Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Tools Of The Trade II | Granted Default Feat |
The character has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +1 Skill Point bonus to Miscellaneous Weapons Skill even when improvising on the fly and unprepared (up to a maximum of +5). Related Skills/Powers: Miscellaneous Weapons Prerequisites: Rank Tier: Equite (exact) and Discipline: Hunter |
2016/08/02 / 2021/12/21 |
Tools Of The Trade I | Granted Default Feat |
The character has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +1 Skill Point bonus to Miscellaneous Weapons Skill when they has time to prepare for a hunt (up to a maximum of +4). Related Skills/Powers: Miscellaneous Weapons Prerequisites: Discipline: Hunter and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |
Fly Casual III | Granted Default Feat |
The character has been in countless deals, cons, and gambits of every flavor. They gain a +2 Skill Point bonus to Deception when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +5). The character is unfazed by the various species, cultures, and gangs and can use their experience alone to adapt effortlessly to unseen variables. Related Skills/Powers: Deception Prerequisites: Rank Tier: Elder and Discipline: Scoundrel |
2016/08/02 / 2023/11/17 |
Fly Casual II | Granted Default Feat |
The character has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. They gain a +1 Skill Point bonus to their Deception when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). The character is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results. Related Skills/Powers: Deception Prerequisites: Rank Tier: Equite (exact) and Discipline: Scoundrel |
2016/08/02 / 2023/11/17 |
On The Trail III | Granted Default Feat |
The character has tracked down quarry from one side of the Galaxy to the other. They will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. This awareness triggers instinctively and consistently without having to rely on their Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: Rank Tier: Elder and Discipline: Hunter |
2016/08/02 / 2021/12/21 |
Fly Casual I | Granted Default Feat |
The character has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. They gain a +1 Skill Point bonus to their Deception Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). The character can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. Related Skills/Powers: Deception Prerequisites: Discipline: Scoundrel and Rank Tier: Journeyman (exact) |
2016/08/02 / 2023/11/17 |
Intergalactic III | Granted Default Feat |
The character has seen it all and has lived to tell the tale. They can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional Linguistics Skill Point. The character maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. Related Skills/Powers: Linguistics Prerequisites: (Rank Tier: Elder and Discipline: Scoundrel) or (Rank Tier: Elder and Discipline: Legendary Mandalorian) or (Rank Tier: Elder and Discipline: Orator) |
2016/08/02 / 2023/10/31 |
Intergalactic II | Granted Default Feat |
The character has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. They can understand most of (but not speak) alien and droid dialects without the need of Linguistics Skill Points. The character’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants them an additional Lore topic in dealing with Underworld contacts. Related Skills/Powers: Linguistics Prerequisites: (Rank Tier: Equite (exact) and Discipline: Scoundrel) or (Rank Tier: Equite (exact) and Discipline: Legendary Mandalorian) or (Rank Tier: Equite (exact) and Discipline: Orator) |
2016/08/02 / 2021/12/21 |
On The Trail II | Granted Default Feat |
When tracking or on the trail of a quarry, The character will pick up on clues to a target's whereabouts or direction that others would miss. This awareness triggers more consistently and without having to rely on their Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: Rank Tier: Equite (exact) and Discipline: Hunter |
2016/08/02 / 2021/12/21 |
Intergalactic I | Granted Default Feat |
The character has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. The character can understand (but not speak) the basics of alien and droid dialects without the need of Linguistics Skill Points. Related Skills/Powers: Linguistics Prerequisites: (Discipline: Scoundrel and Rank Tier: Journeyman (exact)) or (Discipline: Legendary Mandalorian and Rank Tier: Journeyman (exact)) or (Discipline: Orator and Rank Tier: Journeyman (exact)) |
2016/08/02 / 2021/12/21 |
On The Trail I | Granted Default Feat |
