Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
On The Trail III | Granted Default Feat |
The character has tracked down quarry from one side of the Galaxy to the other. They will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. This awareness triggers instinctively and consistently without having to rely on their Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: Rank Tier: Elder and Discipline: Hunter |
2016/08/02 / 2021/12/21 |
Fly Casual III | Granted Default Feat |
The character has been in countless deals, cons, and gambits of every flavor. They gain a +2 Skill Point bonus to Deception when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +5). The character is unfazed by the various species, cultures, and gangs and can use their experience alone to adapt effortlessly to unseen variables. Related Skills/Powers: Deception Prerequisites: (Rank Tier: Elder and Discipline: Scoundrel) or (Rank Tier: Elder and Discipline: Fence) |
2016/08/02 / 2023/11/17 |
Crystal Ascendant: Unstoppable Force | Granted Default Feat |
Crystal Ascendants have an unnatural conduit to the Force, the crystals that grow in their very body. The conduit leaves an open unending supply of Force energy for them to utilize. As such they never exhaust their Force capabilities. Related Skills/Powers: Stamina Prerequisites: Species: Crystal Ascendant |
2021/05/24 / 2021/12/16 |
Tools Of The Trade I | Granted Default Feat |
The character has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +1 Skill Point bonus to Miscellaneous Weapons Skill when they has time to prepare for a hunt (up to a maximum of +4). Related Skills/Powers: Miscellaneous Weapons Prerequisites: (Discipline: Hunter and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Mandaboo) |
2016/08/02 / 2021/12/21 |
I Can Fix That I | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is veteran enough that they gains a +1 Skill Point bonus to their Mechanics Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as they are familiar with the vessel (to a maximum of +4). Related Skills/Powers: Mechanics Prerequisites: (Discipline: Ace and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Wookiee Grease Monkey) |
2016/08/02 / 2021/12/21 |
Fly Casual II | Granted Default Feat |
The character has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. They gain a +1 Skill Point bonus to their Deception when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). The character is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results. Related Skills/Powers: Deception Prerequisites: (Rank Tier: Equite (exact) and Discipline: Scoundrel) or (Rank Tier: Equite (exact) and Discipline: Fence) |
2016/08/02 / 2023/11/17 |
Crystal Ascendant: Can't Touch This | Granted Default Feat |
Crystal Ascendants are glass canons. The crystalline growths on their body, while providing great Force capabilities, leave them very susceptible to various physical combat. To counter this, they constantly utilize Amplification to boost their speed and movements. Related Skills/Powers: Amplification and Athletics Prerequisites: Species: Crystal Ascendant |
2021/05/24 / 2021/12/16 |
Dowsing III | Granted Default Feat |
There are few places one can hide from The character. All they need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, The character can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in The character’s mind. The stronger the link to the target, the easier and stronger this ability becomes. Related Skills/Powers: Sense Prerequisites: (Rank Tier: Elder and Discipline: Arcanist) or (Rank Tier: Elder and Discipline: Jedi Operative) or (Rank Tier: Elder and Discipline: Force Sleuth) |
2015/08/09 / 2023/12/13 |
Checkmate I | Granted Default Feat |
The character has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants them a +1 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary (to a maximum of +4). Related Skills/Powers: Intellect Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Director) or (Rank Tier: Journeyman (exact) and Discipline: The Doctor) or (Rank Tier: Journeyman (exact) and Discipline: Fence) or (Rank Tier: Journeyman (exact) and Discipline: Keen Intellectual) |
2016/08/02 / 2021/12/21 |
Checkmate III | Granted Default Feat |
The character has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants The character a +2 Skill Point bonus to Intellect whenever they formulate a plan or strategy against any adversary, familiar or alien (to a maximum of +5). Related Skills/Powers: Intellect Prerequisites: (Rank Tier: Elder and Discipline: Director) or (Rank Tier: Elder and Discipline: The Doctor) or (Rank Tier: Elder and Discipline: Fence) or (Rank Tier: Elder and Discipline: Keen Intellectual) |
