Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Xenobiology III | Granted Default Feat |
The character has become intricately familiar with every known species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic. Related Skills/Powers: Lore and Medicine Prerequisites: (Rank Tier: Elder and Discipline: Field Medic) or (Rank Tier: Elder and Discipline: Kevorkian) |
2015/08/31 / 2021/12/21 |
Xenobiology I | Granted Default Feat |
The character has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to their native Species. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but both diagnosis and treatment time are increased slightly compared to if they was working on their own species. Related Skills/Powers: Lore and Medicine Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Field Medic) or (Rank Tier: Journeyman (exact) and Discipline: Kevorkian) |
2015/08/31 / 2021/12/21 |
Xenobiology II | Granted Default Feat |
The character has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if they was working on their own species. Related Skills/Powers: Lore and Medicine Prerequisites: (Rank Tier: Equite (exact) and Discipline: Field Medic) or (Rank Tier: Equite (exact) and Discipline: Kevorkian) |
2015/08/31 / 2021/12/21 |
Telekinetic Combat I | Chosen Force Feat |
The character can take control over weapons or objects with their Telekinesis and use them effectively in combat as remote weapons. The weapons' effectiveness is based on The character's Skill level in the controlled weapon type. This usage requires hand gestures to act as focus guides for the invisible hands that are 'using' the weapons. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Elder 1 (exact) |
2013/08/12 / 2021/12/30 |
Stun II | Chosen Force Feat |
The character has advanced their skill with Slow, allowing them to not only overwhelm a target's motor functions and cause them to become temporarily stunned in place, but also use the power to fully freeze the intended target in place in a near-catatonic state at the cost of complete focus and concentration, regardless of Force Power level. All joints are locked for the duration, with the target remaining in the exact position as when Slow took effect. Related Skills/Powers: Slow Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite |
2015/08/09 / 2022/01/28 |
Devotee | Granted Default Feat |
Like all members of The Children of Mortis, The character is devoted to their cause. With a deep spiritual connection to the Force, and to The Father they are resistant to ideas or actions that go against their dogmatic views. Prerequisites: Faction: The Children of Mortis |
2022/04/28 / 2022/04/28 |
Balance Point | Granted Default Feat |
As a Truthwarden, The character has been trained to ignore the pulling of either side of the Force. Their pragmatic approach to the Force grants them increased stamina when utilizing Force Powers. Prerequisites: Faction: The Truthwardens |
2022/04/28 / 2022/04/28 |
Medley III | Granted Default Feat |
The Weapons Specialist is able to temporarily use any weapon as if they had a +3 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: Elder and Discipline: Weapons Specialist) or (Rank Tier: Elder and Discipline: Soldier) |
2015/08/31 / 2022/05/16 |
Medley II | Granted Default Feat |
The Weapons Specialist is able to temporarily use any weapon as if they had +2 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: Equite (exact) and Discipline: Weapons Specialist) or (Rank Tier: Equite (exact) and Discipline: Soldier) |
2015/08/31 / 2022/05/16 |
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 |
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 |
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 |
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) or (Rank Tier: Elder and Discipline: Jedi Battlemaster) or (Rank Tier: Elder and Discipline: Force Crusader) or (Rank Tier: Elder and Discipline: The Red Angel) |
2013/08/10 / 2022/06/25 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |