Character Sheet Reference

Displaying feats 361 - 380 of 578 in total
Feat Type / Location Description Created / Updated
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: Titan of Kyataru) or (Rank Tier: Elder and Discipline: Taldryan Obelisk)

2013/08/10 / 2021/12/21
Surge I Granted Default Feat

Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As The character’s adrenaline surges with every hit they land or take, they can begin to augment their Stamina to +1 Skill Point higher, as long as they are actively engaged in direct combat and focused solely on feats that utilize their Might or Athletics ability (to a maximum of +4). When a lull in combat presents itself, The character will immediately lose their stamina boost, but suffer no penalty.

Related Skills/Powers: Stamina

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Juggernaut) or (Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Paladin) or (Rank Tier: Journeyman (exact) and Discipline: The Ronin) or (Rank Tier: Journeyman (exact) and Discipline: Titan of Kyataru) or (Rank Tier: Journeyman (exact) and Discipline: Taldryan Obelisk)

2013/08/10 / 2021/12/21
Surge II Granted Default Feat

As The character’s adrenaline surges with the song of battle or strife, they can now augment their Stamina to +1 Skill Point higher as long as they remains actively engaged in various forms of combat (to a maximum of +5). When a lull in combat presents itself, The character no longer immediately loses their stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.

Related Skills/Powers: Stamina

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Juggernaut) or (Rank Tier: Equite (exact) and Discipline: Paladin) or (Rank Tier: Equite (exact) and Discipline: The Ronin) or (Rank Tier: Equite (exact) and Discipline: Titan of Kyataru) or (Rank Tier: Equite (exact) and Discipline: Taldryan Obelisk)

2013/08/10 / 2021/12/21
Synergy II Granted Default Feat

The character can more readily extend the effects of their defensive Force powers to a small team of allies within close proximity. they can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as they are concentrating on the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier.

Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing

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

2015/08/09 / 2021/12/21
Synergy I Granted Default Feat

As a Journeyman, The character has learned to extend the effects of their defensive Force powers to a single ally within close proximity. The character can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as their full concentration is dedicated to the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier.

Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing

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

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

The character can instantly extend the effects of their defensive Force powers to a small team of allies within close proximity. they can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as they are concentrating on the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier.

Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing

Prerequisites: Rank Tier: Elder and Discipline: Defender

2015/08/09 / 2021/12/21
Tools Of The Trade II Granted Default Feat

The character has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +1 Skill Point bonus to Miscellaneous Weapons Skill even when improvising on the fly and unprepared (up to a maximum of +5).

Related Skills/Powers: Miscellaneous Weapons

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

2016/08/02 / 2021/12/21
Tools Of The Trade III Granted Default Feat

The character has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +2 Skill Point bonus to Miscellaneous Weapons when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +5).

Related Skills/Powers: Miscellaneous Weapons

Prerequisites: Rank Tier: Elder and Discipline: Hunter

2016/08/02 / 2021/12/21
Tools Of The Trade I Granted Default Feat

The character has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +1 Skill Point bonus to Miscellaneous Weapons Skill when they has time to prepare for a hunt (up to a maximum of +4).

Related Skills/Powers: Miscellaneous Weapons

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

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

The character has become intricately familiar with every known species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.

Related Skills/Powers: Lore and Medicine

Prerequisites: Rank Tier: Elder and Discipline: Field Medic

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

The character has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to their native Species. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but both diagnosis and treatment time are increased slightly compared to if they was working on their own species.

Related Skills/Powers: Lore and Medicine

Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Field Medic

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

2015/08/31 / 2021/12/21
Telekinetic Combat I Chosen Force Feat

The character can take control over weapons or objects with their Telekinesis and use them effectively in combat as remote weapons. The weapons' effectiveness is based on The character's Skill level in the controlled weapon type. This usage requires hand gestures to act as focus guides for the invisible hands that are 'using' the weapons.

Related Skills/Powers: Telekinesis

Prerequisites: Order Group: Force Sensitives and Rank: Elder 1 (exact)

2013/08/12 / 2021/12/30
Stun II Chosen Force Feat

The character has advanced their skill with Slow, allowing them to not only overwhelm a target's motor functions and cause them to become temporarily stunned in place, but also use the power to fully freeze the intended target in place in a near-catatonic state at the cost of complete focus and concentration, regardless of Force Power level. All joints are locked for the duration, with the target remaining in the exact position as when Slow took effect.

Related Skills/Powers: Slow

Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite

2015/08/09 / 2022/01/28
Devotee Granted Default Feat

Like all members of The Children of Mortis, The character is devoted to their cause. With a deep spiritual connection to the Force, and to The Father they are resistant to ideas or actions that go against their dogmatic views.

Prerequisites: Faction: The Children of Mortis

2022/04/28 / 2022/04/28
Balance Point Granted Default Feat

As a Truthwarden, The character has been trained to ignore the pulling of either side of the Force. Their pragmatic approach to the Force grants them increased stamina when utilizing Force Powers.

Prerequisites: Faction: The Truthwardens

2022/04/28 / 2022/04/28
Medley III Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had a +3 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Elder and Discipline: Weapons Specialist) or (Rank Tier: Elder and Discipline: Soldier)

2015/08/31 / 2022/05/16
Medley II Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had +2 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Weapons Specialist) or (Rank Tier: Equite (exact) and Discipline: Soldier)

2015/08/31 / 2022/05/16
Medley I Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had +1 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Weapons Specialist) or (Rank Tier: Journeyman (exact) and Discipline: Soldier)

2015/08/31 / 2022/05/16
Devil’s Sight Granted Default Feat

As a member of The Shadowseers, The character has learned to live in the shadows. Molded by the darkness, they have developed Force-enhanced vision, allowing them to see clearly even in pitch darkness.

Prerequisites: Faction: The Shadowseers

2022/04/28 / 2022/05/30