Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Force Drain III | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes half as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/17 |
Force Drain II | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes just as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Force Drain I | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes twice as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Journeyman (exact) and Order Group: Force Sensitives |
2020/01/22 / 2021/12/16 |
Force Crush II | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to instantly crush a stationary target from all directions, compacting the target into a tight ball. This can be fatal if crushed to the extreme. This power is somewhat draining. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Elder 4 |
2021/12/16 / 2023/04/06 |
Force Crush I | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to near instantaneously crush a stationary target from all directions beyond the capacity of what is normal, as if compacting them into a ball. This causes immense damage, but on its own is non-fatal. The power is tremendously draining. Related Skills/Powers: Telekinesis Prerequisites: Rank Tier: Elder (exact) and Order Group: Force Sensitives |
2021/12/16 / 2023/04/06 |
Fly Casual III | Granted Default Feat |
The character has been in countless deals, cons, and gambits of every flavor. They gain a +2 Skill Point bonus to Deception when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +5). The character is unfazed by the various species, cultures, and gangs and can use their experience alone to adapt effortlessly to unseen variables. Related Skills/Powers: Deception Prerequisites: Rank Tier: Elder and Discipline: Scoundrel |
2016/08/02 / 2023/11/17 |
Fly Casual II | Granted Default Feat |
The character has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. They gain a +1 Skill Point bonus to their Deception when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). The character is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results. Related Skills/Powers: Deception Prerequisites: Rank Tier: Equite (exact) and Discipline: Scoundrel |
2016/08/02 / 2023/11/17 |
Fly Casual I | Granted Default Feat |
The character has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. They gain a +1 Skill Point bonus to their Deception Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). The character can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. Related Skills/Powers: Deception Prerequisites: Discipline: Scoundrel and Rank Tier: Journeyman (exact) |
2016/08/02 / 2023/11/17 |
Flex This Hard | Chosen Skill Feat |
The character has physically conditioned themself to the point that a mere flex of their musculature is enough to deter untrained opponents. The character may use their Might Skill in place of their Intimidation Skill when leveraging their strength to deter an opponent. Related Skills/Powers: Might Prerequisites: Rank Tier: Novitiate |
2021/12/16 / 2021/12/16 |
Firrerreo: The Animal in Me | Granted Default Feat |
Firrerreo are an instinctually wild and feral race. When not willfully preventing it, The character is prone to animal-like behaviors ranging from deep throaty growls, snarls, the baring of teeth, and even keening in grief. These tendencies lead many races to consider Firrerreo to be dangerous. Prerequisites: Species: Firrerreo |
2021/10/14 / 2021/12/16 |
Firrerreo: Predatory Nature | Granted Default Feat |
Firrerreo are natural endurance hunters. As a result of their rapid healing, The character can recover in minutes from most minor wounds at the cost of energy, allowing them to outlast their target. Prerequisites: Species: Firrerreo |
2021/10/14 / 2021/12/16 |
Field Triage III | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with moderate injuries including life threatening trauma and severed limbs. Related Skills/Powers: Control Self and Healing Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Field Triage II | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with moderate injuries including deep cuts and broken bones. Related Skills/Powers: Control Self and Healing Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Field Triage I | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with mild cuts, bruises, and cracked bones. Related Skills/Powers: Control Self and Healing Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2015/08/09 / 2021/12/16 |
Feeorin: Well Aged | Granted Default Feat |
Due to their unique metabolism and biological makeup, Feeorin stand out from other denizens of the galaxy, remaining in prime physical condition for most of their long lives. The character does not suffer from the effects of aging past the point of maturity. Prerequisites: Species: Feeorin |
2021/11/17 / 2021/12/16 |
Feeorin: Hot-Blooded | Granted Default Feat |
The Feeorin are known to be quick to anger and to place needs of their own above others. The character knows that they can rely on other Feeorin to help them, just as they would readily help in turn. While this helps them in Feeorin society, it also leads to them being seen as standoffish and cold to the rest of the galaxy. Prerequisites: Species: Feeorin |
2021/11/17 / 2021/12/16 |
Fed Troops Happy Troops | Chosen Skill Feat |
The character understands that leadership is not all about rousing speeches on the front line, and has excellent attention to detail when it comes to commanding military units. As a result, they gets a +1 Skill Point bonus to their Leadership Skill when managing logistics such as supply lines, communication channels and recruitment (to a maximum of +5). Related Skills/Powers: Leadership Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2021/12/16 |
Fear Will Keep Them In Line | Chosen Skill Feat |
The character has become adept at using fear and threats in diplomatic discussions. They may use their Intimidation Skill in place of their Charm Skill when engaging in the act of a negotiation. Related Skills/Powers: Charm and Intimidation Prerequisites: Rank Tier: Novitiate |
2013/08/11 / 2023/11/08 |
Familiar Steel | Chosen Skill Feat |
The character has trained vigorously with their specific melee weapon of choice, and suffers no penalty when wielding a pair of their favored weapon type. This allows The character to use their Dual Wielding Skill at the same level as their Weapon Skill when brandishing a pair of their favored melee weapons. (The favored weapon must be cited in Loadout Description) Related Skills/Powers: Bladed Weapons, Blunt Weapons, Dual Wielding, Lightsaber, and Miscellaneous Weapons Prerequisites: Rank: Journeyman 4 |
2013/08/17 / 2023/11/13 |
False Cloak | Chosen Force Feat |
The character has learned to shed their concealing Force Cloak behind them, leaving it just ever so slightly out of pure invisibility. While maintaining concentration they can leave this subtly noticeable print of their person in place, as a suitable distraction for others to find. Related Skills/Powers: Force Cloak Prerequisites: Rank: Equite 3 and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |