Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Keen Eye III | 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 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: Infiltrator |
2016/08/02 / 2021/12/21 |
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 |
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 |
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 |
On The Trail I | 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 might miss. 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: Hunter and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |
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 |
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 |
Proficiency I | 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 +1 Skill Point higher (to a maximum of +4). Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Lightsaber, Miscellaneous Weapons, and Slugthrowers Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Weapons Specialist) or (Rank Tier: Journeyman (exact) and Discipline: Legendary Mandalorian) or (Rank Tier: Journeyman (exact) and Discipline: Ninja) or (Rank Tier: Journeyman (exact) and Discipline: Master Naur'alor) or (Rank Tier: Journeyman (exact) and Discipline: Mandalorian Fly-Girl) |
2015/08/31 / 2021/12/21 |
Proficiency II | 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 and Secondary Weapon’s associated Skills 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: Equite (exact) and Discipline: Weapons Specialist) or (Rank Tier: Equite (exact) and Discipline: Legendary Mandalorian) or (Rank Tier: Equite (exact) and Discipline: Ninja) or (Rank Tier: Equite (exact) and Discipline: Master Naur'alor) or (Rank Tier: Equite (exact) and Discipline: Mandalorian Fly-Girl) |
2015/08/31 / 2021/12/21 |
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) |
2015/08/31 / 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 |
2013/08/14 / 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) |
2013/08/14 / 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 |
2013/08/14 / 2021/12/21 |
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 |
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 |
Smooth Operator III | 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. The character’s worldly experience also grants them a +2 Skill Point bonus to Piloting when operating any kind of vehicle or ship (to a maximum of +5). Related Skills/Powers: Piloting Prerequisites: (Rank Tier: Elder and Discipline: Ace) or (Rank Tier: Elder and Discipline: Soldier) or (Rank Tier: Elder and Discipline: Aviator) or (Rank Tier: Elder and Discipline: Mandalorian Fly-Girl) |
2016/08/02 / 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 |
Steady Hands I | Granted Default Feat |
The character can calmly and mechanically work with their Medicine skill even when under the stress of an overcrowded emergency room. They can filter out basic distractions and remain focused on administering aid. They are granted a +1 Skill Point bonus to Medicine (up to a maximum of +4). Related Skills/Powers: Medicine Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Field Medic) or (Rank Tier: Journeyman (exact) and Discipline: The Doctor) |
2015/08/31 / 2021/12/21 |
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 |