Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Stun I | Chosen Force Feat |
The character can use their Slow ability to overwhelm a target's motor functions and cause them to become temporarily stunned in place. This staggering effect is short-lived, but requires no concentration beyond the initial strike. Related Skills/Powers: Slow Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2015/08/09 / 2021/12/16 |
Stun II | Chosen Force Feat |
The character has advanced their skill with Slow, allowing them to not only overwhelm a target's motor functions and cause them to become temporarily stunned in place, but also use the power to fully freeze the intended target in place in a near-catatonic state at the cost of complete focus and concentration, regardless of Force Power level. All joints are locked for the duration, with the target remaining in the exact position as when Slow took effect. Related Skills/Powers: Slow Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite |
2015/08/09 / 2022/01/28 |
Sullustan: It's This Way! | Granted Default Feat |
Having adapted to living in a subterranean homeworld, The character has the innate sense of direction that seems to come naturally to Sullustans. The character has a habit of picking the right direction even when in uncharted territory, and can recall previous locations they has visited with intuitive ease. Prerequisites: Species: Sullustan |
2016/02/16 / 2021/12/16 |
Sullustan: My Own Eyes | Granted Default Feat |
The character prefers to get their information from first hand sources that can be verified with their own eyes. This skepticism makes it harder for them to trust reports from both friends and allies alike to the point where The character will put themself in harm's way to confirm the information. Prerequisites: Species: Sullustan |
2016/02/16 / 2021/12/16 |
Surge I | Granted Default Feat |
Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As The character’s adrenaline surges with every hit they land or take, they can begin to augment their Stamina to +1 Skill Point higher, as long as they are actively engaged in direct combat and focused solely on feats that utilize their Might or Athletics ability (to a maximum of +4). When a lull in combat presents itself, The character will immediately lose their stamina boost, but suffer no penalty. Related Skills/Powers: Stamina Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Juggernaut) or (Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Paladin) or (Rank Tier: Journeyman (exact) and Discipline: The Ronin) or (Rank Tier: Journeyman (exact) and Discipline: Titan of Kyataru) or (Rank Tier: Journeyman (exact) and Discipline: Taldryan Obelisk) or (Rank Tier: Journeyman (exact) and Discipline: Matukai Adept) |
2013/08/10 / 2021/12/21 |
Surge II | Granted Default Feat |
As The character’s adrenaline surges with the song of battle or strife, they can now augment their Stamina to +1 Skill Point higher as long as they remains actively engaged in various forms of combat (to a maximum of +5). When a lull in combat presents itself, The character no longer immediately loses their stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty. Related Skills/Powers: Stamina Prerequisites: (Rank Tier: Equite (exact) and Discipline: Juggernaut) or (Rank Tier: Equite (exact) and Discipline: Paladin) or (Rank Tier: Equite (exact) and Discipline: The Ronin) or (Rank Tier: Equite (exact) and Discipline: Titan of Kyataru) or (Rank Tier: Equite (exact) and Discipline: Taldryan Obelisk) or (Rank Tier: Equite (exact) and Discipline: Matukai Adept) |
2013/08/10 / 2021/12/21 |
Surge III | Granted Default Feat |
They say an an Elder Juggernaut never rests when there is still a battle to be fought. The character can effortlessly elevate their Stamina to +2 Skill Point higher, even when not actively engaged in combat and with little focus (to a maximum of +5). Lulls in combat pose no obstacle, and The character typically needs to be killed or rendered unconscious to end the effect. Related Skills/Powers: Stamina Prerequisites: (Discipline: Juggernaut and Rank Tier: Elder) or (Discipline: Paladin and Rank Tier: Elder) or (Rank Tier: Elder and Discipline: The Ronin) or (Rank Tier: Elder and Discipline: Titan of Kyataru) or (Rank Tier: Elder and Discipline: Taldryan Obelisk) or (Rank Tier: Elder and Discipline: Matukai Adept) |
2013/08/10 / 2021/12/21 |
Synergy I | Granted Default Feat |
As a Journeyman, The character has learned to extend the effects of their defensive Force powers to a single ally within close proximity. The character can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as their full concentration is dedicated to the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier. Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Defender |
2015/08/09 / 2021/12/21 |
Synergy II | Granted Default Feat |
