Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Chameleon I | Granted Default Feat |
Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of concealment. The character has learned to become one with their surroundings, and gets a +1 Skill bonus to their Stealth Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4). Related Skills/Powers: Stealth Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Infiltrator |
2016/08/02 / 2023/11/18 |
Weequay: Unsavory Reputation | Granted Default Feat |
Weequay have a long history of serving Hutts or other crime syndicates as either dumb thugs, amoral pirates, or disloyal mercenaries. The character often encounters the stigma of this stereotyping, making it difficult for them to earn the trust of others on first impressions. Prerequisites: Species: Weequay |
2018/05/10 / 2021/12/16 |
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: Discipline: Juggernaut and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 |
I Can Fix That II | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is savvy enough that they gain a +1 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: Discipline: Ace and Rank Tier: Equite (exact) |
2016/08/02 / 2021/12/21 |
Human: Just Another Face | Granted Default Feat |
Humans are the most common species in most of the known galaxy, and can thus blend into crowds of other Humans seamlessly. While their own distinctive individual qualities such as hair color and height can set them apart, The character is otherwise just another mug in a sea of faces. Prerequisites: Species: Human |
2013/08/13 / 2021/12/16 |
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: Rank Tier: Journeyman (exact) and Discipline: Scoundrel |
2016/08/02 / 2023/11/17 |
Silver Tongue II | Granted Default Feat |
The character is comfortable when speaking in front of others, and can deftly maneuver and adjust their speeches to the subtle shifts in a crowd to suit their desire. This allows them the ability to use any combination of two of their Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: Discipline: Director and Rank Tier: Equite (exact) |
2016/08/02 / 2023/11/13 |
Silver Tongue I | Granted Default Feat |
The character is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit their direction. This allows them to use any one of their Leadership, Intimidation, or Charm Skills at +1 Skill point higher when addressing a small group or crowd (to a maximum of +4). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Director |
2016/08/02 / 2023/11/13 |
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: Rank Tier: Elder and Discipline: Arcanist |
2013/08/10 / 2021/12/21 |
Channel I | Granted Default Feat |
Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill their own energy reserves. If The character is allowed to maintain this concentration for more than a few moments, they can reuse Force Powers which normally require significant rest without penalty. Related Skills/Powers: Resolve Prerequisites: Discipline: Arcanist and Rank Tier: Journeyman (exact) |
2013/08/10 / 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: Discipline: Seeker and Rank Tier: Journeyman (exact) |
2013/07/20 / 2021/12/21 |
Kiffar: Psychometry | Granted Default Feat |
Kiffar have the ability to read inanimate objects and corpses to gain traces of information and memories of their recent past. The character also shares this talent, and can use it to find hidden clues that wouldn't otherwise be obtainable. Prerequisites: Species: Kiffar |
2014/01/09 / 2021/12/16 |
Surge II | Granted Default Feat |
As The character’s adrenaline surges with the song of battle or strife, they can now augment their Stamina to +1 Skill Point higher as long as they remains actively engaged in various forms of combat (to a maximum of +5). When a lull in combat presents itself, The character no longer immediately loses their stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty. Related Skills/Powers: Stamina Prerequisites: Discipline: Juggernaut and Rank Tier: Equite (exact) |
2013/08/10 / 2021/12/21 |
Hapan: Distilled Beauty | Granted Default Feat |
The Hapan has spent generations selectively breeding to create "perfect" people. The character can utilize his above-average looks to augment his Deception Skill when trying to talk his way out of sticky situations. Related Skills/Powers: Deception Prerequisites: Species: Hapan |
2013/08/13 / 2023/11/17 |
Hexing II | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. The character requires a visual on target and a focusing gesture or cue. Related Skills/Powers: Telekinesis Prerequisites: Discipline: Techweaver and Rank Tier: Equite (exact) |
2015/08/09 / 2021/12/21 |
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 |
Iron Pillar I | Granted Default Feat |
Juggernauts know how to take a hit better than most. The character can dig their heels into the ground and, with full concentration, momentarily steel their body against impact 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: Journeyman (exact) |
2013/08/10 / 2021/12/21 |
Bothan: Sabacc Face | Granted Default Feat |
Bothan culture has evolved around the species’ penchant for politics and social manipulation. Having been born into that culture, The character is able to use their Deception to appear and remain unrattled during potentially sensitive situations that involve deception or manipulation. Related Skills/Powers: Deception Prerequisites: Species: Bothan |
2013/08/13 / 2023/11/17 |
Battlefield Awareness I | Granted Default Feat |
Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, The character focuses in on the ambient Force of their surroundings to tap into and intuitively perceive the flow of battle. The character can track the relative position of a handful of enemy targets within their immediate vicinity whether they are in their line of sight or not. Once a target is flagged, The character can better handle engaging two opponents within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: Discipline: Marauder and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 |
Dashade: Shadow Killer | Granted Default Feat |
Despite being a hulking behemoth in a crowd, The character is able to move undetected to their intended goal. Often under employment as elite assassins and mercenaries, members of the Dashade species are able to dissipate heat, making them difficult to detect using sensors or other detection methods based on thermal heat. Prerequisites: Species: Dashade |
2013/08/13 / 2021/12/16 |