Character Sheet Reference

Displaying feats 321 - 340 of 578 in total
Feat Type / Location Description Created / Updated
Kaleesh: Rattlesnake Granted Default Feat

Due to their insular and war-like nature, Kaleesh often do not see eye to eye with the more peaceful species of the galaxy. This makes it more challenging for The character to conduct diplomatic relations and can lead to difficulty in social settings.

Prerequisites: Species: Kaleesh

2015/08/08 / 2021/12/16
Shi'ido: Who Am I? Granted Default Feat

Shi’ido, like most shapeshifters, are not trusted throughout the Galaxy. The character often has a difficult time assimilating with other species of the Galaxy when in their natural form. The reliance on assuming other sentient identities often leaves The character to question their own.

Prerequisites: Species: Shi'ido

2015/08/08 / 2021/12/16
Iktotchi: No Trace of A Sound Granted Default Feat

Iktotchi possess a natural affinity for telepathy, allowing The character to communicate telepathically with another being, however they must maintain direct eye contact in order to do so unless they has been properly trained in the ways of the Force.

Prerequisites: Species: Iktotchi

2015/08/08 / 2021/12/16
Pantoran: The Cold Never Bothered Me Anyway Granted Default Feat

Pantorans possess a greater resilience to lower temperatures than Humans, allowing The character to remain comfortable in extreme cold weather conditions, even in a light wardrobe.

Prerequisites: Species: Pantoran

2015/08/08 / 2021/12/16
Dowsing III Granted Default Feat

There are few places one can hide from The character. All they need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, The character can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in The character’s mind. The stronger the link to the target, the easier and stronger this ability becomes.

Related Skills/Powers: Sense

Prerequisites: (Rank Tier: Elder and Discipline: Arcanist) or (Rank Tier: Elder and Discipline: Jedi Operative)

2015/08/09 / 2023/12/13
Mechu-deru III Granted Default Feat

The character can infuse sentient life into even the most advanced assassination and combat droids. They can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.

Related Skills/Powers: Mechanics and Telepathy

Prerequisites: Rank Tier: Elder and Discipline: Techweaver

2015/08/09 / 2021/12/21
Dowsing II Granted Default Feat

Tracing links through bound objects or people in the Force, has become a second nature to The character. These sympathetic links manifest as semi-transparent mental images in The character’s mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, The character can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability.

Related Skills/Powers: Sense

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Arcanist) or (Rank Tier: Equite (exact) and Discipline: Jedi Operative)

2015/08/09 / 2023/12/13
Mechu-deru I Granted Default Feat

As a Journeyman, The character can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, The character must actively maintain partial concentration for proper control.

Related Skills/Powers: Mechanics and Telepathy

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

2015/08/09 / 2021/12/21
Dowsing I Granted Default Feat

All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in The character’s mind. Using an item that has been in contact with the target over the last several hours, The character can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability.

Related Skills/Powers: Sense

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Arcanist) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Operative)

2015/08/09 / 2023/12/13
Mechu-deru II Granted Default Feat

The character has learned to infuse sentience and control into more sophisticated droids such as combat, interrogation and astromech types, and manipulate them through a connection through the Force. They can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.

Related Skills/Powers: Mechanics and Telepathy

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

2015/08/09 / 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: (Discipline: Arcanist and Rank Tier: Equite (exact)) or (Discipline: Soul Arcanist and Rank Tier: Equite (exact)) or (Discipline: Night Mother and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Force Lord) or (Rank Tier: Equite (exact) and Discipline: Deathsworn) or (Rank Tier: Equite (exact) and Discipline: Oracle) or (Rank Tier: Equite (exact) and Discipline: Librarian) or (Rank Tier: Equite (exact) and Discipline: Force Warrior)

2013/08/10 / 2021/12/21
Order Feat: Force Disciple Granted Default Feat

The character is a Force Disciple. Force Disciples do not ascribe to the rigid teachings of the Jedi Order or the Sith, either because they were never exposed to them prior to the Brotherhood, or simply because they do not always see eye to eye with them. Force Disciples are not united by any binding doctrine or philosophy, though some Force Disciples might lean more predominantly to the light or the dark sides of the Force.

Prerequisites: Order Group: Force Disciples

2015/08/31 / 2021/12/16
Order Feat: Loyalist Granted Default Feat

The character is counted among the Loyalist Order. Those that wish to serve the Brotherhood, but lack no ability with the Force, are called to serve in the Brotherhood’s armed forces. Whether they serve the Iron Throne or the military of their Clan, members of the Loyalist Order make up a variety of callings, from pilot to soldier to mechanic. Despite their lack of Force sensitivity, Loyalists receive considerable training in combating Force-users; as such, they are well versed in identifying Force-based attacks, and conditioned to not balk in the face of a Jedi or Sith’s powers.

Prerequisites: Order Group: Loyalists

2015/08/31 / 2021/12/16
Medley I Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had +1 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Weapons Specialist) or (Rank Tier: Journeyman (exact) and Discipline: Soldier)

2015/08/31 / 2022/05/16
Stun I Chosen Force Feat

The character can use their Slow ability to overwhelm a target's motor functions and cause them to become temporarily stunned in place. This staggering effect is short-lived, but requires no concentration beyond the initial strike.

Related Skills/Powers: Slow

Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact)

2015/08/09 / 2021/12/16
Lightning Deflection II Chosen Force Feat

The character has a deeper understanding of the Force Lightning power, and can now both dissipate an incoming short burst, but also bounce the power away from them. Unable to properly target a location, this chaotic reflection of Force Lightning is very taxing and requires intense focus. Repeated usage rapidly drains the user while being less effective than the prior instance of usage.

Related Skills/Powers: Force Lightning

Prerequisites: Rank: Elder 1 (exact) and Order Group: Force Sensitives

2024/02/16 / 2024/02/16
Accelerated Healing II Chosen Force Feat

The character's gift for Healing allows them to use Healing to quickly and efficiently heal minor wounds in mere moments and with no real concentration needed. They can also heal more major wounds in one quarter the time it would typically require.

Related Skills/Powers: Healing

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

2021/12/16 / 2024/01/19
Enhanced Sight II Chosen Force Feat

The character can use the Force to augment their vision to not only see better in the dark and hazes but further distances as well. The effect is tied to The character’s ability in Amplification.

Related Skills/Powers: Amplification

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

2023/04/24 / 2023/04/24
More Than A Feeling Chosen Force Feat

The character can pull more concrete details from complicated visions from their Farsight Power. While not able to fully read the messages, they can extract keywords, phrases, or feelings and interpret them into true foresight.

Related Skills/Powers: Farsight

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

2013/08/17 / 2021/12/16
Plasma Manipulation II Chosen Force Feat

With further training, The character has moved beyond the ability to merely hold a blaster bolt in place with Telekinesis. Now, they can deflect and bounce blaster bolts that come towards them with a simple handle gesture.

Related Skills/Powers: Telekinesis

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

2023/12/22 / 2023/12/22