Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Anzati: Addictive Tendencies | Granted Default Feat |
While not all Anzati are addicted to feeding on other being’s ‘soup,’ the species as a whole has developed a tendency for being drawn to addictive substances. As a result, The character is more susceptible to persuasion or influence in a scenario that involves the potential for substance abuse or indulgence. Prerequisites: Species: Anzati |
2015/08/08 / 2024/06/04 |
Kyuzo: Gravity Power Level | Granted Default Feat |
Hailing from a planet with heavy gravity, Kyuzo evolved dense muscle fibers. As such, The character has superior reflexes on planets with standard gravity or less. Prerequisites: Species: Kyuzo |
2024/07/06 / 2024/07/06 |
Kyuzo: Respiratory | Granted Default Feat |
Kyuzo have sensitive respiratory systems, The character needs a filter mask, bandages, or some other kind of covering to protect them while in uncomfortable climates, like in the galactic standard habitable environments, otherwise they will become ill. Prerequisites: Species: Kyuzo |
2024/07/06 / 2024/07/07 |
Embrace The Light | Granted Default Feat |
Bolstered by their connection to the Light, all Lightbringers train to steel themselves against the darkness. The character has developed an increased resistance against Force Powers typically associated with the Dark Side (Darkness, Force Lightning, Rage, Slow, Suppression, Terror). Prerequisites: Faction: The Lightbringers |
2022/04/28 / 2024/07/08 |
Knuckle Fists | Chosen Skill Feat |
Adept at the martial arts, The character has trained to enhance their blows with fist based weapons. The character can swap their Martial Arts Skill in place of their Miscellaneous Weapons Skill when fighting with knuckler weapons. Related Skills/Powers: Martial Arts and Miscellaneous Weapons Prerequisites: Rank: Journeyman 4 |
2024/07/07 / 2024/07/08 |
Zeltron: Sun's Getting Real Low | Granted Default Feat |
The galaxy has concluded that on some level Zeltrons use a form of pheromones to make themselves more likable and calm those around them. While they have no control over this effect, it allows The character to more easily interact with others. As a result, they are better at defusing situations either through Charm or Deception. Related Skills/Powers: Charm and Deception Prerequisites: Species: Zeltron |
2014/01/09 / 2024/07/11 |
Cragmoloid: Pachyderm's Promise | Granted Default Feat |
Being a proud, honorable people, Cragmoloids have an innate dislike of deception with a high value placed upon keeping their word. As such, The character has a strong inclination to honor their promises once made, to the best of their ability. Prerequisites: Species: Cragmoloid |
2024/07/15 / 2024/07/15 |
Cragmoloid: Away From The Herd | Chosen Default Feat |
Cragmoloid society was organized into clans, with a tight bond between family, such that they were prone to depression when separated. The character is prone to bouts of sadness when separated from their "people", be them other Cragmoloids or close friends. Prerequisites: Species: Cragmoloid |
2024/07/15 / 2024/07/15 |
Digital Defusal | Chosen Skill Feat |
Explosives can get complicated. More than a mere detonator and payload, many explosive devices come with robust wiring and computer systems to manage just when, and how they go off. The character can use their Slicing Skill in place of their Explosives Skill when attempting to disarm a complicated explosive device. Related Skills/Powers: Explosives and Slicing Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2024/07/21 |
There's Always A Bigger Fish | Chosen Skill Feat |
The character has spent a significant amount of time in space on the bridge of capital ships, and is able to use the knowledge they have gained in Capital Ship Operations to be able and pilot capital ships. The character may use their Operations Skill in place of Piloting when piloting ships of Corvette classification or larger. Related Skills/Powers: Operations and Piloting Prerequisites: Rank: Equite 3 |
2024/08/29 / 2024/08/29 |
Well Trained I | Granted Default Feat |
The character has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a Domesticated Creature that do not trigger for hours, or require long distances to accomplish. (Creature must be cited in Loadout Description) Related Skills/Powers: Creature Handling Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Ninja) |
2024/09/25 / 2024/09/25 |
Well Trained II | Granted Default Feat |
The character reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a Domesticated or Tameable Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. (Creature must be cited in Loadout Description) Related Skills/Powers: Creature Handling Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Ninja) |
2024/09/25 / 2024/09/25 |
Well Trained III | Granted Default Feat |
The character has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a Domesticated or Tameable Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. (Creature must be cited in Loadout Description) Related Skills/Powers: Creature Handling Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Ninja) |
2024/09/25 / 2024/09/25 |
Creature Speaker I | Granted Default Feat |
The character is no stranger to harsh environments and the creatures that call them home. The character gains a +1 Skill Point bonus to Survival Skill when they are out and interacting with wild creatures (up to a maximum of +4). Related Skills/Powers: Creature Handling and Survival Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Locked Discipline |
2024/09/25 / 2024/09/25 |
Creature Speaker II | Granted Default Feat |
The character is well-trained in handling harsh environments, and the creatures that call them home. The character gains a +1 Skill Point bonus to Survival Skill when they are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of their Creature Handling Skill. Related Skills/Powers: Creature Handling and Survival Prerequisites: Rank Tier: Equite (exact) and Discipline: Locked Discipline |
2024/09/25 / 2024/09/25 |
Creature Speaker III | Granted Default Feat |
A master of wildlife, The character knows how to handle the creatures that call the wilderness home. The character gains a +2 Skill Point bonus to Survival Skill when they are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of their Creature Handling Skill. Related Skills/Powers: Creature Handling and Survival Prerequisites: Rank Tier: Elder and Discipline: Locked Discipline |
2024/09/25 / 2024/09/25 |
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 |
Beast Mode I | Granted Default Feat |
Working with animals has led The character to discover the ability to channel some addition Force energy to bolster their creatures. can use Amplification on their beast at twice the energy to use it for half the effect. Related Skills/Powers: Amplification and Creature Control Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Kyatarun Dragoon) |
2024/09/25 / 2024/09/25 |