Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Well Read | Chosen Skill Feat |
The character has studied the fundamentals of combat beyond just the practical and into the theoretical. While in combat they can use this theoretical knowledge to gain a +1 Skill point bonus to their Intellect Skill (up to a maximum of +5). Related Skills/Powers: Intellect Prerequisites: Trophy: Pays to Critique, level 3 |
2023/04/19 / 2023/05/07 |
We Are Legion II | Chosen Force Feat |
The character can spread his Creature Control power to two or more creatures with scaled focus and concentration respective to the type of creatures. Related Skills/Powers: Creature Control Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite |
2021/12/16 / 2021/12/16 |
We Are Legion I | Chosen Force Feat |
The character can spread his Creature Control power to two creatures with scaled focus and concentration respective to the type of creatures. Related Skills/Powers: Creature Control Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2013/08/17 / 2021/12/16 |
War Hero | Chosen Skill Feat |
The character is a veteran of well known wars or conflicts and can leverage their name, alias, or title alone to convince doubters to follow their vision or strategy. The character gets a +1 Skill Point bonus their Leadership Skill when motivating new or doubtful troops to follow orders (to a maximum of +5). Related Skills/Powers: Leadership Prerequisites: Rank: Equite 2 |
2015/08/09 / 2021/12/16 |
Walk Like An Ewok | Chosen Skill Feat |
The character has trained to stay alive in the wilderness, to live off the land, utilize nature's bounteous gifts. When utilizing items found in nature to use makeshift weaponry, The character can use their Survival Skill in place of their Miscellaneous Weapons Skill. Related Skills/Powers: Miscellaneous Weapons and Survival Prerequisites: Rank Tier: Novitiate |
2021/12/16 / 2021/12/16 |
Use The Force, Luke II | Chosen Force Feat |
The character can, while operating their starfighter, reach out with the Force and manipulate matter with their Telekinesis ability. With limited focus, they can not only alter the trajectory of a large projectile weapons (rockets, torpedoes) off its natural trajectory guiding it to hit specific targets, but also that of space debris, shrapnel, and even to close hull breaches. Related Skills/Powers: Piloting and Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2015/08/09 / 2021/12/17 |
Use The Force, Luke I | Chosen Force Feat |
The character can, while operating their starfighter, reach out with the Force and manipulate matter with their Telekinesis ability. While focused, they can alter trajectory of a single large projectile weapon (rockets, torpedoes) off its natural trajectory and guide it into a narrow or hard to hit opening. Related Skills/Powers: Piloting and Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact) |
2021/12/16 / 2021/12/16 |
Unyielding Defense | Chosen Skill Feat |
The character knows that often the best offense is a good defense. They know where to dig their trenches, where to hide their capitol vessels, and know how to dismantle the most ferocious offensive. When planning a defensive measure, The character gets a +1 Skill Point bonus to their Tactics Skill (to a maximum of +5). Related Skills/Powers: Tactics Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Unrelenting Offensive | Chosen Skill Feat |
The character knows its best to strike while the iron is hot, and life has taught them one thing; the best defense is a good offense. They know how to probe a foe’s fortifications, target the gaps in an enemy fleet, and, of course, that overwhelming numbers is the key to every victory. When planning an offensive measure, The character gets a +1 Skill Point bonus to their Tactics Skill (to a maximum of +5). Related Skills/Powers: Tactics Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Unoperations | Chosen Skill Feat |
The character knows not only how to keep a ship operational, but how to exploit points of failure. The character can use their Operations Skill to effectively disable an enemy ship's systems if they have access to a console on the ship. Related Skills/Powers: Operations Prerequisites: Rank: Equite 3 |
2021/12/16 / 2021/12/16 |
Unarmed Specialist III | Granted Default Feat |
Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, The character gains a +1 Skill Point bonus to their Stamina, Athletics and Resolve skills (up to a maximum of +5). Related Skills/Powers: Athletics, Martial Arts, Resolve, and Stamina Prerequisites: Rank Tier: Elder and Discipline: Locked Discipline |
2024/09/25 / 2024/09/25 |
Unarmed Specialist II | Granted Default Feat |
The character's martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, The character gains a +1 Skill Point bonus to their Stamina and Athletics Skills (up to a maximum of +5). Related Skills/Powers: Athletics, Martial Arts, and Stamina Prerequisites: Rank Tier: Equite (exact) and Discipline: Locked Discipline |
2024/09/25 / 2024/09/25 |
Unarmed Specialist I | Granted Default Feat |
Across many training sessions The character has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to their Stamina Skill while using their preferred form (up to a maximum of +4). Related Skills/Powers: Martial Arts and Stamina Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Locked Discipline |
2024/09/25 / 2024/09/25 |
True Colors | Chosen Skill Feat |
The character can replace their Perception Skill with their Charm Skill to see through an act of deception by picking up on intent rather than investigative clues. This requires concentration, making it difficult to employ in combat. Related Skills/Powers: Charm and Perception Prerequisites: Rank: Journeyman 4 |
2015/08/09 / 2023/11/08 |
Tricky Tinkerer | Chosen Skill Feat |
Taking inspiration from the Ewoks, The character has come to learn one can craft all manner of traps and ambush points with even the most basic of items. They gets a +1 Skill Point bonus to their Crafting Skill when crafting things for ambushes and traps (to a maximum of +5). Related Skills/Powers: Crafting Prerequisites: Rank Tier: Novitiate |
2021/12/16 / 2021/12/16 |
Trick Shots | Chosen Skill Feat |
When using a ranged weapon such as a Blaster, Slugthrower, or Throwing Knives, The character can calculate bullet or bolt trajectories with a mixture of spatial awareness, a general knowledge of projectile physics, and instinct. They can take advantage of tricks such as ricocheting or reflecting shots around corners or obstacles when the situation calls for it. Related Skills/Powers: Blasters and Slugthrowers Prerequisites: Rank Tier: Equite |
2013/08/17 / 2021/12/16 |
Trakata | Chosen Force Feat |
The character has mastered the ability to incorporate the principles of Trakata into their Lightsaber Form. This involves the subtle nuances of activating and deactivating their lightsaber blade in the heart of combat at key tactical moments. Usually dismissed by saberist as a gimmick, a true Trakata user knows how to compensate for the split-seconds of vulnerability that the risky technique carries with skill and precision. Related Skills/Powers: Lightsaber Prerequisites: Rank: Equite 4 |
2015/10/07 / 2021/12/16 |
To The Pain | Chosen Skill Feat |
The character has the ability to, even while crippled or fatigued, use their Deception Skill to mask their injuries for a short period of time and deliver an appropriate bluff, hiding their injured or debilitated area. Related Skills/Powers: Deception Prerequisites: Rank Tier: Equite |
2013/08/17 / 2023/11/08 |
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) or (Rank Tier: Elder and Discipline: Mandaboo) |
2016/08/02 / 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) or (Rank Tier: Equite (exact) and Discipline: Mandaboo) |
2016/08/02 / 2021/12/21 |