Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
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 |
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 |
Chameleon III | Granted Default Feat |
A wizened Infiltrator is only detected when they choose to be. The character has learned to seamlessly become one with their surroundings, and gets a +2 Skill point bonus to their Stealth Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +5). Related Skills/Powers: Stealth Prerequisites: Rank Tier: Elder and Discipline: Infiltrator |
2016/08/02 / 2023/11/18 |
Chameleon II | Granted Default Feat |
The character has learned to be more subtle when becoming one with their environment. They can change the way they walk and talk while making use of wardrobe, lighting, and demeanor. The character gets a +1 Skill Point bonus to their Stealth Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5). Related Skills/Powers: Stealth Prerequisites: Rank Tier: Equite (exact) and Discipline: Infiltrator |
2016/08/02 / 2023/11/18 |
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: Discipline: Infiltrator and Rank Tier: Journeyman (exact) |
2016/08/02 / 2023/11/18 |
Hot LZ | Chosen Skill Feat |
The character has the training experience of flying into an enemy-controlled region. The character gains a +1 Skill Point bonus to Piloting when attempting to infiltrate or exfiltrate a small team in a well-defended area (up to a Maximum of +5). Related Skills/Powers: Piloting Prerequisites: Rank: Equite 2 |
2023/11/18 / 2023/11/18 |
Behind Enemy Lines | Chosen Skill Feat |
The character has trained in combat, often finding themselves deep within the enemy's territory. The need to bluff to survive isolated from allies is a critical skill. While bluffing to enemy forces they get a a +1 Skill Point bonus to their Deception Skill (to a maximum of +5). Related Skills/Powers: Deception Prerequisites: Society Rank: GMRG: IV |
2023/11/01 / 2023/11/19 |
Back Knife Block | Chosen Skill Feat |
Coming at an opponent from behind makes it all the more easy to catch them unawares. The character gets a +1 Skill Point bonus to their Bladed Weapons Skill (to a maximum of +5) when attacking an unaware enemy from behind. Related Skills/Powers: Bladed Weapons Prerequisites: Society Rank: GMRG: VIII |
2023/11/01 / 2023/11/19 |
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 |
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 |
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 |
Plasma Manipulation I | Chosen Force Feat |
The character has studied the nuances involved in even the most complex application of Telekinesis. As such, they are able to devote partial concentration to locking a single plasma-based projectile in place. The bolt will remain stationary, suspended mid-motion, until The character releases it or loses concentration. Once free, the projectile will continue on its original path. Related Skills/Powers: Telekinesis Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2017/02/11 / 2023/12/22 |
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 |
Just The Two Of Us II | Chosen Skill Feat |
The character has formed a lasting bond with a single Domesticated or Tameable creature. This bond exists without the need of a Force-connection, or advanced training in Creature Handling and is instead something more primal and natural. (Bonded creature must be cited in Loadout Description) Related Skills/Powers: Creature Handling Prerequisites: Rank Tier: Equite (exact) |
2021/12/16 / 2023/12/27 |
Just The Two Of Us I | Chosen Skill Feat |
The character has formed a lasting bond with a single Domesticated creature. This bond exists without the need of a Force-connection, or advanced training in Creature Handling and is instead something more primal and natural. (Bonded creature must be cited in Loadout Description) Related Skills/Powers: Creature Handling Prerequisites: Rank Tier: Journeyman (exact) |
2019/05/03 / 2023/12/27 |
Just The Two Of Us III | Chosen Skill Feat |
The character has formed a lasting bond with up to two Domesticated or Tameable creatures. This bond exists without the need of a Force-connection, or advanced training in Creature Handling and is instead something more primal and natural. (Bonded creatures must be cited in Loadout Description) Related Skills/Powers: Creature Handling Prerequisites: Rank Tier: Elder |
2021/12/16 / 2023/12/27 |
Grab Them By The Horns | Chosen Skill Feat |
A life of wrangling creatures builds a unique kind of muscle and resilience. When subduing or grappling a target, The character can use their their Creature Handling skill in place of their Martial Arts. Related Skills/Powers: Creature Handling and Martial Arts Prerequisites: Rank Tier: Journeyman |
2023/12/29 / 2023/12/29 |
Accelerated Healing I | 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 half the time it would typically require. Related Skills/Powers: Healing Prerequisites: (Rank Tier: Novitiate (exact) and Order Group: Force Sensitives) or (Rank Tier: Journeyman (exact) and Order Group: Force Sensitives) or (Rank Tier: Equite (exact) and Order Group: Force Sensitives) |
2013/07/20 / 2024/01/19 |
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 |
Darksight | Chosen Force Feat |
The character has spent so long in the darkness that they knows its varying levels, and just how deep it can be. When they uses Darkness, they can still navigate the darkness without suffering a penalty. Related Skills/Powers: Darkness Prerequisites: Rank Tier: Novitiate and Order Group: Force Sensitives |
2013/08/17 / 2024/01/30 |