The character can more readily extend the effects of their defensive Force powers to a small team of allies within close proximity. they can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as they are concentrating on the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier. Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing Prerequisites: Rank Tier: Equite (exact) and Discipline: Defender |
2015/08/09 / 2021/12/21 |
Synergy III | Granted Default Feat |
The character can instantly extend the effects of their defensive Force powers to a small team of allies within close proximity. they can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as they are concentrating on the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier. Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing Prerequisites: Rank Tier: Elder and Discipline: Defender |
2015/08/09 / 2021/12/21 |
Tactical Positioning | Chosen Skill Feat |
The character is experienced in fighting multiple opponents in melee combat, and has developed a knack for positioning themselves to fight one at a time. They gets a +1 Skill Point bonus to their Athletics Skill when moving around the battlefield to keep their opponents in a line in front of them (to a maximum of +5). Related Skills/Powers: Athletics Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Take My Shimmer I | Chosen Force Feat |
The character has learned to place their Force Cloak on another person. Both The character and the target individual must remain stationary, but do not need to be in immediate proximity to each other, only within eyesight. Related Skills/Powers: Force Cloak Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Take My Shimmer II | Chosen Force Feat |
The character has learned to place their Force Cloak on another person. The target individual must remain stationary, but The character can move as long as they maintain concentration on the cloak. They only must be in eyesight while starting the cloak, and can be separated completely as long as concentration is maintained. Related Skills/Powers: Force Cloak Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/17 |
Technocrat | Granted Default Feat |
As a member of The Technocratic Guild, The character has had their body enhanced with cybernetic implants. As a result, some might consider them no longer entirely human. These enhancements increase their base Athletics, Might, and Stamina skills by +1. Related Skills/Powers: Athletics, Might, and Stamina Prerequisites: Faction: The Technocratic Guild |
2017/09/28 / 2021/12/16 |
Telekinetic Combat I | Chosen Force Feat |
The character can take control over weapons or objects with their Telekinesis and use them effectively in combat as remote weapons. The weapons' effectiveness is based on The character's Skill level in the controlled weapon type. This usage requires hand gestures to act as focus guides for the invisible hands that are 'using' the weapons. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Elder 1 (exact) |
2013/08/12 / 2021/12/30 |
Telekinetic Combat II | Chosen Force Feat |
A master of the Force, The character can control weaponry with their Telekinesis alone, without the need for hand gestures or concentrated focus. This allows The character to fight while maintaining control over the telekinetic combat. The effectiveness of the controlled weapons is still dependant on The character's skill level in that weapons' type. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Elder 2 |
2015/08/09 / 2021/12/16 |
Telekinetic Strike I | Chosen Force Feat |
The character can focus their Telekinesis into a directional attack that mirrors an invisible, powerful cross-punch that goes beyond a simple Force push or shove, but requires a gesture regardless of skill. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 3 (exact) |
2015/08/09 / 2021/12/16 |
Telekinetic Strike II | Chosen Force Feat |
The character can further specialize their Telekinetic power. In addition to creating a direction punching like attack, they can slam an open hand on the ground to release a small detonation of telekinetic wave of energy. Foes within immediate proximity to The character are staggered from either attack. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2015/08/09 / 2021/12/16 |
Telekinetic Strike III | Chosen Force Feat |
The character can further specialize their Telekinetic power. The character can create both a directional punching like attack, as well as they can slam an open hand on the ground to release a small detonation of telekinetic wave of energy. Foes within immediate proximity to The character are knocked back from either attack and those within one meter are staggered. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite |
2013/08/13 / 2021/12/16 |
Tempest | Chosen Force Feat |
With power only a Grand Master could ever hope to wield, The character can unleash a full storm of Force Lightning at a distance. The character can even amplify their Force Lightning with enough power to take down a starfighter or shuttle overhead. Related Skills/Powers: Force Lightning Prerequisites: Order Group: Force Sensitives and Rank: Elder 4 |
2015/08/09 / 2021/12/16 |