Skill | Description | Created / Updated |
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Linguistics |
Linguistics refers to an individual's ability to read, write, and analyze text, speech, and transcriptions from different languages. All characters have a base understanding of their own native language and galactic basic. Linguistics covers the addition of new languages to an individual's repertoire, one for each rank in the skill. When used untrained, this skill grants proficiency in all common languages associated with the individual's species. Linguistics +0: You know only Galactic Basic and your race’s language. Linguistics +1: One additional language. Linguistics +2: Two additional languages. Linguistics +3: Three additional languages. Linguistics +4: Four additional languages. Linguistics +5: Five additional languages. Related Feats: Droid Whisperer, Intergalactic I, Intergalactic II, Intergalactic III, Linguistic Liar, and Lip Reader Prerequisites: |
2013/07/20 / 2017/11/29 |
Blasters |
Covers any energy-based firearm from hold-out pistols to Repeating and Sniper Rifles. It measures your character’s proficiency in using them as a weapon as well as your understanding of the different blaster types and how they function. With more skill comes the ability to adapt over a wider range of blaster types. Blasters +0: You can point and shoot, but any hits are lucky shots at best. You know how to reload and turn the safety on and off. Blasters +1: You are skilled with one type of blaster weapon (pistols, rifles, or repeaters) and can line up a shot in fair weather and hit your mark. You can track moving targets but have a harder time hitting them when in battle. Blasters +2: You are skilled with two types of blaster weapons (pistol, rifles, repeaters). You can effortlessly track moving targets and draw beads on them in fair weather conditions and in battle. Accuracy decreases in rougher conditions. Blasters +3: You are familiar with all kinds of blaster, but are an expert with one in particular. You have countless contest trophies to show off for your ability to hit targets from a wide variety of ranges and angles. Rough weather is an annoyance, but nothing you can’t handle with enough patience and time. Blasters +4: Any type of blaster is an instrument of death in your hand. You rarely miss a shot, even in rough weather, the middle of a warzone, or with distractions all around you. Blasters +5: You can spell your name on a target board without looking, hungover. Related Feats: Down Scope, Guns Akimbo, It's Called Style, Medley I, Medley II, Medley III, No Scope, Pistol-cuffs, Proficiency I, Proficiency II, Proficiency III, Quick Draw, Run And Gun, and Trick Shots Prerequisites: |
2013/07/20 / 2017/11/29 |
Bladed Weapons |
A fighter's ability to use a range of bladed melee weapons. This includes: Swords, Knives, Spears, Axes, and Vibroweapons of the same types. Starting with an understanding of one type of weapon, as an individual progresses, he or she can expand on not just mastery over a single type of bladed weapon, but competency in others. Bladed Weapons +0: You know which end of a bladed weapon is intended to injure or kill. Stick ‘em with the pointy end. Bladed Weapons +1: You are skilled with the core forms of a bladed weapon type of your choice and are a competent combatant. Bladed Weapons +2: You are skilled in the complex forms of a bladed weapon type of your choice. Bladed Weapons +3: You know enough about bladed weapons to pick up and fight competently with any type of bladed weapon and are able to fight expertly with one of your choice. Bladed Weapons +4: You are highly skilled with bladed weapons, able to pick up and expertly wield any bladed weapon type. Bladed Weapons +5: You know the ins-and-outs of every type of bladed weapon and are adept at using any type. Related Feats: Back Knife Block, Blunted Steel, Deflection Specialist I, Deflection Specialist II, Deflection Specialist III, Deflect This, Duelist I, Duelist II, Duelist III, Familiar Steel, It's Called Style, Medley I, Medley II, Medley III, Poison Weapons, Precise Slice, Proficiency I, Proficiency II, Proficiency III, and Silent Blade Prerequisites: |
2013/08/12 / 2017/11/29 |
Blunt Weapons |
