Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Just A Flesh Wound I | Chosen Skill Feat |
The character is almost completely self-sufficient, and may use their Survival Skill in place of their Medicine Skill to treat their injuries by utilizing whatever materials are available. Related Skills/Powers: Medicine and Survival Prerequisites: Rank Tier: Novitiate (exact) |
2013/08/11 / 2023/03/13 |
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 |
Channel III | Granted Default Feat |
Leveraging a deep connection with the Force, The character can draw energy from the Living Force around them and fuse it with their own. With this new energy, The character can revitalize their own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat. Related Skills/Powers: Resolve Prerequisites: Rank Tier: Elder and Discipline: Arcanist |
2013/08/10 / 2021/12/21 |
Channel II | Granted Default Feat |
The character can effortlessly pull energy from the Living Force to refill their own energy reserves. The character can do this in between combat skirmishes, but still requires a moment or two to restore themself. Related Skills/Powers: Resolve Prerequisites: Rank Tier: Equite (exact) and Discipline: Arcanist |
2013/08/10 / 2021/12/21 |
Channel I | Granted Default Feat |
Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill their own energy reserves. If The character is allowed to maintain this concentration for more than a few moments, they can reuse Force Powers which normally require significant rest without penalty. Related Skills/Powers: Resolve Prerequisites: Discipline: Arcanist and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 |
Battlefield Awareness III | Granted Default Feat |
Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. The character can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, they can track not only close-quarter attacks, but long range ones as well within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: Discipline: Marauder and Rank Tier: Elder |
2013/08/10 / 2022/06/25 |
Battlefield Awareness II | Granted Default Feat |
Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and The character is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within their immediate vicinity. Once tagged, The character can better handle attacks from multiple opponents at the same time within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: Discipline: Marauder and Rank Tier: Equite (exact) |
2013/08/10 / 2021/12/21 |
Battlefield Awareness I | Granted Default Feat |
Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, The character focuses in on the ambient Force of their surroundings to tap into and intuitively perceive the flow of battle. The character can track the relative position of a handful of enemy targets within their immediate vicinity whether they are in their line of sight or not. Once a target is flagged, The character can better handle engaging two opponents within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: Discipline: Marauder and Rank Tier: Journeyman (exact) |
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: Rank Tier: Elder and Discipline: Juggernaut |
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: Discipline: Juggernaut and Rank Tier: Equite (exact) |
2013/08/10 / 2021/12/21 |
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: Discipline: Juggernaut and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 |
Iron Pillar III | Granted Default Feat |
An Elder Juggernaut is seldom knocked off their feet, even when they is not able to plant them. The character can momentarily steel their body at will like a sheet of Mandalorian Iron in order to prevent themself from being staggered, knocked back, or thrown off their feet otherwise. Related Skills/Powers: Might and Stamina Prerequisites: Discipline: Juggernaut and Rank Tier: Elder |
2013/08/10 / 2021/12/21 |
Iron Pillar II | Granted Default Feat |
The Juggernaut has learned to more quickly harden their body with the Force. As long as The character has their feet planted, they only need partial concentration to momentarily steel their body against impact to prevent themself from being staggered, knocked back, or thrown off their feet otherwise. Related Skills/Powers: Might and Stamina Prerequisites: Discipline: Juggernaut and Rank Tier: Equite (exact) |
2013/08/10 / 2021/12/21 |
Iron Pillar I | Granted Default Feat |
Juggernauts know how to take a hit better than most. The character can dig their heels into the ground and, with full concentration, momentarily steel their body against impact to prevent themself from being staggered, knocked back, or thrown off their feet otherwise. Related Skills/Powers: Might and Stamina Prerequisites: Discipline: Juggernaut and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 |
Battle Haste III | Granted Default Feat |
An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. The character’s alacrity, even in the chaos of battle, is rivaled by none. Their strikes are not only quick but deadly accurate. As one foe falls, they is already focused on their next kill. The character no longer feels any side effects of using this ability, and has even learned to store the haste in reserve to seamlessly accelerate back to their peak at a moment’s notice. Related Skills/Powers: Athletics Prerequisites: Discipline: Marauder and Rank Tier: Elder |
2013/08/10 / 2021/12/21 |
Battle Haste II | Granted Default Feat |
The frenzy of battle drives The character into a willing fury that they has learned to harness. Their rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike more swiftly and more accurately. Related Skills/Powers: Athletics Prerequisites: Rank Tier: Equite (exact) and Discipline: Marauder |
2013/08/10 / 2021/12/21 |
Battle Haste I | Granted Default Feat |
Marauders feed on the energy of combat. With every strike of their weapon, The character’s adrenaline flares and augments their Athletics skill. As they continues to fight, their swings become faster, their movements accelerating as attacks string together. The use of raw emotion takes away from The character’s accuracy, and when the battle pauses or comes to an end they experiences temporary fatigue as they come down from a battle-high. Related Skills/Powers: Athletics Prerequisites: Discipline: Marauder and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 |
Faceless III | Granted Default Feat |
A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s minimal concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: Discipline: Shadow and Rank Tier: Elder |
2013/08/10 / 2021/12/21 |
Faceless II | Granted Default Feat |
A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s partial concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: Discipline: Shadow and Rank Tier: Equite (exact) |
2013/08/10 / 2021/12/21 |
Faceless I | Granted Default Feat |
A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s full concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: Discipline: Shadow and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 |