Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
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 |
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 |
Hivemind III | Granted Default Feat |
The character has mastered an advanced style of Battle Meditation, allowing them to use two other people (who don't have to be a Force user) under their Battle Meditation effects to help offset The character's focus. This allows they to not only move but also fight. Their ability to fight is as if they were not channeling Battle Meditation at all, while still suffering the tiring effects of the power. Related Skills/Powers: Battle Meditation Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Paladin) or (Rank Tier: Elder and Discipline: The Chronarch) |
2024/09/25 / 2024/09/25 |
Hivemind II | Granted Default Feat |
The character has trained an advanced style of Battle Meditation, allowing them to use two other people (who don't have to be a Force user) under their Battle Meditation effects to help offset The character's focus. This allows they to not only move but also fight. Their ability to fight is limited to defensive measures and basic offensive capabilities. Related Skills/Powers: Battle Meditation Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Paladin) or (Rank Tier: Equite (exact) and Discipline: The Chronarch) |
2024/09/25 / 2024/09/25 |
Hivemind I | Granted Default Feat |
The character has begun to train in an advanced style of Battle Meditation, allowing them to use another person (who doesn't have to be a Force user) under their Battle Meditation effects to help offset The character's focus. This allows they to not only move but also fight. Their ability to fight is limited to basic defense. Related Skills/Powers: Battle Meditation Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Paladin) or (Rank Tier: Journeyman (exact) and Discipline: The Chronarch) |
2024/09/25 / 2024/09/25 |
Hippocratic | Chosen Skill Feat |
The character's training in Medicine has led to them learn the mantra "Do No Harm". To this end, they have learned to use their medical studies to attempt to incapacitate an opponent. The character can use their Medicine Skill in place of their Martial Arts Skill while attempting to subdue, but not kill an opponent. Related Skills/Powers: Martial Arts and Medicine Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2023/11/08 |
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 |
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 |
Hero Landing | Chosen Skill Feat |
Sneaking often means finding oneself in situations of difficult navigation. The character has learned to leverage their Athletics Skill to remain unseen. They can use their Athletics Skill in place of their Stealth Skill when landing from a high place or needing to rapidly move through a crowd. Related Skills/Powers: Athletics and Stealth Prerequisites: Rank Tier: Journeyman |
2023/11/08 / 2023/11/08 |
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: Order Group: Force Sensitives and Rank Tier: Elder |
2015/08/09 / 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: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2015/08/09 / 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: Rank Tier: Journeyman (exact) and Order Group: Force Sensitives |
2021/12/16 / 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: Order Group: Force Sensitives and Rank Tier: Journeyman |
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: Rank: Journeyman 4 and Order Group: Force Sensitives |
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 |
Grab Them By The Horns | Chosen Skill Feat |
A life of wrangling creatures builds a unique kind of muscle and resilience. When subduing or grappling a target, The character can use their their Creature Handling skill in place of their Martial Arts. Related Skills/Powers: Creature Handling and Martial Arts Prerequisites: Rank Tier: Journeyman |
2023/12/29 / 2023/12/29 |
Good Cop | Chosen Skill Feat |
The character has honed their skills to appeal to people with positive reinforcement in effort to get information when questioning someone. When interrogating they can use their Charm Skill in place of their Intimidation Skill. Related Skills/Powers: Charm and Intimidation Prerequisites: Rank: Journeyman 4 |
2023/11/08 / 2023/11/08 |
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 |