Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Force Interrogation III | Granted Default Feat |
The character can break even the strongest of wills. Given time alone with a subject, their power of suggestion is powerful enough to manipulate any of the subjects six-senses, as well as their strongest emotions: morality and loyalty. The character’s intrusions can be so subtle that the subject would never even know they had given away information. Or they can be much more violent and obtrusive, leaving the subject’s mind a mess. Not only is The character's Mind Trick usable at +2 Skill Level above it's current level (maximum of +5) to extract information, they may choose to instill such strong emotions that it may leave their target completely helpless for a time after the interrogation. Related Skills/Powers: Mind Trick Prerequisites: (Discipline: Seeker and Rank Tier: Elder) or (Discipline: Inquisitor and Rank Tier: Elder) or (Rank Tier: Elder and Discipline: Fury) |
2013/08/14 / 2021/12/21 |
Force Interrogation II | Granted Default Feat |
The character can now influence stronger emotions like love and suffering. they can probe deep into the hearts of their subjects and find hidden love or fears and draw them to the surface. The character can either torture a subject with this information, or use it to willingly coerce the information they desire. When using Mind Trick to probe for information, The character uses this Force Power +1 level higher (to a maximum of +5) and may use any successful Mind Trick to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in addition to other purposes. Related Skills/Powers: Mind Trick Prerequisites: (Discipline: Seeker and Rank Tier: Equite (exact)) or (Discipline: Inquisitor and Rank Tier: Equite (exact)) or (Discipline: Fury and Rank Tier: Not Equite) |
2013/07/20 / 2021/12/21 |
Force Interrogation I | Granted Default Feat |
Unlike a conventional interrogator, The character can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing The character to use his Mind Trick at +1 Power Level above their current level, so long as the goal is to gain information from a target (to a maximum of +4). Related Skills/Powers: Mind Trick Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Seeker) or (Rank Tier: Journeyman (exact) and Discipline: Inquisitor) or (Rank Tier: Journeyman (exact) and Discipline: Fury) |
2013/07/20 / 2021/12/21 |
Force Drain III | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes half as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/17 |
Force Drain II | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes just as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Force Drain I | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes twice as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Journeyman (exact) and Order Group: Force Sensitives |
2020/01/22 / 2021/12/16 |
Force Crush II | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to instantly crush a stationary target from all directions, compacting the target into a tight ball. This can be fatal if crushed to the extreme. This power is somewhat draining. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Elder 4 |
2021/12/16 / 2023/04/06 |
Force Crush I | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to near instantaneously crush a stationary target from all directions beyond the capacity of what is normal, as if compacting them into a ball. This causes immense damage, but on its own is non-fatal. The power is tremendously draining. Related Skills/Powers: Telekinesis Prerequisites: Rank Tier: Elder (exact) and Order Group: Force Sensitives |
2021/12/16 / 2023/04/06 |
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) or (Rank Tier: Elder and Discipline: Fence) |
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) or (Rank Tier: Equite (exact) and Discipline: Fence) |
2016/08/02 / 2023/11/17 |
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)) or (Discipline: Fence and Rank Tier: Journeyman (exact)) |
2016/08/02 / 2023/11/17 |
Flex This Hard | Chosen Skill Feat |
The character has physically conditioned themself to the point that a mere flex of their musculature is enough to deter untrained opponents. The character may use their Might Skill in place of their Intimidation Skill when leveraging their strength to deter an opponent. Related Skills/Powers: Might Prerequisites: Rank Tier: Novitiate |
2021/12/16 / 2021/12/16 |
Field Triage III | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with moderate injuries including life threatening trauma and severed limbs. Related Skills/Powers: Control Self and Healing Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Field Triage II | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with moderate injuries including deep cuts and broken bones. Related Skills/Powers: Control Self and Healing Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Field Triage I | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with mild cuts, bruises, and cracked bones. Related Skills/Powers: Control Self and Healing Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2015/08/09 / 2021/12/16 |
Fed Troops Happy Troops | Chosen Skill Feat |
The character understands that leadership is not all about rousing speeches on the front line, and has excellent attention to detail when it comes to commanding military units. As a result, they gets a +1 Skill Point bonus to their Leadership Skill when managing logistics such as supply lines, communication channels and recruitment (to a maximum of +5). Related Skills/Powers: Leadership Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2021/12/16 |
Fear Will Keep Them In Line | Chosen Skill Feat |
The character has become adept at using fear and threats in diplomatic discussions. They may use their Intimidation Skill in place of their Charm Skill when engaging in the act of a negotiation. Related Skills/Powers: Charm and Intimidation Prerequisites: Rank Tier: Novitiate |
2013/08/11 / 2023/11/08 |
Familiar Steel | Chosen Skill Feat |
The character has trained vigorously with their specific melee weapon of choice, and suffers no penalty when wielding a pair of their favored weapon type. This allows The character to use their Dual Wielding Skill at the same level as their Weapon Skill when brandishing a pair of their favored melee weapons. (The favored weapon must be cited in Loadout Description) Related Skills/Powers: Bladed Weapons, Blunt Weapons, Dual Wielding, Lightsaber, and Miscellaneous Weapons Prerequisites: Rank: Journeyman 4 |
2013/08/17 / 2023/11/13 |
False Cloak | Chosen Force Feat |
The character has learned to shed their concealing Force Cloak behind them, leaving it just ever so slightly out of pure invisibility. While maintaining concentration they can leave this subtly noticeable print of their person in place, as a suitable distraction for others to find. Related Skills/Powers: Force Cloak Prerequisites: Rank: Equite 3 and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Faceless III | 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 minimal concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: Rank Tier: Elder and Discipline: Shadow |
2013/08/10 / 2021/12/21 |