Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Mad Scientist I | Granted Default Feat |
A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +1 Skill Point bonus to their Medicine Skill (up to a maximum of +4). Related Skills/Powers: Medicine Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Locked Discipline |
2024/10/01 / 2024/10/01 |
Mad Scientist III | Granted Default Feat |
A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +2 Skill Point bonus to their Medicine Skill and +1 Skill Point bonus to their Mechanics Skill (up to a maximum of +5). Related Skills/Powers: Mechanics and Medicine Prerequisites: Rank Tier: Elder and Discipline: Locked Discipline |
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) or (Rank Tier: Equite (exact) and Discipline: Force Prophet) |
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) or (Rank Tier: Elder and Discipline: Force Prophet) |
2024/10/01 / 2024/10/01 |
Mad Scientist II | Granted Default Feat |
A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +1 Skill Point bonus to their Medicine and Mechanics Skills (up to a maximum of +5). Related Skills/Powers: Mechanics and Medicine Prerequisites: Rank Tier: Equite (exact) and Discipline: Locked Discipline |
2024/10/01 / 2024/10/01 |
Arcane Shield III | Granted Default Feat |
The character can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Force Lightning, Stun, explosives, or blaster fire without losing concentration. Related Skills/Powers: Force Lightning Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Force Lord) or (Rank Tier: Elder and Discipline: Deathsworn) or (Rank Tier: Elder and Discipline: The Chronarch) or (Rank Tier: Elder and Discipline: Jedi Peacemaker) |
2024/09/25 / 2024/10/22 |
Deflection Specialist III | Granted Default Feat |
The character has mastered the art of deflecting blaster weapons. The character can deflect long torrents of fire from rapid-fire blaster weapons with their bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy). Related Skills/Powers: Bladed Weapons and Blunt Weapons Prerequisites: Rank Tier: Elder and Discipline: Locked Discipline |
2024/09/25 / 2024/10/22 |
Deflection Specialist II | Granted Default Feat |
The character has furthered their training in deflecting blaster weapons. The character can deflect short flurries of blaster fire with their bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy). Related Skills/Powers: Bladed Weapons and Blunt Weapons Prerequisites: Rank Tier: Equite (exact) and Discipline: Locked Discipline |
2024/09/25 / 2024/10/22 |
Deflection Specialist I | Granted Default Feat |
The character has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. The character can use bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons. Related Skills/Powers: Bladed Weapons and Blunt Weapons Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Locked Discipline |
2024/09/25 / 2024/10/22 |
Dampen II | Chosen Force Feat |
Rather than focusing on an individual, The character has learned to project the effects of Suppression over a larger area of effect, lowering the effectiveness of Force usage from any that step into The character’s sphere of awareness. Related Skills/Powers: Suppression Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2025/02/23 |
Presentiment I | 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 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) or (Rank Tier: Journeyman (exact) and Discipline: Force Prophet) |
2024/10/01 / 2025/03/29 |
Guerilla Warfare | Chosen Skill Feat |
The character has learned how to keep to the shadows in time of conflict. While utilizing a Guerilla Warfare style, they can use their Stealth Skill in place of their Tactics Skill. Related Skills/Powers: Stealth and Tactics Prerequisites: Rank: Equite 3 |
2025/03/29 / 2025/03/29 |
Shadow Warfare | Chosen Skill Feat |
The character has trained in leading soldiers for stealth operations. They can use their Leadership Skill in place of their Stealth Skill while commanding a troop unseen strikes. Related Skills/Powers: Leadership and Stealth Prerequisites: Rank: Equite 1 |
2025/03/29 / 2025/03/29 |
Creature Sense I | Chosen Force Feat |
The character has trained to use their Sense Power along side their Creature Control, to sense and experience the world around them from the POV of their creature companion. The character can do this with Domesticated Creatures only. Related Skills/Powers: Creature Control and Sense Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2025/04/06 / 2025/04/06 |
Creature Sense II | Chosen Force Feat |
The character has trained to use their Sense Power along side their Creature Control, to sense and experience the world around them from the POV of their creature companion. The character can do this with Domesticated and Tameable Creatures only. Related Skills/Powers: Creature Control and Sense Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact) |
2025/04/06 / 2025/04/06 |
Creature Sense III | Chosen Force Feat |
The character has trained to use their Sense Power along side their Creature Control, to sense and experience the world around them from the POV of their creature companion. The character can do this with any owned creatures. Related Skills/Powers: Creature Control and Sense Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2025/04/06 / 2025/04/06 |
Dun Moch | Chosen Force Feat |
Anyone can taunt an opponent in a duel, but a master of Dun Moch knows how to take verbal insults and turn them into a deadly weapon. When incorporated into their Lightsaber Forms, The character seeks to read their opponent like an open book and erode their will to fight. With grandiose flair, displays of the Force, and precise, pinpoint verbal jabs, these insults hurled are not just words in the wind but are a sharpened blade in their own right. The character will then gamble on the openings presented in hopes of their opponent's guard slipping. Related Skills/Powers: Lightsaber Prerequisites: Rank: Equite 2 |
2015/10/07 / 2025/04/07 |
Snap Judgement | Granted Default Feat |
The character's experience in Combat Center judgments has honed their ability to notice a persons' tells. This gives The character one chance per combat to not be surprised or caught off guard by an opponent's actions/tactics. Prerequisites: Trophy: Pays to Critique, level 12 |
2023/04/19 / 2025/04/21 |