Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Deep Bond I | Chosen Force Feat |
The character has formed a lasting bond with a single Domesticated creature through the Force. This allows The character easier command and communication without the need to maintain concentration when controlling a bonded creature with Creature Control. (Bonded creature must be cited in Loadout Description) Related Skills/Powers: Creature Control Prerequisites: Rank Tier: Journeyman (exact) and Order Group: Force Sensitives |
2013/08/17 / 2021/12/16 |
Deep Bond II | Chosen Force Feat |
The character has formed a lasting bond with a single Domesticated or Tameable creature through the Force. This allows The character easier command and communication without the need to maintain concentration when controlling a bonded creature with Creature Control. (Bonded creature must be cited in Loadout Description) Related Skills/Powers: Creature Control Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Deep Bond III | Chosen Force Feat |
The character has formed a lasting bond with a up to two Domesticated or Tameable creatures through the Force. This allows The character easier command and communication without the need to maintain concentration when controlling a bonded creature with Creature Control. (Bonded creatures must be cited in Loadout Description) Related Skills/Powers: Creature Control Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Demolitions Expert | Chosen Skill Feat |
The character has an understanding of the structural integrity of targets and can pinpoint the locations of weakness. They gets a +1 Skill Point bonus to their Explosives Skill when attempting to destroy a large vehicle, building, or ship (to a maximum of +5). Related Skills/Powers: Explosives Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Do A Barrel Roll! | Chosen Skill Feat |
The character has a knack for instinctively dodging incoming fire by executing acrobatic maneuvers right before an otherwise lethal strike would blow their ship to pieces. Related Skills/Powers: Piloting Prerequisites: Rank: Journeyman 4 |
2015/08/09 / 2021/12/16 |
Dominate Mind | Chosen Force Feat |
The character has foregone with the typical subtle application of Mind Trick. Instead of merely influencing the mind of another, they can attain control of the physical actions of a target while maintaining complete concentration. This ability supersedes the will of a sentient, enabling the user to force their target into committing acts that directly contradict their allegiances and even their sense of self-preservation. The effectiveness of this control is dependent on the Resolve of the target, becoming even more difficult when used on unwilling sentients. Related Skills/Powers: Mind Trick Prerequisites: Order Group: Force Sensitives and Rank: Equite 2 |
2017/02/11 / 2021/12/16 |
Don’t Stop Believin’ | Chosen Force Feat |
The character is able to convince others to follow their visions in confidence. Whether or not these insights prove true, The character is experienced in having others place faith in their visions rather than leadership. Therefore, The character can use their Farsight Power in place of their Leadership Skill when convincing others to trust in their visions. Related Skills/Powers: Farsight and Leadership Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite |
2015/08/09 / 2021/12/16 |
Down Scope | Chosen Skill Feat |
The character has a knack for lining up their shots when they has their feet firmly planted and can focus, increasing their accuracy when prone or stationary. The character gets a +1 Skill Point bonus to their Blasters, Slugthrowers or Miscellaneous Weapons Skills (to a maximum of +5). Related Skills/Powers: Blasters, Miscellaneous Weapons, and Slugthrowers Prerequisites: Rank Tier: Journeyman |
2015/08/09 / 2021/12/16 |
Droid Whisperer | Chosen Skill Feat |
The character can communicate with Droids through having a learned understanding of the Binary language without the need of a corresponding additional Linguistics skill. Related Skills/Powers: Linguistics Prerequisites: Rank Tier: Novitiate |
2015/08/09 / 2021/12/16 |
Dun Moch | Chosen Force Feat |
The character has learned to incorporate the principles of Dun Moch into their Lightsaber Forms. By actively seeking to completely dominate their opponent’s will to fight with aggressive displays of power and flare, The character weaves taunts like fuel for the fire, and is not beyond using the Force in fits of showmanship. The character will then gamble on the openings created in hopes of the opponent's guard slipping. Related Skills/Powers: Lightsaber Prerequisites: Rank: Equite 2 |
2015/10/07 / 2021/12/16 |
Elementary | Chosen Force Feat |
The character's Sense skill is uniquely tuned to picking up subtle clues left through the Force that even the most critical of eyes could miss. These clues flash across The character's conscious for fleeting moments that trigger without actively using their Sense power. The more practiced The character is with Sense, the stronger the details. Related Skills/Powers: Sense Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman |
2013/08/21 / 2021/12/16 |
Elusive Prey | Chosen Skill Feat |
The character has managed to stay alive by knowing how to watch their own back. The character gets a +1 Skill Point bonus to their Survival Skill when covering their tracks to avoid being followed (to a maximum of +5). Related Skills/Powers: Survival Prerequisites: Rank Tier: Novitiate |
2013/08/17 / 2021/12/16 |
Energy Dispersion | Chosen Force Feat |
The character has developed a talent for dispersing any energy attack blocked with Barrier. This ability causes the energy to be absorbed and spread out, as opposed to bluntly obstructing it, which allows the user to withstand several more energy attacks than they would otherwise. Related Skills/Powers: Barrier Prerequisites: Rank: Journeyman 4 and Order Group: Force Sensitives |
2017/02/11 / 2021/12/16 |
Escape Artist | Chosen Force Feat |
The character can use Amplification to create an internal surge of Force energy. This energy frees him of all foreign Force effects that would otherwise be inhibiting him from moving properly, such as Slow, Stasis, or even a Telekinetic grip. Related Skills/Powers: Amplification Prerequisites: Rank Tier: Novitiate and Order Group: Force Sensitives |
2013/08/17 / 2021/12/16 |
Explosive Chicken | Chosen Skill Feat |
The character isn't above pulling an explosive ace from their sleeve when in a standoff or driving a hard bargain. When attempting to to threaten another party to get their way in a deal or standoff, The character can leverage their explosive arsenal by substituting their Explosives Skill in place of their Intimidation Skill. Related Skills/Powers: Explosives and Intimidation Prerequisites: Rank Tier: Novitiate |
2021/12/16 / 2021/12/16 |
Eyes Wide Shut | Chosen Force Feat |
The character has lost the use of physical sight and learned instead how to see through the Force, much like the Miraluka. This allows them to live and exist seamlessly with the other sentient beings of the galaxy without stumbling into obstacles blindly. The character is still blind in the conventional sense and cannot read written text or discern intricate details like patterns or symbols. They are still affected by ocular and mental Force Powers the same way any other sentient being is. Related Skills/Powers: Sense Prerequisites: Rank: Equite 4 and Order Group: Force Sensitives |
2015/09/12 / 2021/12/16 |
False Cloak | Chosen Force Feat |
The character has learned to shed their concealing Force Cloak behind them, leaving it just ever so slightly out of pure invisibility. While maintaining concentration they can leave this subtly noticeable print of their person in place, as a suitable distraction for others to find. Related Skills/Powers: Force Cloak Prerequisites: Rank: Equite 3 and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Flex This Hard | Chosen Skill Feat |
The character has physically conditioned themself to the point that a mere flex of their musculature is enough to deter untrained opponents. The character may use their Might Skill in place of their Intimidation Skill when leveraging their strength to deter an opponent. Related Skills/Powers: Might Prerequisites: Rank Tier: Novitiate |
2021/12/16 / 2021/12/16 |
Force Drain I | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes twice as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Journeyman (exact) and Order Group: Force Sensitives |
2020/01/22 / 2021/12/16 |
Force Drain II | Chosen Force Feat |
The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living organic source and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes just as long to heal as it would with the traditional Healing Force Power. Related Skills/Powers: Healing Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |