Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Proficiency III | Granted Default Feat |
The character has spent years training and honing their skills with their favourite weapons. This allows them to use their chosen Primary Weapon’s associated Skill at +2 Skill Points higher, their chosen Secondary Weapon’s associated Skill at +1 Skill Point higher (to a maximum of +5). Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Lightsaber, Miscellaneous Weapons, and Slugthrowers Prerequisites: (Rank Tier: Elder and Discipline: Weapons Specialist) or (Rank Tier: Elder and Discipline: Legendary Mandalorian) or (Rank Tier: Elder and Discipline: Ninja) or (Rank Tier: Elder and Discipline: Master Naur'alor) or (Rank Tier: Elder and Discipline: Mandalorian Fly-Girl) or (Rank Tier: Elder and Discipline: Kevorkian) or (Rank Tier: Elder and Discipline: Mandaboo) |
2015/08/31 / 2021/12/21 |
Steady Hands II | Granted Default Feat |
The character can calmly and mechanically work with their Medicine skill even when under the stress of a battlefield skirmish. They can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. They are granted a +1 Skill Point bonus to Medicine (up to a maximum of +5). Related Skills/Powers: Medicine Prerequisites: (Rank Tier: Equite (exact) and Discipline: Field Medic) or (Rank Tier: Equite (exact) and Discipline: The Doctor) |
2015/08/31 / 2021/12/21 |
Xenobiology I | Granted Default Feat |
The character has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to their native Species. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but both diagnosis and treatment time are increased slightly compared to if they was working on their own species. Related Skills/Powers: Lore and Medicine Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Field Medic) or (Rank Tier: Journeyman (exact) and Discipline: Kevorkian) |
2015/08/31 / 2021/12/21 |
Force Pulse II | Granted Default Feat |
The character can use Suppression to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient themself and a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Darkness, Blinding, and Terror. Related Skills/Powers: Suppression Prerequisites: Rank Tier: Equite (exact) and Discipline: Defender |
2015/08/09 / 2024/01/30 |
Force Pulse III | Granted Default Feat |
The character can use Suppression to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Darkness, Blinding, and Terror. Related Skills/Powers: Suppression Prerequisites: Rank Tier: Elder and Discipline: Defender |
2015/08/09 / 2024/01/30 |
On The Trail III | Granted Default Feat |
The character has tracked down quarry from one side of the Galaxy to the other. They will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. This awareness triggers instinctively and consistently without having to rely on their Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: Rank Tier: Elder and Discipline: Hunter |
2016/08/02 / 2021/12/21 |
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 |
2016/08/02 / 2023/11/17 |
Intergalactic II | Granted Default Feat |
The character has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. They can understand most of (but not speak) alien and droid dialects without the need of Linguistics Skill Points. The character’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants them an additional Lore topic in dealing with Underworld contacts. Related Skills/Powers: Linguistics Prerequisites: (Rank Tier: Equite (exact) and Discipline: Scoundrel) or (Rank Tier: Equite (exact) and Discipline: Legendary Mandalorian) or (Rank Tier: Equite (exact) and Discipline: Orator) |
2016/08/02 / 2021/12/21 |
On The Trail II | Granted Default Feat |
When tracking or on the trail of a quarry, The character will pick up on clues to a target's whereabouts or direction that others would miss. This awareness triggers more consistently and without having to rely on their Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: Rank Tier: Equite (exact) and Discipline: Hunter |
2016/08/02 / 2021/12/21 |
Smooth Operator I | Granted Default Feat |
The character has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. They can operate any land or space vehicle, regardless of their skill in Piloting, even if they have never seen or operated it before. The character’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to Piloting (to a maximum of +4). Related Skills/Powers: Piloting Prerequisites: (Discipline: Ace and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Soldier) or (Rank Tier: Journeyman (exact) and Discipline: Aviator) or (Rank Tier: Journeyman (exact) and Discipline: Mandalorian Fly-Girl) |
2016/08/02 / 2021/12/21 |
Tools Of The Trade I | Granted Default Feat |
The character has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +1 Skill Point bonus to Miscellaneous Weapons Skill when they has time to prepare for a hunt (up to a maximum of +4). Related Skills/Powers: Miscellaneous Weapons Prerequisites: (Discipline: Hunter and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Mandaboo) |
2016/08/02 / 2021/12/21 |
I Can Fix That III | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is veteran enough that they gain a +2 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — but only at a +1 Skill bonus when the vessel is alien or unfamiliar (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Elder and Discipline: Ace |
2016/08/02 / 2021/12/21 |
I Can Fix That I | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is veteran enough that they gains a +1 Skill Point bonus to their Mechanics Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as they are familiar with the vessel (to a maximum of +4). Related Skills/Powers: Mechanics Prerequisites: Discipline: Ace and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |
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 |
2016/08/02 / 2023/11/17 |
Keen Eye II | Granted Default Feat |
When breaking into someplace they don't belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, The character can spot patterns or oddities they come across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on their Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: Rank Tier: Equite (exact) and Discipline: Infiltrator |
2016/08/02 / 2021/12/21 |
Intergalactic III | Granted Default Feat |
The character has seen it all and has lived to tell the tale. They can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional Linguistics Skill Point. The character maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. Related Skills/Powers: Linguistics Prerequisites: (Rank Tier: Elder and Discipline: Scoundrel) or (Rank Tier: Elder and Discipline: Legendary Mandalorian) or (Rank Tier: Elder and Discipline: Orator) |
2016/08/02 / 2023/10/31 |
Hotfix II | Granted Default Feat |
The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Equite (exact) and Discipline: Scavenger |
2016/08/02 / 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: (Rank Tier: Journeyman (exact) and Discipline: Director) or (Rank Tier: Journeyman (exact) and Discipline: The Doctor) |
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: (Rank Tier: Elder and Discipline: Director) or (Rank Tier: Elder and Discipline: The Doctor) |
2016/08/02 / 2021/12/21 |
Hotfix I | Granted Default Feat |
The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to small, active machinery such as speeders while under duress, and can even tackle larger machinery found on starfighters as long as they are powered-down or not in flight. Related Skills/Powers: Mechanics Prerequisites: Discipline: Scavenger and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |