Character Sheet Reference

Displaying feats 21 - 40 of 418 in total
Feat Type / Location Description Created / Updated
Battlefield Awareness III Granted Default Feat

Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. The character can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, they can track not only close-quarter attacks, but long range ones as well within their sphere of awareness.

Related Skills/Powers: Sense

Prerequisites: (Rank Tier: Elder and Discipline: Marauder) or (Rank Tier: Elder and Discipline: Force Warrior) or (Rank Tier: Elder and Discipline: Jedi Battlemaster) or (Rank Tier: Elder and Discipline: Force Crusader) or (Rank Tier: Elder and Discipline: The Red Angel)

2013/08/10 / 2022/06/25
Battle Haste I Granted Default Feat

Marauders feed on the energy of combat. With every strike of their weapon, The character’s adrenaline flares and augments their Athletics skill. As they continues to fight, their swings become faster, their movements accelerating as attacks string together. The use of raw emotion takes away from The character’s accuracy, and when the battle pauses or comes to an end they experiences temporary fatigue as they come down from a battle-high.

Related Skills/Powers: Athletics

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Marauder) or (Rank Tier: Journeyman (exact) and Discipline: Balance Bringer) or (Rank Tier: Journeyman (exact) and Discipline: Kyatarun Dragoon) or (Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Peacemaker) or (Rank Tier: Journeyman (exact) and Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Immortal) or (Rank Tier: Journeyman (exact) and Discipline: Fury)

2013/08/10 / 2021/12/21
Battle Haste II Granted Default Feat

The frenzy of battle drives The character into a willing fury that they has learned to harness. Their rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike more swiftly and more accurately.

Related Skills/Powers: Athletics

Prerequisites: (Discipline: Marauder and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Balance Bringer) or (Rank Tier: Equite (exact) and Discipline: Kyatarun Dragoon) or (Rank Tier: Equite (exact) and Discipline: Jedi Peacemaker) or (Rank Tier: Equite (exact) and Discipline: Matukai Adept) or (Rank Tier: Equite (exact) and Discipline: Immortal) or (Rank Tier: Equite (exact) and Discipline: Fury)

2013/08/10 / 2021/12/21
Battle Haste III Granted Default Feat

An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. The character’s alacrity, even in the chaos of battle, is rivaled by none. Their strikes are not only quick but deadly accurate. As one foe falls, they is already focused on their next kill. The character no longer feels any side effects of using this ability, and has even learned to store the haste in reserve to seamlessly accelerate back to their peak at a moment’s notice.

Related Skills/Powers: Athletics

Prerequisites: (Rank Tier: Elder and Discipline: Marauder) or (Rank Tier: Elder and Discipline: Balance Bringer) or (Rank Tier: Elder and Discipline: Kyatarun Dragoon) or (Rank Tier: Elder and Discipline: Jedi Peacemaker) or (Rank Tier: Elder and Discipline: Matukai Adept) or (Rank Tier: Elder and Discipline: Immortal) or (Rank Tier: Elder and Discipline: Fury)

2013/08/10 / 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) or (Rank Tier: Journeyman (exact) and Discipline: Sith Blademaster)

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) or (Rank Tier: Equite (exact) and Discipline: Sith Blademaster)

2015/08/09 / 2021/12/21
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) or (Rank Tier: Elder and Discipline: Sith Blademaster)

2015/08/09 / 2021/12/21
Beast Mode I Granted Default Feat

Working with animals has led The character to discover the ability to channel some addition Force energy to bolster their creatures. can use Amplification on their beast at twice the energy to use it for half the effect.

Related Skills/Powers: Amplification and Creature Control

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Kyatarun Dragoon)

2024/09/25 / 2024/09/25
Beast Mode II Granted Default Feat

The character has developed a deeper ability to channel some addition Force energy to bolster their creatures. They can use Amplification on their beast at twice the energy to use it for the full effect.

Related Skills/Powers: Amplification and Creature Control

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Kyatarun Dragoon)

2024/09/25 / 2024/09/25
Beast Mode III Granted Default Feat

The character has mastered the ability to channel additional Force energy to bolster their creatures. They can use Amplification on their beast at the same energy cost as using it on themselves, for the same full effect of the power.

Related Skills/Powers: Amplification and Creature Control

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Kyatarun Dragoon)

2024/09/25 / 2024/09/25
Behind Enemy Lines Chosen Skill Feat

The character has trained in combat, often finding themselves deep within the enemy's territory. The need to bluff to survive isolated from allies is a critical skill. While bluffing to enemy forces they get a a +1 Skill Point bonus to their Deception Skill (to a maximum of +5).

Related Skills/Powers: Deception

Prerequisites: Society Rank: GMRG: IV

2023/11/01 / 2023/11/19
Blinded By The Light Chosen Force Feat

The character has a keen understanding of their Blinding and can use the power without having to shield their own eyes or look away.

Related Skills/Powers: Blinding

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

2013/08/17 / 2021/12/16
Blood Bath Chosen Skill Feat

Deep down, The character enjoys the bloody gore that comes with treating serious injuries. Be it the challenge of fixing, the urgent time crunch, or just a sense of deep down sadism, they thrive here. While attempting to address serious life threatening injuries of others, The character gets a +1 Skill Point bonus to their Medicine (to a maximum of +5).

Related Skills/Powers: Medicine

Prerequisites: Rank Tier: Journeyman

2021/12/16 / 2021/12/16
Blood Carver: Ever The Critic Granted Default Feat

Although Blood Carvers are, as a culture, talented sculptors, compliments are considered to be something offworlders use, and are considered insulting to members of this species. As a result, The character is prone to taking offense when encountering an offworlder that is ignorant of their culture.

Prerequisites: Species: Blood Carver

2015/08/08 / 2021/12/16
Blood Carver: Sculptor Granted Default Feat

Blood Carvers have a talent for carving statues from the blood red trees of their homeworld. While The character has the innate skill used to carve statues from trees in this manner, they tends to bring an added level of detail and perfectionism to anything they creates using their Crafting skill.

Related Skills/Powers: Crafting

Prerequisites: Species: Blood Carver

2013/08/13 / 2021/12/16
Blunted Steel Chosen Skill Feat

The character has learned the ancient technique of using their bladed weapon as a blunt instrument by holding it the blade and using the hilt to bludgeon an opponent. The character can use their Bladed Weapon Skill in place of their Blunt Weapon Skill when attempting to hit their opponent with the hilt of their blade.

Related Skills/Powers: Bladed Weapons and Blunt Weapons

Prerequisites: Rank Tier: Novitiate

2021/12/16 / 2021/12/16
Bounce It Chosen Force Feat

The character has developed a talent for being able to redirect Force Lightning dispersed with Barrier. This ability involves bouncing the attack back at the original sender, or even at another target all together while also strengthening the potency of the attack.

Related Skills/Powers: Barrier and Force Lightning

Prerequisites: Order Group: Force Sensitives and Rank: Equite 3

2015/11/12 / 2021/12/16
Built Bridges Chosen Skill Feat

Preferring to build bridges instead of burning them, The character has become well known for their diplomatic efforts. While addressing individuals from different groups than their own, they can use their Charm Skill in place of their Leadership Skill.

Related Skills/Powers: Charm and Leadership

Prerequisites: Rank Tier: Journeyman

2021/12/16 / 2023/11/08
Buttons are Buttons Chosen Skill Feat

As unique as different ship manufacturers try to make their vessels, at the end of the day, a shield system is a shield system, life support is life support. The character is capable of using their Operations Skill in place of their Deception Skill when attempting to blend in on an enemy ship.

Related Skills/Powers: Deception and Operations

Prerequisites: Rank Tier: Journeyman

2021/12/16 / 2023/11/08
Capital Commander I Granted Default Feat

The character is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, The character gains a +1 Skill Point increase to their Operations Skill (up to a maximum of +4).

Related Skills/Powers: Operations

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Aviator)

2024/09/25 / 2024/09/25