2016/08/02 / 2021/12/21 |
Keen Eye I | Granted Default Feat |
When breaking into someplace they don't belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, The character can spot patterns or oddities they come across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on The character’s Investigation or Perception Skills. Related Skills/Powers: Investigation and Perception Prerequisites: (Discipline: Infiltrator and Rank Tier: Journeyman (exact)) or (Discipline: Keen Intellectual and Rank Tier: Journeyman (exact)) |
2016/08/02 / 2021/12/21 |
Mechu-deru III | Granted Default Feat |
The character can infuse sentient life into even the most advanced assassination and combat droids. They can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders. Related Skills/Powers: Mechanics and Telepathy Prerequisites: (Rank Tier: Elder and Discipline: Techweaver) or (Rank Tier: Elder and Discipline: Sith Avatar) or (Rank Tier: Elder and Discipline: Cybermancer) |
2015/08/09 / 2021/12/21 |
I Can Fix That II | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is savvy enough that they gain a +1 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: (Rank Tier: Equite (exact) and Discipline: Ace) or (Rank Tier: Equite (exact) and Discipline: Wookiee Grease Monkey) |
2016/08/02 / 2021/12/21 |
Silver Tongue II | Granted Default Feat |
The character is comfortable when speaking in front of others, and can deftly maneuver and adjust their speeches to the subtle shifts in a crowd to suit their desire. This allows them the ability to use any combination of two of their Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: (Rank Tier: Equite (exact) and Discipline: Director) or (Rank Tier: Equite (exact) and Discipline: Orator) or (Rank Tier: Equite (exact) and Discipline: Master Naur'alor) or (Rank Tier: Equite (exact) and Discipline: Noblesse D'épée) or (Rank Tier: Equite (exact) and Discipline: Pirate Broadcaster) |
2016/08/02 / 2023/11/13 |
Dowsing II | Granted Default Feat |
Tracing links through bound objects or people in the Force, has become a second nature to The character. These sympathetic links manifest as semi-transparent mental images in The character’s mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, The character can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. Related Skills/Powers: Sense Prerequisites: (Rank Tier: Equite (exact) and Discipline: Arcanist) or (Rank Tier: Equite (exact) and Discipline: Jedi Operative) or (Rank Tier: Equite (exact) and Discipline: Force Sleuth) |
2015/08/09 / 2023/12/13 |
Mechu-deru I | Granted Default Feat |
As a Journeyman, The character can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, The character must actively maintain partial concentration for proper control. Related Skills/Powers: Mechanics and Telepathy Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Techweaver) or (Rank Tier: Journeyman (exact) and Discipline: Sith Avatar) or (Rank Tier: Journeyman (exact) and Discipline: Cybermancer) |
2015/08/09 / 2021/12/21 |
Hotfix III | Granted Default Feat |
The character has become so attuned to the mechanical technology of the Galaxy that they can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, The character can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters. Related Skills/Powers: Mechanics Prerequisites: (Rank Tier: Elder and Discipline: Scavenger) or (Rank Tier: Elder and Discipline: Wookiee Grease Monkey) |
2016/08/02 / 2021/12/21 |
Silver Tongue III | Granted Default Feat |
The character is comfortable when speaking in front of others, and can instinctively maneuver and adjust their speeches to the subtle shifts in a crowd to suit their desire. This allows them the ability to use all three of their Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: (Rank Tier: Elder and Discipline: Director) or (Rank Tier: Elder and Discipline: Orator) or (Rank Tier: Elder and Discipline: Master Naur'alor) or (Rank Tier: Elder and Discipline: Noblesse D'épée) or (Rank Tier: Elder and Discipline: Pirate Broadcaster) |
2016/08/02 / 2023/11/13 |
Force Wielder Awareness | Granted Default Feat |
Like all members of The Collective, The character has gained a general awareness of enemies that have the ability to harness the Force. They know that the Force Wielders are a very real threat, and will not pretend that they are fables or myths. Prerequisites: Faction: The Collective |
2017/09/28 / 2021/12/16 |
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 |