When tracking or on the trail of a quarry The character will pick up on clues to a target's whereabouts or direction that others might miss. This awareness triggers rarely and unreliably, but functions without having to rely on The character’s Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: Discipline: Hunter and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |
Petranaki | Chosen Skill Feat |
The gladiator's art of Petranaki was developed in the arenas of Geonosis where fighters in the beast pits learned to adapt to whatever they could find to survive. When an improvised weapon is required to fight an enemy—such as using a broken bar stool leg as a club—The character can substitute the relevant Weapon Skill with their Martial Arts Skill. Related Skills/Powers: Martial Arts Prerequisites: Rank Tier: Journeyman |
2016/05/21 / 2023/08/10 |
Shockboxing | Chosen Skill Feat |
Shockboxing is a cage fighting technique that focuses on the eponymous "shock gloves" worn over the hands. Most shock boxers come from another fighting background but train with these gloves on. While The character is wearing shock gloves or any other knuckle or glove-type weapon, they gets a +1 Skill Point bonus to their Martial Arts (to a maximum of +5). Related Skills/Powers: Martial Arts and Miscellaneous Weapons Prerequisites: Rank Tier: Journeyman |
2016/05/21 / 2023/08/10 |
Sleeping Rancor | Chosen Skill Feat |
The martial techniques of the secret style of Hij'kata are designed to subdue an opponent peacefully and with minimal harm. So long as they are aiming to disable their opponent without striking or otherwise directly harming them, The character gets a +1 Skill Point bonus to Martial Arts (to a maximum of +5). Related Skills/Powers: Martial Arts Prerequisites: Rank: Journeyman 2 |
2016/05/21 / 2023/08/10 |
Drunken Master | Chosen Skill Feat |
The martial arts form known drunken boxing is a rare and refined technique that allows The character to fight while appearing to be under the influence of mind altering afflictions such as intoxication, alchemy, and either herbal or conventional poison. The character may replace their Martial Arts Skill with their Deception Skill for the purposes of appearing sloppy for the purposes of luring their opponent into a false sense of security. Related Skills/Powers: Deception and Martial Arts Prerequisites: Rank Tier: Journeyman |
2016/05/21 / 2023/11/08 |
Jar'Kai | Chosen Skill Feat |
The character is adept with Jar'Kai, an ancient martial arts technique that roughly translates to “two swords as one". The character is able to use their Martial Arts Skill in place of their Dual Wielding Skill level so long as they are wielding either two one-handed Bladed Weapons or two one-handed Lightsabers. Related Skills/Powers: Dual Wielding and Martial Arts Prerequisites: Rank Tier: Journeyman |
2016/05/21 / 2024/05/27 |
Muun: Space Snakes and Foxes | Granted Default Feat |
Muun are notorious for always keeping their word - but not always in the way expected. Though contracts and laws are considered sacred by their society, The character will not hesitate to exploit technicalities to their advantage. The character has a knack for finding loopholes in contracts, which while useful in negotiation and diplomacy can make others wary of trusting a deal made with them. Prerequisites: Species: Muun |
2016/04/07 / 2021/12/16 |
Muun: Heartwarming | Granted Default Feat |
Muun were known for their ternary vascular system, which included two additional hearts whose functions are under their conscious control. This allows The character to increase their blood flow to survive in low-temperature environments for extended periods of time and contributes to a longer lifespan than Humans. Prerequisites: Species: Muun |
2016/04/07 / 2021/12/16 |
Pau'an: Born To Lead | Granted Default Feat |
Pau'an society is centered around leadership and management. As a result of their integration with the labor cultures of Utapau, they are often exposed to leadership at a young age. The character naturally gravitates towards leadership roles, and often has difficulty following the lead of those they find less experienced. Prerequisites: Species: Pau'an |
2016/02/24 / 2021/12/16 |
Pau'an: I Heard That | Granted Default Feat |
Like all Pau'an, The character possesses hypersensitive hearing that affects all members of their race. Without their protective ear-disks, they will be subjected to discomfort, pain and disorientation around loud noises. However, this does give The character a unique ability to track sounds to their specific locations, giving them an almost preternatural sense of direction and tracking with conventional-level noises. Prerequisites: Species: Pau'an |
2016/02/24 / 2021/12/16 |