Character Sheet Reference

Displaying feats 381 - 400 of 578 in total
Feat Type / Location Description Created / Updated
Pau'an: Born To Lead Granted Default Feat

Pau'an society is centered around leadership and management. As a result of their integration with the labor cultures of Utapau, they are often exposed to leadership at a young age. The character naturally gravitates towards leadership roles, and often has difficulty following the lead of those they find less experienced.

Prerequisites: Species: Pau'an

2016/02/24 / 2021/12/16
Pau'an: I Heard That Granted Default Feat

Like all Pau'an, The character possesses hypersensitive hearing that affects all members of their race. Without their protective ear-disks, they will be subjected to discomfort, pain and disorientation around loud noises. However, this does give The character a unique ability to track sounds to their specific locations, giving them an almost preternatural sense of direction and tracking with conventional-level noises.

Prerequisites: Species: Pau'an

2016/02/24 / 2021/12/16
Pay No Attention To The Man Behind The Curtain Chosen Force Feat

The character knows how to put a dramatic flare on their projections. When using Illusion, they can expand their influence to a broader audience than normal, making it easier to fool small crowds.

Related Skills/Powers: Illusion

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

2013/08/17 / 2021/12/16
Petranaki Chosen Skill Feat

The gladiator's art of Petranaki was developed in the arenas of Geonosis where fighters in the beast pits learned to adapt to whatever they could find to survive. When an improvised weapon is required to fight an enemy—such as using a broken bar stool leg as a club—The character can substitute the relevant Weapon Skill with their Martial Arts Skill.

Related Skills/Powers: Martial Arts

Prerequisites: Rank Tier: Journeyman

2016/05/21 / 2023/08/10
Pistol-cuffs Chosen Skill Feat

The character has chosen the questionable tactic of using their pistol as a up-close-and-personal weapon when in close proximity to their opponent. The character can replace their Blunt Weapons Skill with their Blaster or Slugthrower Skills when using their blaster or slugthrower as a melee weapon during close combat.

Related Skills/Powers: Blasters, Blunt Weapons, and Slugthrowers

Prerequisites: Rank Tier: Journeyman

2015/08/09 / 2021/12/16
Plasma Manipulation I Chosen Force Feat

The character has studied the nuances involved in even the most complex application of Telekinesis. As such, they are able to devote partial concentration to locking a single plasma-based projectile in place. The bolt will remain stationary, suspended mid-motion, until The character releases it or loses concentration. Once free, the projectile will continue on its original path.

Related Skills/Powers: Telekinesis

Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives

2017/02/11 / 2023/12/22
Plasma Manipulation II Chosen Force Feat

With further training, The character has moved beyond the ability to merely hold a blaster bolt in place with Telekinesis. Now, they can deflect and bounce blaster bolts that come towards them with a simple handle gesture.

Related Skills/Powers: Telekinesis

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

2023/12/22 / 2023/12/22
Poison Weapons Chosen Skill Feat

The character is skilled in coating their weapons with poison and has trained to use them effectively in combat without fear of accidentally poisoning themself.

Related Skills/Powers: Bladed Weapons and Miscellaneous Weapons

Prerequisites: Rank: Journeyman 4

2015/08/09 / 2021/12/16
Precise Slice Chosen Skill Feat

The character has trained specifically to look for the weak spots in their enemy armor. Focusing on the softer portions of an enemy's defenses, they gets a +1 Skill Point bonus to their Bladed Weapons Skill or Lightsaber Skill when attempting to strike the less defended areas of an enemy's armor (to a maximum of +5).

Related Skills/Powers: Bladed Weapons and Lightsaber

Prerequisites: Rank: Equite 4

2021/12/16 / 2023/08/10
Presentiment I Granted Default Feat

The character’s sympathetic connection with all things linked within the Living Foce 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)

2024/10/01 / 2024/10/01
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)

2024/10/01 / 2024/10/01
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)

2024/10/01 / 2024/10/01
Prestidigitation Chosen Force Feat

The character is well practiced in the art of minor illusions. A flash of sparks, quick sound effects, and small illusory items are among the many tricks up their sleeve. For the purpose of conjuring these parlor trickesque illusions, The character gets a +1 Skill Point bonus to their Illusion Skill (to a maximum of +5).

Related Skills/Powers: Illusion

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

2021/12/16 / 2021/12/16
Primal Bond I Granted Default Feat

The character's affinity for reaching out to the minds of animals has been honed. They gains a +1 Skill Point bonus to their Creature Control power when handling any creature they find (up to a maximum of +4).

Related Skills/Powers: Creature Control

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

2024/09/25 / 2024/09/25
Primal Bond II Granted Default Feat

The character's natural draw to creatures has strengthed their ability to reach out to the minds of animals. They gains a +1 Skill Point bonus to their Creature Control power when handling any creature they find (up to a maximum of +5).

Related Skills/Powers: Creature Control

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

2024/09/25 / 2024/09/25
Primal Bond III Granted Default Feat

The character's mastery of touching the minds of creatures has strengthed to an extreme level. They gains a +2 Skill Point bonus to their Creature Control power when handling any creature they find (up to a maximum of +5).

Related Skills/Powers: Creature Control

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

2024/09/25 / 2024/09/25
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)

2021/12/16 / 2024/01/30
Primed II Granted Default Feat

With further training, The character has learned to be more effective in their Force usage. In the frenzy of battle The character can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, The character still experiences a temporary fatigue. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Darkness.

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

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Sorcerer) or (Rank Tier: Equite (exact) and Discipline: Balance Bringer)

2021/12/16 / 2024/01/30
Primed III Granted Default Feat

An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. The character can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Darkness.

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

Prerequisites: (Rank Tier: Elder and Discipline: Sorcerer) or (Rank Tier: Elder and Discipline: Balance Bringer)

2021/12/16 / 2024/01/30
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