force-enhanced vision, allowing them to see clearly even in pitch darkness. Prerequisites: Faction: The Shadowseers |
2022/04/28 / 2022/05/30 |
Medley I | Granted Default Feat |
The Weapons Specialist is able to temporarily use any weapon as if they had +1 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon. Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Weapons Specialist) or (Rank Tier: Journeyman (exact) and Discipline: Soldier) |
2015/08/31 / 2022/05/16 |