Character Sheet Reference

Displaying feats 341 - 360 of 418 in total
Feat Type / Location Description Created / Updated
Force Wielder Awareness Granted Default Feat

Like all members of The Collective, The character has gained a general awareness of enemies that have the ability to harness the Force. They know that the Force Wielders are a very real threat, and will not pretend that they are fables or myths.

Prerequisites: Faction: The Collective

2017/09/28 / 2021/12/16
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) or (Rank Tier: Equite (exact) and Discipline: Tank)

2013/08/10 / 2021/12/21
Diamond Cutter Granted Default Feat

As a members of Capital Enterprises, The character has honed their mind to be sharp and adaptive to the shifting threads of politics, economics, and sociology. Possessing an innate ability to outthink and outmaneuver others, The character gains a heightened Perception, Manipulation and Intellect skills by +1 point.

Related Skills/Powers: INACTIVE Manipulation, Intellect, and Perception

Prerequisites: Faction: Capital Enterprises

2017/09/28 / 2021/12/16
Presentiment III Granted Default Feat

The character’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, The character may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit them to glean substantial bits of information with very little mental or emotional toll.

Related Skills/Powers: Farsight

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Soothsayer) or (Rank Tier: Elder and Discipline: Force Prophet)

2024/10/01 / 2024/10/01
Steady Hands III Granted Default Feat

The character can calmly and mechanically work with their Medicine skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. They can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. They are granted a +2 Skill Point bonus to Medicine (up to a maximum of +5).

Related Skills/Powers: Medicine

Prerequisites: (Rank Tier: Elder and Discipline: Field Medic) or (Rank Tier: Elder and Discipline: The Doctor)

2015/08/31 / 2021/12/21
Xenobiology II Granted Default Feat

The character has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if they was working on their own species.

Related Skills/Powers: Lore and Medicine

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Field Medic) or (Rank Tier: Equite (exact) and Discipline: Kevorkian)

2015/08/31 / 2021/12/21
Surge III Granted Default Feat

They say an an Elder Juggernaut never rests when there is still a battle to be fought. The character can effortlessly elevate their Stamina to +2 Skill Point higher, even when not actively engaged in combat and with little focus (to a maximum of +5). Lulls in combat pose no obstacle, and The character typically needs to be killed or rendered unconscious to end the effect.

Related Skills/Powers: Stamina

Prerequisites: (Discipline: Juggernaut and Rank Tier: Elder) or (Discipline: Paladin and Rank Tier: Elder) or (Rank Tier: Elder and Discipline: The Ronin) or (Rank Tier: Elder and Discipline: Taldryan Obelisk) or (Rank Tier: Elder and Discipline: Matukai Adept) or (Rank Tier: Elder and Discipline: Stormwalker) or (Rank Tier: Elder and Discipline: Sith Fleshweaver) or (Rank Tier: Elder and Discipline: The Red Angel)

2013/08/10 / 2021/12/21
Arcane Shield III Granted Default Feat

The character can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Force Lightning, Stun, explosives, or blaster fire without losing concentration.

Related Skills/Powers: Force Lightning

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Force Lord) or (Rank Tier: Elder and Discipline: Deathsworn) or (Rank Tier: Elder and Discipline: The Chronarch) or (Rank Tier: Elder and Discipline: Jedi Peacemaker)

2024/09/25 / 2024/10/22
Primed I Granted Default Feat

Sorcerers channel the energy of combat. Fueled by surge of Force energy, The character is capable of chaining together two offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end they experience temporary fatigue they come down from a battle-high. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Darkness.

Related Skills/Powers: Blinding, Darkness, Force Lightning, Slow, and Telekinesis

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Sorcerer) or (Rank Tier: Journeyman (exact) and Discipline: Balance Bringer) or (Rank Tier: Journeyman (exact) and Discipline: Rex Tempestas) or (Rank Tier: Journeyman (exact) and Discipline: Force Sage)

2021/12/16 / 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
Presentiment II Granted Default Feat

The character’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, The character may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit them to glean bits of information resulting in some mental and emotional strain.

Related Skills/Powers: Farsight

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Soothsayer) or (Rank Tier: Equite (exact) and Discipline: Force Prophet)

2024/10/01 / 2024/10/01
Presentiment I Granted Default Feat

The character’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, The character may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.

Related Skills/Powers: Farsight

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Soothsayer) or (Rank Tier: Journeyman (exact) and Discipline: Force Prophet)

2024/10/01 / 2025/03/29
Mad Scientist II Granted Default Feat

A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +1 Skill Point bonus to their Medicine and Mechanics Skills (up to a maximum of +5).

Related Skills/Powers: Mechanics and Medicine

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

2024/10/01 / 2024/10/01
Smooth Operator II 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 +5).

Related Skills/Powers: Piloting

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Ace) or (Discipline: Soldier and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Aviator) or (Rank Tier: Equite (exact) and Discipline: Mandalorian Fly-Girl)

2016/08/02 / 2021/12/21
Seeking III Granted Default Feat

Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, The character has developed the ability to see through a Force User's Concealment or active Illusion (up to +5).

Related Skills/Powers: Perception

Prerequisites: (Discipline: Seeker and Rank Tier: Elder) or (Discipline: Stormwalker and Rank Tier: Elder)

2013/08/14 / 2021/12/21
Order Feat: Mercenary Granted Default Feat

The character belongs to the Mercenary Order. Not all who lack talent with the Force are called to serve others. Utilizing their skills and talents, Mercenaries are always looking to make a profit or earn some fame, and the Brotherhood is full of opportunities for those willing to look. Despite their lack of Force sensitivity, Mercenaries in service to the Brotherhood receive considerable training in combating Force-users; as such, they are well versed in identifying Force-based attacks, conditioned to not balk in the face of a Jedi or Sith’s powers.

Prerequisites: Order Group: Mercenaries

2015/08/31 / 2024/02/20
Golden Envoy Presence Granted Default Feat

The character’s experience and reputation through the Envoy Corps has given them an air of agency when acting on the Brotherhood’s behalf. The character has an advantage on either Deception, Leadership, Charm, or Intimidation when acting in the Brotherhood's interests.

Related Skills/Powers: Charm, Deception, Intimidation, and Leadership

Prerequisites: Trophy: You Can Certainly Try, level 11

2023/02/16 / 2024/03/14
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
Seeking II Granted Default Feat

Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, The character has developed the ability to see through a Force User's Concealment or active Illusion (up to +4).

Related Skills/Powers: Perception

Prerequisites: (Discipline: Seeker and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Stormwalker)

2013/08/14 / 2021/12/21
Seeking I Granted Default Feat

Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, The character has developed the ability to see through a Force User's Concealment or active Illusion (up to +2).

Related Skills/Powers: Perception

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Seeker) or (Rank Tier: Journeyman (exact) and Discipline: Stormwalker)

2013/08/14 / 2021/12/21