Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Kneecapper | Chosen Skill Feat |
With a well aimed blow, The character gets a +1 Skill Point bonus to their Blunt Weapons Skill when attempting to cripple a foe with a successful melee swing, thus slowing the foe's movement for a handful of seconds (to a maximum of +5). Related Skills/Powers: Blunt Weapons Prerequisites: Rank Tier: Novitiate |
2013/08/21 / 2021/12/17 |
Use The Force, Luke II | Chosen Force Feat |
The character can, while operating their starfighter, reach out with the Force and manipulate matter with their Telekinesis ability. With limited focus, they can not only alter the trajectory of a large projectile weapons (rockets, torpedoes) off its natural trajectory guiding it to hit specific targets, but also that of space debris, shrapnel, and even to close hull breaches. Related Skills/Powers: Piloting and Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2015/08/09 / 2021/12/17 |
Static Shock IV | Chosen Force Feat |
As an Elder The character has mastered their Force Lightning Power being able to split the stream to multiple targets, chain outward from a single target, and even maintain a sustained attack all without losing any power. Related Skills/Powers: Force Lightning Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2013/08/17 / 2021/12/17 |
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 |
La Resistance II | Chosen Skill Feat |
The character’s body has been exposed and conditioned to various toxins and poisons through rigorous training over the years. Their body is immune to doses poisons that are not alchemy imbued or advancedly engineered. This does not cover the effects of recreational substances. Related Skills/Powers: Resolve Prerequisites: Rank Tier: Elder |
2021/12/16 / 2021/12/16 |
Shield Wall II | Chosen Force Feat |
The character is able to focus completely on their Barrier and extend it to nearby allies such that they are protected as well. They move within the barrier radius, but must maintain focus on sustaining it, and thus can take no other actions. Related Skills/Powers: Barrier Prerequisites: Rank Tier: Equite (exact) 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 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 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 |
Blood Bath | Chosen Skill Feat |
Deep down, The character enjoys the bloody gore that comes with treating serious injuries. Be it the challenge of fixing, the urgent time crunch, or just a sense of deep down sadism, they thrive here. While attempting to address serious life threatening injuries of others, The character gets a +1 Skill Point bonus to their Medicine (to a maximum of +5). Related Skills/Powers: Medicine Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2021/12/16 |
Singularity | Chosen Force Feat |
Rather than focusing on a single individual, The character has learned to project the effects of Slow over a small area of effect, slowing the movement and responses of multiple targets at a time. This requires The character's full concentration, regardless of Force Power level. Related Skills/Powers: Slow Prerequisites: Order Group: Force Sensitives and Rank: Equite 3 |
2015/08/09 / 2021/12/16 |
Telekinetic Combat II | Chosen Force Feat |
A master of the Force, The character can control weaponry with their Telekinesis alone, without the need for hand gestures or concentrated focus. This allows The character to fight while maintaining control over the telekinetic combat. The effectiveness of the controlled weapons is still dependant on The character's skill level in that weapons' type. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Elder 2 |
2015/08/09 / 2021/12/16 |
Memory Meld | Chosen Force Feat |
The character's deep study of telepathy has granted them insight on new manners of conveying information. With uninterrupted concentration, they gets a +1 Skill Point bonus to their Telepathy Skill when attempting to share personal memories (to a maximum of +5). Related Skills/Powers: Telepathy Prerequisites: Rank: Equite 2 and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
You Killed My Father, Prepare To Die | Chosen Skill Feat |
The character is able to overcome a crippling injury through sheer willpower and toughness to complete their fight or mission. When focused on the task, their will is locked into finishing the conflict, ignoring their pain from injury conditions without any aid from the Force until success or failure. Even if The character is successful, they will collapse from exhaustion and need medical attention. Related Skills/Powers: Resolve Prerequisites: Rank Tier: Equite |
2013/08/17 / 2021/12/16 |
Won't Attract The Worm | Chosen Skill Feat |
The character has learned how to move silently as a shadow even when wearing medium to heavy armor that would otherwise be a dead giveaway to any attempt at stealth. They are able to balance their weight in just the right manner to mask and conceal clinking or creaking of plate or reinforced hide. Related Skills/Powers: Athletics Prerequisites: Society Rank: INQ: X: Chief Inquisitor |
2015/09/24 / 2021/12/16 |
Blood Carver: Sculptor | Granted Default Feat |
Blood Carvers have a talent for carving statues from the blood red trees of their homeworld. While The character has the innate skill used to carve statues from trees in this manner, they tends to bring an added level of detail and perfectionism to anything they creates using their Crafting skill. Related Skills/Powers: Crafting Prerequisites: Species: Blood Carver |
2013/08/13 / 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 |
Your Weapons... You Will Not Need Them | Chosen Force Feat |
Prior to conflict, and so long as The character has no weapon drawn and no weapon visible, they may use their Mind Trick to disarm an opponent who has yet to attack. Related Skills/Powers: Mind Trick Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman |
2013/08/13 / 2021/12/16 |
You May Have Heard Of Me | Chosen Skill Feat |
The character’s name, alias, or title carries a heavy weight of its own. The stories surrounding the deeds and actions of their history grants The character a +1 Skill Point bonus to their Intimidation Skill when leveraging their name, alias, or title (to a maximum of +5). Related Skills/Powers: Intimidation Prerequisites: Rank: Equite 3 |
2015/08/09 / 2021/12/16 |
You Got a Bogey On Your Tail | Chosen Skill Feat |
The character has a knack for instinctively detecting, without the Force, when an enemy starfighter is trying to target or draw a bead on them from behind. Related Skills/Powers: Piloting Prerequisites: Rank Tier: Journeyman |
2015/08/09 / 2021/12/16 |