Character Sheet Reference

Displaying feats 281 - 300 of 529 in total
Feat Type / Location Description Created / Updated
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: Discipline: Scoundrel and Rank Tier: Elder

2016/08/02 / 2023/10/31
Lurmen: There’s Always Another Way Granted Default Feat

Most Lurmen have a reputation for being vehemently pacifistic. Some have proudly declared that they would rather die than be forced to fight. To those familiar with his species, The character is likely to be viewed as peaceful to a fault, in first impressions. This cultural aversion to violence may give The character an aptitude for finding nonviolent solutions to conflicts, but it can also lead to them being slow to act in situations where decisive, violent action may be the most effective option.

Prerequisites: Species: Lurmen

2023/06/26 / 2023/06/27
Lurmen: Gotta Go Fast! Granted Default Feat

Due to his small form and unique, flexible body structure, The character is able to curl into a ball and roll at high speeds, covering ground more quickly than on foot. Although this makes him quite mobile, his small stature also makes him prone to the harsh realities of physics when utilizing his Might, as opposed to more average-sized creatures.

Prerequisites: Species: Lurmen

2023/06/26 / 2023/06/27
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: Discipline: Scavenger and Rank Tier: Equite (exact)

2016/08/02 / 2021/12/21
Checkmate I Granted Default Feat

The character has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants them a +1 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary (to a maximum of +4).

Related Skills/Powers: Intellect

Prerequisites: Discipline: Director and Rank Tier: Journeyman (exact)

2016/08/02 / 2021/12/21
Checkmate III Granted Default Feat

The character has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants The character a +2 Skill Point bonus to Intellect whenever they formulate a plan or strategy against any adversary, familiar or alien (to a maximum of +5).

Related Skills/Powers: Intellect

Prerequisites: Discipline: Director and Rank Tier: Elder

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: Rank Tier: Journeyman (exact) and Discipline: Scavenger

2016/08/02 / 2021/12/21
Smooth Operator III Granted Default Feat

The character has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. They can operate any land or space vehicle, regardless of their skill in Piloting. The character’s worldly experience also grants them a +2 Skill Point bonus to Piloting when operating any kind of vehicle or ship (to a maximum of +5).

Related Skills/Powers: Piloting

Prerequisites: Discipline: Ace and Rank Tier: Elder

2016/08/02 / 2021/12/21
Keen Eye III Granted Default Feat

When breaking into someplace they don't belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, The character can spot patterns or oddities they come across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on their Investigation or Perception Skills.

Related Skills/Powers: Investigation and Perception

Prerequisites: Discipline: Infiltrator and Rank Tier: Elder

2016/08/02 / 2021/12/21
Omwati: Riddle Me This Granted Default Feat

The character has an inherent penchant for solving puzzles and riddles. The character can use their Intellect skill at +1 skill level higher when presented with a problem that requires logic alone to figure out.

Related Skills/Powers: Intellect

Prerequisites: Species: Omwati

2013/08/13 / 2021/12/16
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
Kaminoan: Genetic Template Granted Default Feat

Having identified and standardized their genetic template ages ago, there is very little physical variance between two Kaminoans. This often makes it difficult for The character to differentiate themself from other Kaminoans, which can be off-putting to other species. This is further magnified as efforts to stand out as an individual are actively discouraged in Kaminoan culture.

Prerequisites: Species: Kaminoan

2018/01/20 / 2021/12/16
Iron Pillar III Granted Default Feat

An Elder Juggernaut is seldom knocked off their feet, even when they is not able to plant them. The character can momentarily steel their body at will like a sheet of Mandalorian Iron in order to prevent themself from being staggered, knocked back, or thrown off their feet otherwise.

Related Skills/Powers: Might and Stamina

Prerequisites: Discipline: Juggernaut and Rank Tier: Elder

2013/08/10 / 2021/12/21
Faceless II Granted Default Feat

A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s partial concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the Faceless power.

Related Skills/Powers: Illusion

Prerequisites: Discipline: Shadow and Rank Tier: Equite (exact)

2013/08/10 / 2021/12/21
Weequay: Don't Tase Me Granted Default Feat

The character's leathery skin offers a natural resistance against the stun effects of most weapons. While repeated charges can eventually overwhelm a Weequay's tough skin, it takes more than a single stun attack to fully incapacitate The character.

Prerequisites: Species: Weequay

2018/05/10 / 2021/12/16
Checkmate II Granted Default Feat

The character has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants them a +2 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).

Related Skills/Powers: Intellect

Prerequisites: Discipline: Director and Rank Tier: Equite (exact)

2016/08/02 / 2021/12/21
Human: Eye Of The Tiger Granted Default Feat

As a Human, The character can conform to new environments with relative ease. Not possessing traits such as scales, gills or fur, The character is nonetheless adaptable to either cold or warm climates with minimal preparation. This makes most members of the Human species best-suited for the life of a colonist or traveler.

Prerequisites: Species: Human

2015/08/08 / 2021/12/16
Ghosting I Granted Default Feat

The character has learned to utilize their Force Cloak even while in motion. While moving slowly and deliberately, The character can maintain the translucent veil as long as they can maintain focus on the task. The character uncloaks momentarily whenever they attacks or strikes.

Related Skills/Powers: Force Cloak

Prerequisites: Discipline: Shadow and Rank Tier: Journeyman (exact)

2013/08/06 / 2021/12/21
Ghosting II Granted Default Feat

The character has become more efficient at using Force Cloak while moving anywhere between a slow crawl or a light jog as long as they are maintaining focus. The faster the movement, the more concentration that they requires to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and The character uncloaks momentarily whenever they attack or strike.

Related Skills/Powers: Force Cloak

Prerequisites: Discipline: Shadow and Rank Tier: Equite (exact)

2013/08/09 / 2021/12/21
Ghosting III Granted Default Feat

The character can move freely when using Force Cloak. The faster the movement, the more concentration that they requires to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. The character still uncloaks momentarily before they attacks or strikes.

Related Skills/Powers: Force Cloak

Prerequisites: Discipline: Shadow and Rank Tier: Elder

2013/08/09 / 2021/12/21