Character Sheet Reference

Displaying feats 321 - 340 of 578 in total
Feat Type / Location Description Created / Updated
Ghosting II Granted Default Feat

The character has become more efficient at using Force Cloak while moving anywhere between a slow crawl or a light jog as long as they are maintaining focus. The faster the movement, the more concentration that they requires to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and The character uncloaks momentarily whenever they attack or strike.

Related Skills/Powers: Force Cloak

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Shadow) or (Rank Tier: Equite (exact) and Discipline: Night Mother)

2013/08/09 / 2021/12/21
Ghosting III Granted Default Feat

The character can move freely when using Force Cloak. The faster the movement, the more concentration that they requires to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. The character still uncloaks momentarily before they attacks or strikes.

Related Skills/Powers: Force Cloak

Prerequisites: (Rank Tier: Elder and Discipline: Shadow) or (Rank Tier: Elder and Discipline: Night Mother)

2013/08/09 / 2021/12/21
Hexing I Granted Default Feat

Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the electronic circuitry of small tech items like holo transmitters, chronos and security cameras, overwhelming their circuitry and causing them to malfunction or break. The character requires a visual on target and a focusing gesture or cue.

Related Skills/Powers: Telekinesis

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

2015/08/09 / 2021/12/21
Hexing III Granted Default Feat

Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. They can disable an entire network of computers. With concentration, they can even disable combat droids.

Related Skills/Powers: Telekinesis

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

2015/08/09 / 2021/12/21
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: (Rank Tier: Equite (exact) and Discipline: Techweaver) or (Rank Tier: Equite (exact) and Discipline: Jedi Operative)

2015/08/09 / 2021/12/21
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
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
Hotfix III Granted Default Feat

The character has become so attuned to the mechanical technology of the Galaxy that they can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, The character can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.

Related Skills/Powers: Mechanics

Prerequisites: Rank Tier: Elder and Discipline: Scavenger

2016/08/02 / 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: Rank Tier: Equite (exact) and Discipline: Ace

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
Intergalactic I Granted Default Feat

The character has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. The character can understand (but not speak) the basics of alien and droid dialects without the need of Linguistics Skill Points.

Related Skills/Powers: Linguistics

Prerequisites: (Discipline: Scoundrel and Rank Tier: Journeyman (exact)) or (Discipline: Legendary Mandalorian and Rank Tier: Journeyman (exact)) or (Discipline: Orator and Rank Tier: Journeyman (exact))

2016/08/02 / 2021/12/21
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
Iron Pillar III Granted Default Feat

An Elder Juggernaut is seldom knocked off their feet, even when they is not able to plant them. The character can momentarily steel their body at will like a sheet of Mandalorian Iron in order to prevent themself from being staggered, knocked back, or thrown off their feet otherwise.

Related Skills/Powers: Might and Stamina

Prerequisites: (Rank Tier: Elder and Discipline: Juggernaut) or (Rank Tier: Elder and Discipline: Unyielding Tempest)

2013/08/10 / 2021/12/21
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: (Rank Tier: Journeyman (exact) and Discipline: Juggernaut) or (Rank Tier: Journeyman (exact) and Discipline: Unyielding Tempest)

2013/08/10 / 2021/12/21
Iron Pillar II Granted Default Feat

The Juggernaut has learned to more quickly harden their body with the Force. As long as The character has their feet planted, they only need partial concentration to 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: (Rank Tier: Equite (exact) and Discipline: Juggernaut) or (Rank Tier: Equite (exact) and Discipline: Unyielding Tempest)

2013/08/10 / 2021/12/21
Junker III Granted Default Feat

Where others see junk, a Scavenger sees opportunity. The character can quickly appraise the value of any kind of mechanical equipment they come across and then sell it at a higher value or repurpose it somewhere else. The character gains a +2 Skill Point bonus to Mechanics when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).

Related Skills/Powers: Crafting and Mechanics

Prerequisites: Rank Tier: Elder and Discipline: Scavenger

2016/08/02 / 2021/12/21
Junker II Granted Default Feat

Where others see junk, a Scavenger sees opportunity. The character can quickly appraise the value of common or uncommon mechanical equipment they come across and then sell it at a higher value or repurpose it somewhere else. The character gains a +1 Skill Point bonus to Mechanics when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).

Related Skills/Powers: Crafting and Mechanics

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

2016/08/02 / 2021/12/21
Junker I Granted Default Feat

Where others see junk, a Scavenger sees opportunity. The character can quickly appraise the value of common mechanical equipment they come across and then sell it at a higher value or repurpose it somewhere else. The character gains a +1 Skill Point bonus to Mechanics when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).

Related Skills/Powers: Crafting and Mechanics

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

2016/08/02 / 2021/12/21
Keen Eye I 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 rarely and unreliably, but functions without having to rely on The character’s Investigation or Perception Skills.

Related Skills/Powers: Investigation and Perception

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

2016/08/02 / 2021/12/21