Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Chameleon II | Granted Default Feat |
The character has learned to be more subtle when becoming one with their environment. They can change the way they walk and talk while making use of wardrobe, lighting, and demeanor. The character gets a +1 Skill Point bonus to their Stealth Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5). Related Skills/Powers: Stealth Prerequisites: Discipline: Infiltrator and Rank Tier: Equite (exact) |
2016/08/02 / 2023/11/18 |
Mad Scientist III | Granted Default Feat |
A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +2 Skill Point bonus to their Medicine Skill and +1 Skill Point bonus to their Mechanics Skill (up to a maximum of +5). Related Skills/Powers: Mechanics and Medicine Prerequisites: Discipline: Locked Discipline and Rank Tier: Elder |
2024/10/01 / 2024/10/01 |
Presentiment III | Granted Default Feat |
The character’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, The character may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit them to glean substantial bits of information with very little mental or emotional toll. Related Skills/Powers: Farsight Prerequisites: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Soothsayer and Rank Tier: Elder) or (Discipline: Force Prophet and Rank Tier: Elder) or (Discipline: Oracle and Rank Tier: Elder) or (Discipline: Anchorite and Rank Tier: Elder) |
2024/10/01 / 2024/10/01 |
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: (Discipline: Scavenger and Rank Tier: Elder) or (Discipline: Wookiee Grease Monkey and Rank Tier: Elder) |
2016/08/02 / 2021/12/21 |
Synergy II | Granted Default Feat |
The character can more readily extend the effects of their defensive Force powers to a small team of targets within close proximity. they can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as they are concentrating on the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier. Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing Prerequisites: (Discipline: Defender and Rank Tier: Equite (exact)) or (Discipline: Concordant and Rank Tier: Equite (exact)) or (Discipline: Lifeweaver and Rank Tier: Equite (exact)) or (Discipline: Lyctor and Rank Tier: Equite (exact)) |
2015/08/09 / 2025/06/22 |
Seeking I | Granted Default Feat |
Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, The character has developed the ability to see through a Force User's Concealment or active Illusion (up to +2). Related Skills/Powers: Perception Prerequisites: (Discipline: Seeker and Rank Tier: Journeyman (exact)) or (Discipline: Stormwalker and Rank Tier: Journeyman (exact)) or (Discipline: Deceiver and Rank Tier: Journeyman (exact)) |
2013/08/14 / 2021/12/21 |
Seeking II | Granted Default Feat |
Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, The character has developed the ability to see through a Force User's Concealment or active Illusion (up to +4). Related Skills/Powers: Perception Prerequisites: (Discipline: Seeker and Rank Tier: Equite (exact)) or (Discipline: Stormwalker and Rank Tier: Equite (exact)) or (Discipline: Deceiver and Rank Tier: Equite (exact)) |
2013/08/14 / 2021/12/21 |
Seeking III | Granted Default Feat |
Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, The character has developed the ability to see through a Force User's Concealment or active Illusion (up to +5). Related Skills/Powers: Perception Prerequisites: (Discipline: Seeker and Rank Tier: Elder) or (Discipline: Stormwalker and Rank Tier: Elder) or (Discipline: Deceiver and Rank Tier: Elder) |
2013/08/14 / 2021/12/21 |
Surge III | Granted Default Feat |
They say an an Elder Juggernaut never rests when there is still a battle to be fought. The character can effortlessly elevate their Stamina to +2 Skill Point higher, even when not actively engaged in combat and with little focus (to a maximum of +5). Lulls in combat pose no obstacle, and The character typically needs to be killed or rendered unconscious to end the effect. Related Skills/Powers: Stamina Prerequisites: (Discipline: Juggernaut and Rank Tier: Elder) or (Discipline: Paladin and Rank Tier: Elder) or (Discipline: The Ronin and Rank Tier: Elder) or (Discipline: Taldryan Obelisk and Rank Tier: Elder) or (Discipline: Matukai Adept and Rank Tier: Elder) or (Discipline: Stormwalker and Rank Tier: Elder) or (Discipline: Sith Fleshweaver and Rank Tier: Elder) or (Discipline: Loup-Garou and Rank Tier: Elder) or (Discipline: Sith Fleshweaver and Rank Tier: Elder) or (Discipline: Peacekeeper and Rank Tier: Elder) |
2013/08/10 / 2021/12/21 |
Silver Tongue III | Granted Default Feat |
The character is comfortable when speaking in front of others, and can instinctively maneuver and adjust their speeches to the subtle shifts in a crowd to suit their desire. This allows them the ability to use all three of their Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: (Discipline: Director and Rank Tier: Elder) or (Discipline: Orator and Rank Tier: Elder) or (Discipline: Master Naur'alor and Rank Tier: Elder) or (Discipline: Noblesse D'épée and Rank Tier: Elder) or (Discipline: Pirate Broadcaster and Rank Tier: Elder) |
