Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
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 |
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 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 |
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 |
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 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 |
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 |
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 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 |
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 |
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 |
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 |
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 |
Jar'Kai | Chosen Skill Feat |
The character is adept with Jar'Kai, an ancient martial arts technique that roughly translates to “two swords as one". The character is able to use their Martial Arts Skill in place of their Dual Wielding Skill level so long as they are wielding either two one-handed Bladed Weapons or two one-handed Lightsabers. Related Skills/Powers: Dual Wielding and Martial Arts Prerequisites: Rank Tier: Journeyman |
2016/05/21 / 2024/05/27 |
Silvertongue | Granted Default Feat |
Through long experience using words to advance the Brotherhood’s agenda, The character has come to understand that the lines between persuasion and coercion or truth and falsehoods are artificial constructs. In any situation requiring the use of Charm, Deception, or Intimidation for persuasive purposes, The character may freely substitute any of those skills for each other. Prerequisites: Trophy: Together, We Will Rule the Galaxy, level 10 |
2024/04/14 / 2024/04/14 |
You Know Who I Represent | Chosen Skill Feat |
Now known as a public representative of the Brotherhood, The character may gain an advantage when using Charm or Deception to convince others that their actions are officially sanctioned by Brotherhood leadership. Prerequisites: Trophy: Together, We Will Rule the Galaxy, level 8 |
2024/04/14 / 2024/04/14 |
I Know a Guy | Chosen Skill Feat |
Drawing on the Brotherhood's vast network of contacts throughout the galaxy, The character may meet with one of these capable contacts and attempt to barter with them in exchange for an item or service needed to help overcome a specific challenge that The character is trying to handle. Prerequisites: Trophy: Together, We Will Rule the Galaxy, level 5 |
2024/04/14 / 2024/04/14 |
It’s A “Job Creation Station” | Chosen Skill Feat |
Having learned from their experiences representing the Brotherhood to skeptical audiences, The character may gain an advantage when using Charm or Deception to put a creative spin on a situation. Prerequisites: Trophy: Together, We Will Rule the Galaxy, level 2 |
2024/04/14 / 2024/04/14 |
Deflect This | Chosen Force Feat |
While using Lightsaber-resistant weapons (Beskar, Phrik, Sith Alchemy), The character can use their relevant related Skill (Bladed, Blunt, Miscellaneous) in place of their Lightsaber Skill for the sole purpose of deflecting and redirecting incoming blaster fire. Related Skills/Powers: Bladed Weapons, Blunt Weapons, Lightsaber, and Miscellaneous Weapons Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 |
2020/01/22 / 2024/03/29 |
Golden Envoy Presence | Granted Default Feat |
The character’s experience and reputation through the Envoy Corps has given them an air of agency when acting on the Brotherhood’s behalf. The character has an advantage on either Deception, Leadership, Charm, or Intimidation when acting in the Brotherhood's interests. Related Skills/Powers: Charm, Deception, Intimidation, and Leadership Prerequisites: Trophy: You Can Certainly Try, level 11 |
2023/02/16 / 2024/03/14 |