Character Sheet Reference

Displaying feats 341 - 360 of 578 in total
Feat Type / Location Description Created / Updated
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 I Granted Default Feat

As a Journeyman, The character can use Suppression to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient themself and a single ally 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: Journeyman (exact) and Discipline: Defender

2015/08/09 / 2024/01/30
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
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
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
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
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
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
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: (Rank Tier: Elder and Discipline: Sorcerer) or (Rank Tier: Elder and Discipline: Unyielding Tempest)

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
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: (Rank Tier: Equite (exact) and Discipline: Sorcerer) or (Rank Tier: Equite (exact) and Discipline: Unyielding Tempest)

2015/08/09 / 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
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: (Rank Tier: Journeyman (exact) and Discipline: Sorcerer) or (Rank Tier: Journeyman (exact) and Discipline: Unyielding Tempest)

2015/08/09 / 2021/12/21
Is That The Best You Got? Chosen Skill Feat

The character is so adept at Intimidation that they is often able to understand and cope with many interrogation methods that would be used against them. When being tortured for information, The character can replace their Resolve Skill with their Intimidation Skill.

Related Skills/Powers: Intimidation and Resolve

Prerequisites: Rank Tier: Equite

2015/08/09 / 2023/11/08
Tempest Chosen Force Feat

With power only a Grand Master could ever hope to wield, The character can unleash a full storm of Force Lightning at a distance. The character can even amplify their Force Lightning with enough power to take down a starfighter or shuttle overhead.

Related Skills/Powers: Force Lightning

Prerequisites: Order Group: Force Sensitives and Rank: Elder 4

2015/08/09 / 2021/12/16
Go Ahead, Make My Day Chosen Skill Feat

The character is talented in the subtle nuances of acting or putting up a front to bluff or intimidate a target. In these instances, The character can use their Deception Skill in place of their Intimidation Skill to gain leverage in a compromising situation.

Related Skills/Powers: Deception and Intimidation

Prerequisites: Rank: Journeyman 4

2015/08/09 / 2023/11/08
La Resistance I Chosen Skill Feat

The character’s body has been exposed and conditioned to various toxins and poisons through rigorous training over the years. Their body is immune to normal doses of common poisons, but only partially resistant to heavy doses. The character is still susceptible to more advanced or alchemy creations, however. This does not cover the effects of recreational substances.

Related Skills/Powers: Resolve

Prerequisites: (Rank Tier: Novitiate (exact)) or (Rank Tier: Journeyman (exact)) or (Rank Tier: Equite (exact))

2015/08/09 / 2021/12/16
Droid Whisperer Chosen Skill Feat

The character can communicate with Droids through having a learned understanding of the Binary language without the need of a corresponding additional Linguistics skill.

Related Skills/Powers: Linguistics

Prerequisites: Rank Tier: Novitiate

2015/08/09 / 2021/12/16
Poison Weapons Chosen Skill Feat

The character is skilled in coating their weapons with poison and has trained to use them effectively in combat without fear of accidentally poisoning themself.

Related Skills/Powers: Bladed Weapons and Miscellaneous Weapons

Prerequisites: Rank: Journeyman 4

2015/08/09 / 2021/12/16