2016/08/02 / 2023/11/13 |
Technocrat | Granted Default Feat |
As a member of The Technocratic Guild, The character has had their body enhanced with cybernetic implants. As a result, some might consider them no longer entirely human. These enhancements increase their base Athletics, Might, and Stamina skills by +1. Related Skills/Powers: Athletics, Might, and Stamina Prerequisites: Faction: The Technocratic Guild |
2017/09/28 / 2021/12/16 |
Restoration Trooper: Can't Stop The Flood | Granted Default Feat |
Fully corrupted by their crystal transformation, Restoration Troopers have developed a thick outer crystalline shell for armor. This armor is nearly impenetrable and what little organic tissue can be seen, if injured, heals over with this same crystalline structure. Prerequisites: Species: Restoration Trooper |
2021/05/24 / 2021/12/16 |
Restoration Trooper: Immovable Object | Granted Default Feat |
Restoration Troopers exist beyond the limits of traditional organic life. With a never-ending stamina and arms that hit like a mudhorn at full speed, Restoration Troopers hit hard and continually, if abeit slow. Related Skills/Powers: Might and Stamina Prerequisites: Species: Restoration Trooper |
2021/05/24 / 2021/12/16 |
Crystal Ascendant: Unstoppable Force | Granted Default Feat |
Crystal Ascendants have an unnatural conduit to the Force, the crystals that grow in their very body. The conduit leaves an open unending supply of Force energy for them to utilize. As such they never exhaust their Force capabilities. Related Skills/Powers: Stamina Prerequisites: Species: Crystal Ascendant |
2021/05/24 / 2021/12/16 |
Crystal Ascendant: Can't Touch This | Granted Default Feat |
Crystal Ascendants are glass canons. The crystalline growths on their body, while providing great Force capabilities, leave them very susceptible to various physical combat. To counter this, they constantly utilize Amplification to boost their speed and movements. Related Skills/Powers: Amplification and Athletics Prerequisites: Species: Crystal Ascendant |
2021/05/24 / 2021/12/16 |
Arcane Shield III | Granted Default Feat |
The character can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Force Lightning, Stun, explosives, or blaster fire without losing concentration. Related Skills/Powers: Force Lightning Prerequisites: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Force Lord and Rank Tier: Elder) or (Discipline: Deathsworn and Rank Tier: Elder) or (Discipline: The Chronarch and Rank Tier: Elder) or (Discipline: Jedi Peacemaker and Rank Tier: Elder) or (Discipline: Sith Fleshweaver and Rank Tier: Elder) or (Discipline: Cybermancer and Rank Tier: Elder) or (Discipline: Mandalorian Nightsister and Rank Tier: Elder) |
2024/09/25 / 2024/10/22 |
Zealot | Granted Default Feat |
As a member of the Liberation Front, The character has been trained to identify and be aware of the dangers and weaknesses of a Force User. They exhibit no fear when facing down a Jedi of any alignment, bolstering their Resolve. The character also knows how to better adapt to their surroundings without the use of cybernetics or mystic powers, granting a +1 skill point bonus to their Survival skill. Related Skills/Powers: Resolve and Survival Prerequisites: Faction: The Liberation Front |
2017/09/28 / 2021/12/16 |
Deflection Specialist II | Granted Default Feat |
The character has furthered their training in deflecting blaster weapons. The character can deflect short flurries of blaster fire with their lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy). Related Skills/Powers: Bladed Weapons, Blunt Weapons, and Lightsaber Prerequisites: Discipline: Locked Discipline and Rank Tier: Equite (exact) |
2024/09/25 / 2025/05/14 |
Battlefield Awareness II | Granted Default Feat |
Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and The character is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within their immediate vicinity. Once tagged, The character can better handle attacks from multiple opponents at the same time within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: (Discipline: Marauder and Rank Tier: Equite (exact)) or (Discipline: Force Warrior and Rank Tier: Equite (exact)) or (Discipline: Jedi Battlemaster and Rank Tier: Equite (exact)) or (Discipline: Force Crusader and Rank Tier: Equite (exact)) or (Discipline: Force Sleuth and Rank Tier: Equite (exact)) or (Discipline: Peacekeeper and Rank Tier: Equite (exact)) |
2013/08/10 / 2021/12/21 |
Improvise, Adapt, Overcome | Granted Default Feat |
In the heat of battle, often you have to think on your toes. The character has learned to improvise during tactical endeavors, and can use their Perception Skill in place of their Tactics Skill when needing to change a plan on the fly. Related Skills/Powers: Perception and Tactics Prerequisites: Society Rank: GMRG: XII |
2023/11/01 / 2024/02/20 |