A character's ability to use a range of blunted melee weapons in combat. This includes: Quaterstaves, Electrostaves, and Hammers and any kind of bludgeoning weapon like a cudgel or batton. Starting with an understanding of one type of weapon, as an individual progresses, he or she can expand on not just mastery over a single type of blunt weapon, but competency in others. Blunt Weapons +0: You know which end of a blunt weapon is designed for hurting and which is for holding. Smash with the heavy bit. Blunt Weapons +1: You understand the basic techniques needed to wield one type of blunt weapon and how to put it through basic combat patterns. Blunt Weapons +2: You are skilled with one blunt weapon type, and can pick up the use of another type by applying the basic fundamentals. Blunt Weapons +3: You are an expert with your favorite blunt weapon, and can pick up and fight competently with any other type of blunt weapon. Blunt Weapons +4: You understand and employ the complex forms involved in the use of any blunt weapon in the Galaxy. Blunt Weapons +5: If it smashes things, you are an expert with it. You are adept with any blunt weapon you can get your hands on. Related Feats: A Big Stick, Blunted Steel, Deflection Specialist I, Deflection Specialist II, Deflection Specialist III, Deflect This, Duelist I, Duelist II, Duelist III, Familiar Steel, It's Called Style, Kneecapper, Medley I, Medley II, Medley III, Pistol-cuffs, Proficiency I, Proficiency II, Proficiency III, and This Will Do Prerequisites: |
2013/07/20 / 2017/11/29 |
Astrogation |
An individual's ability to plot routes through space. Many forego this skill in favor of astromech droids, but droids can only serve predefined routes. The ability to observe, analyze, and implement navigation in space can be an invaluable tool. Starting with a basic understanding of how hyperspace routes are determined, as an individual progresses through this skill he or she will gain a stronger understanding of the astronomical anomalies that affect navigation through space and eventually implement new routes through hyperspace to take advantage of this understanding. While using this skill untrained, an individual would have some knowledge of the major hyperspace routes through the galaxy, but that's it. Astrogation +0: You know of major hyperspace lanes. Astrogation +1: You understand the effects of various anomalies on hyperspace travel, and are familiar with most hyperspace lanes throughout the Galaxy. Astrogation +2: You can plot a basic route through hyperspace without the aid of a droid brain, and know of nearly every hyperspace route in the known Galaxy. Astrogation +3: You can quickly plot a basic hyperspace route without the aid of a droid brain. With focus and time to work, you are able to develop a route that reduces travel time through known hyperspace lanes. Astrogation +4: You are able to plot a route that takes far less time than normal. After careful consideration of anomalies and known factors, you can plot short routes that were previously unknown. Astrogation +5: You are capable of navigating the most wild of space with ease, with no help from a droid brain. You know how anomalies and hyperspace lanes work to such an extent that you are easily capable of developing new lanes through space or drastically reducing hyperspace travel time by taking shortcuts in existing routes. Related Feats: Always Have An Exit, Celestial Navigation, and Starry Breadcrumbs Prerequisites: |
2013/07/20 / 2017/11/29 |
Lore |
For each Skill Point placed in the Lore Skill, your character has studied a subject intensely and is considered an expert in that field. This knowledge is on par with an academic or vocational 2-4 year program. Beginning with one subject at Skill +1, you gain an additional subject for each respective point. Lore +0: You know the lore of the Brotherhood and the history of the modern era, i.e. Imperial Period, New Republic, and New Jedi Order. You are up to date on current news and pop culture and the state of the Galaxy. Lore +1: One additional subject of lore. Lore +2: Two additional subjects of lore. Lore +3: Three additional subjects of lore. Lore +4: Four additional subjects of lore. Lore +5: Five additional subjects of lore. Related Feats: Stay A While And Listen, Xenobiology I, Xenobiology II, and Xenobiology III Prerequisites: |
2013/08/29 / 2017/11/29 |
Miscellaneous Weapons |
A character's ability to make use of and utilize weapons that do not fall into a conventional category or school of training. This can be anything as archaic as a bow and arrow to throwing projectiles, dart guns, and whips. Miscellaneous Weapons +0: You know how to point and shoot a dart gun or bow, flick projectiles and crack a whip. Miscellaneous Weapons +1: You have a good understanding of the effective use of a single type of miscellaneous weapon, and can use it in combat. Miscellaneous Weapons +2: You are skilled with your favored miscellaneous weapon, and can use more complex forms of fighting against skilled opponents. Miscellaneous Weapons +3: You are highly adept with your miscellaneous weapon of choice, and skilled with another. You can fight competently with anything else you find. Miscellaneous Weapons +4: A master of your weapons of choice, you are very skilled with any miscellaneous weapon you can find. Miscellaneous Weapons +5: If it hurts people and doesn’t fit under the categories of blunt or bladed, you are highly adept in its applications for violence. Related Feats: Deflect This, Down Scope, Familiar Steel, Knuckle Fists, Medley I, Medley II, Medley III, