Character Sheet Reference

Displaying feats 301 - 320 of 529 in total
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
Take My Shimmer II Chosen Force Feat

The character has learned to place their Force Cloak on another person. The target individual must remain stationary, but The character can move as long as they maintain concentration on the cloak. They only must be in eyesight while starting the cloak, and can be separated completely as long as concentration is maintained.

Related Skills/Powers: Force Cloak

Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder

2021/12/16 / 2021/12/17
Battle Haste I Granted Default Feat

Marauders feed on the energy of combat. With every strike of their weapon, The character’s adrenaline flares and augments their Athletics skill. As they continues to fight, their swings become faster, their movements accelerating as attacks string together. The use of raw emotion takes away from The character’s accuracy, and when the battle pauses or comes to an end they experiences temporary fatigue as they come down from a battle-high.

Related Skills/Powers: Athletics

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

2013/08/10 / 2021/12/21
Battle Haste II Granted Default Feat

The frenzy of battle drives The character into a willing fury that they has learned to harness. Their rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike more swiftly and more accurately.

Related Skills/Powers: Athletics

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

2013/08/10 / 2021/12/21
Battle Haste III Granted Default Feat

An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. The character’s alacrity, even in the chaos of battle, is rivaled by none. Their strikes are not only quick but deadly accurate. As one foe falls, they is already focused on their next kill. The character no longer feels any side effects of using this ability, and has even learned to store the haste in reserve to seamlessly accelerate back to their peak at a moment’s notice.

Related Skills/Powers: Athletics

Prerequisites: Discipline: Marauder and Rank Tier: Elder

2013/08/10 / 2021/12/21
Battle Mind I Granted Default Feat

A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep their focus even when under fire. The character has learned to tune out common distractions like taunts, loud noises, and the chattering of crowds for the sake of more skillfully using Force Powers under pressure.

Related Skills/Powers: Resolve

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

2015/08/09 / 2021/12/21
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: Discipline: Sorcerer and Rank Tier: Equite (exact)

2015/08/09 / 2021/12/21
Battle Mind III Granted Default Feat

The character dances through war zones as casually as a strolling through the park when it comes to calling upon the Force. Their concentration when using the Force is unbreakable, even with explosions detonating in their ear or the bloodcurdling cacophony of death and destruction wailing around them.

Related Skills/Powers: Resolve

Prerequisites: Discipline: Sorcerer and Rank Tier: Elder

2015/08/09 / 2021/12/21
Battlefield Awareness II Granted Default Feat

Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and The character is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within their immediate vicinity. Once tagged, The character can better handle attacks from multiple opponents at the same time within their sphere of awareness.

Related Skills/Powers: Sense

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

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

The character can effortlessly pull energy from the Living Force to refill their own energy reserves. The character can do this in between combat skirmishes, but still requires a moment or two to restore themself.

Related Skills/Powers: Resolve

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

2013/08/10 / 2021/12/21
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
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
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
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: Discipline: Shadow 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
Faceless I 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 full concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the Faceless power.

Related Skills/Powers: Illusion

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

2013/08/10 / 2021/12/21
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: Rank Tier: Elder and Discipline: Seeker

2013/08/14 / 2021/12/21