Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Steel Curtain | Granted Default Feat |
The character has received specialized training from the Grand Master and has gained the ability to steel their mind against any attempt to pry information about the Brotherhood and its secrets. While this bonus to The character's Resolve makes them better able to handle Interrogation, the training becomes more evident in its ability to indefinitely prevent The character from divulging Brotherhood secrets. Related Skills/Powers: Resolve Prerequisites: Society Rank: INQ: XII: Grand Inquisitor |
2015/09/24 / 2021/12/16 |
Battle Mind II | Granted Default Feat |
The character has become fluent at tuning out the distractions and rigors of battle while wielding the Force. Detonations, blasters, and the chaos of a battlefield fall on deaf ears, increasing their ability to focus on using Force Powers without interruption, even if taking a grazing blow. More persistent and intensive bodily harm or injury can still interrupt The character’s concentration, or cause it to falter. Related Skills/Powers: Resolve Prerequisites: (Rank Tier: Equite (exact) and Discipline: Sorcerer) or (Rank Tier: Equite (exact) and Discipline: Unyielding Tempest) or (Rank Tier: Equite (exact) and Discipline: Sith Blademaster) |
2015/08/09 / 2021/12/21 |
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 |
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 |
Envoy's Will | Granted Default Feat |
Knowledge is power, and power comes from experience in the Envoy Corps. Thanks to surviving and succeeding on countless missions, The character seems to have an advantage whenever their Resolve is challenged while focused on completing a task, objective, or mission to completion. Related Skills/Powers: Resolve Prerequisites: Trophy: Players Gonna Play, level 10 |
2023/02/16 / 2023/08/17 |
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) or (Rank Tier: Equite (exact) and Discipline: Mandaboo) |
2016/08/02 / 2021/12/21 |
Tools Of The Trade III | Granted Default Feat |
The character has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +2 Skill Point bonus to Miscellaneous Weapons when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +5). Related Skills/Powers: Miscellaneous Weapons Prerequisites: (Rank Tier: Elder and Discipline: Hunter) or (Rank Tier: Elder and Discipline: Mandaboo) |
2016/08/02 / 2021/12/21 |
A Warrior's Call | Granted Default Feat |
The character has achieved the glory of being a well-known face in the arena. Their long history of many battles fought has given weight to their name, giving them a +1 Skill point bonus to their Intimidation Skill (up to a maximum of +5). Related Skills/Powers: Intimidation Prerequisites: Trophy: Spoils to the Victor, level 12 |
2023/04/19 / 2023/05/07 |
Snap Judgement | Granted Default Feat |
The character's experience in Combat Center judgments has honed their their ability to notice a persons' tells. This gives The character one chance per combat to not be surprised or caught off guard by an opponent's actions/tactics. Prerequisites: Trophy: Pays to Critique, level 12 |
2023/04/19 / 2023/05/07 |
Chameleon III | Granted Default Feat |
A wizened Infiltrator is only detected when they choose to be. The character has learned to seamlessly become one with their surroundings, and gets a +2 Skill point bonus to their Stealth Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +5). Related Skills/Powers: Stealth Prerequisites: Rank Tier: Elder and Discipline: Infiltrator |
2016/08/02 / 2023/11/18 |
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 |
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: (Rank Tier: Elder and Discipline: Juggernaut) or (Rank Tier: Elder and Discipline: Unyielding Tempest) |
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: Rank Tier: Equite (exact) and Discipline: Shadow |
2013/08/10 / 2021/12/21 |
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: (Rank Tier: Journeyman (exact) and Discipline: Shadow) or (Rank Tier: Journeyman (exact) and Discipline: Night Mother) |
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: (Rank Tier: Equite (exact) and Discipline: Shadow) or (Rank Tier: Equite (exact) and Discipline: Night Mother) |
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: (Rank Tier: Elder and Discipline: Shadow) or (Rank Tier: Elder and Discipline: Night Mother) |
2013/08/09 / 2021/12/21 |
Surge I | Granted Default Feat |
Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As The character’s adrenaline surges with every hit they land or take, they can begin to augment their Stamina to +1 Skill Point higher, as long as they are actively engaged in direct combat and focused solely on feats that utilize their Might or Athletics ability (to a maximum of +4). When a lull in combat presents itself, The character will immediately lose their stamina boost, but suffer no penalty. Related Skills/Powers: Stamina Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Juggernaut) or (Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Paladin) or (Rank Tier: Journeyman (exact) and Discipline: The Ronin) or (Rank Tier: Journeyman (exact) and Discipline: Taldryan Obelisk) or (Rank Tier: Journeyman (exact) and Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Stormwalker) or (Rank Tier: Journeyman (exact) and Discipline: Sith Fleshweaver) |
2013/08/10 / 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 |
Channel III | Granted Default Feat |
Leveraging a deep connection with the Force, The character can draw energy from the Living Force around them and fuse it with their own. With this new energy, The character can revitalize their own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat. Related Skills/Powers: Resolve Prerequisites: (Discipline: Arcanist and Rank Tier: Elder) or (Rank Tier: Elder and Discipline: Soul Arcanist) or (Rank Tier: Elder and Discipline: Night Mother) or (Rank Tier: Elder and Discipline: Force Lord) or (Rank Tier: Elder and Discipline: Deathsworn) or (Rank Tier: Elder and Discipline: Oracle) or (Rank Tier: Elder and Discipline: Librarian) or (Rank Tier: Elder and Discipline: Force Warrior) or (Rank Tier: Elder and Discipline: Rex Tempestas) or (Rank Tier: Elder and Discipline: Sith Fleshweaver) or (Rank Tier: Elder and Discipline: Force Sage) or (Rank Tier: Elder and Discipline: Immortal) or (Rank Tier: Elder and Discipline: Concordant) |
2013/08/10 / 2021/12/21 |