Character Sheet Reference

Displaying feats 141 - 160 of 413 in total
Feat Type / Location Description Created / Updated
Force Scream I Chosen Force Feat

The character has learned to amplify their vocal cords to allow them to exceed volumes typical of normal beings. This vocal attack can disorient and damage the auditory senses of opponents within 5 feet of the direction The character is facing. This attack does minor damage to the user.

Related Skills/Powers: Amplification

Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives

2021/12/16 / 2021/12/16
Force Scream II Chosen Force Feat

The character has learned to amplify their vocal cords to allow them to exceed volumes typical of normal beings. This vocal attack can disorient and damage the auditory senses of opponents within 10 feet of the direction The character is facing. This does not damage the user.

Related Skills/Powers: Amplification

Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives

2021/12/16 / 2021/12/16
Force Shockboxing I Granted Default Feat

The character has begun to learn to envelop their fists with Force Lightning while delivering unarmed strikes. With great effort, They can throw one Force Lightning-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.

Related Skills/Powers: Force Lightning and Martial Arts

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Soul Arcanist)

2024/09/25 / 2024/09/25
Force Shockboxing II Granted Default Feat

The character has reached new levels in enhancing their unarmed strikes with Force Lightning. They can throw one combination of Force Lightning-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.

Related Skills/Powers: Force Lightning and Martial Arts

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Soul Arcanist)

2024/09/25 / 2024/09/25
Force Shockboxing III Granted Default Feat

The character has mastered enhancing their unarmed strikes with Force Lightning. They can envelop their unarmed strikes with Force Lightning for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.

Related Skills/Powers: Force Lightning and Martial Arts

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Soul Arcanist)

2024/09/25 / 2024/09/25
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
Freight Train Chosen Skill Feat

The character is unconcerned with the finesse needed to carefully avoid obstacles. Instead they utilizes their Might instead of a flashy form of athletic parkour. While attempting to maneuver past obstacles, they can use their their Might Skill in place of their Athletics Skill.

Related Skills/Powers: Athletics and Might

Prerequisites: Rank: Journeyman 4

2021/12/16 / 2021/12/16
Ghosting I Granted Default Feat

The character has learned to utilize their Force Cloak even while in motion. While moving slowly and deliberately, The character can maintain the translucent veil as long as they can maintain focus on the task. The character uncloaks momentarily whenever they attacks or strikes.

Related Skills/Powers: Force Cloak

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Shadow) or (Rank Tier: Journeyman (exact) and Discipline: Night Mother)

2013/08/06 / 2021/12/21
Ghosting II Granted Default Feat

The character has become more efficient at using Force Cloak while moving anywhere between a slow crawl or a light jog as long as they are maintaining focus. The faster the movement, the more concentration that they requires to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and The character uncloaks momentarily whenever they attack or strike.

Related Skills/Powers: Force Cloak

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Shadow) or (Rank Tier: Equite (exact) and Discipline: Night Mother)

2013/08/09 / 2021/12/21
Ghosting III Granted Default Feat

The character can move freely when using Force Cloak. The faster the movement, the more concentration that they requires to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. The character still uncloaks momentarily before they attacks or strikes.

Related Skills/Powers: Force Cloak

Prerequisites: (Rank Tier: Elder and Discipline: Shadow) or (Rank Tier: Elder and Discipline: Night Mother)

2013/08/09 / 2021/12/21
Go Ahead, Make My Day Chosen Skill Feat

The character is talented in the subtle nuances of acting or putting up a front to bluff or intimidate a target. In these instances, The character can use their Deception Skill in place of their Intimidation Skill to gain leverage in a compromising situation.

Related Skills/Powers: Deception and Intimidation

Prerequisites: Rank: Journeyman 4

2015/08/09 / 2023/11/08
Golden Envoy Aptitude Chosen Skill Feat

Experienced Envoys tend to share a common trait in their success: work smarter, not harder. This calm approach to problem solving during missions gives The character a +1 Skill bonus to Intellect whenever faced with a puzzle, riddle, or scheme designed to hinder their progression or egress (to a maximum of +5).

Related Skills/Powers: Intellect

Prerequisites: Trophy: You Can Certainly Try, level 2

2023/02/16 / 2023/03/05
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
Golden Envoy Wit Chosen Skill Feat

Golden Envoys know that the secret to outsmarting an opponent is to out think them. This mindset gives The character an advantage when weighing their Intellect directly against another's Intellect—be it a duel, politics, or an intense game of Lizard, Toad, Snake.

Related Skills/Powers: Intellect

Prerequisites: Trophy: You Can Certainly Try, level 8

2023/02/16 / 2023/03/05
Good Cop Chosen Skill Feat

The character has honed their skills to appeal to people with positive reinforcement in effort to get information when questioning someone. When interrogating they can use their Charm Skill in place of their Intimidation Skill.

Related Skills/Powers: Charm and Intimidation

Prerequisites: Rank: Journeyman 4

2023/11/08 / 2023/11/08
Grab Them By The Horns Chosen Skill Feat

A life of wrangling creatures builds a unique kind of muscle and resilience. When subduing or grappling a target, The character can use their their Creature Handling skill in place of their Martial Arts.

Related Skills/Powers: Creature Handling and Martial Arts

Prerequisites: Rank Tier: Journeyman

2023/12/29 / 2023/12/29
Guns Akimbo Chosen Skill Feat

The character has trained vigorously with their specific ranged weapon of choice, and suffers no penalty when using using a pair of their favored weapon type. This allows The character to use their Dual Wielding Skill at the same level as their Weapon Skill when brandishing a pair of their favored ranged weapons. (The favored weapon must be cited in Loadout Description)

Related Skills/Powers: Blasters and Slugthrowers

Prerequisites: Rank: Journeyman 4

2015/08/09 / 2021/12/16
Hammerhand Chosen Force Feat

The character is a specialist in using the Force to enhance the brute force of their strikes, and they experiences less drain while using their Amplification Force Power while attempting to unarm strike an opponent.

Related Skills/Powers: Amplification

Prerequisites: Rank: Journeyman 4 and Order Group: Force Sensitives

2021/12/16 / 2021/12/16
Hammer Time Chosen Force Feat

The character can turn their Telekinesis into a powerful blunt weapon that is capable of smashing foes with devastating force. This invisible 'sledgehammer' can shatter a Barrier and stagger a foe off balance or knock them from their feet. While as powerful as a haymaker punch, this power is noticeably slower than other strikes, making it easier to dodge by more agile foes.

Related Skills/Powers: Telekinesis

Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman

2013/07/20 / 2021/12/16
Haze I Chosen Force Feat

The character can extend their Concealment ability over a single additional sentient being next to them, hiding them from a Jedi’s Force Sense. Requires The character’s full attention to maintain the concealment effect.

Related Skills/Powers: Concealment

Prerequisites: Rank Tier: Journeyman (exact) and Order Group: Force Sensitives

2021/12/16 / 2021/12/16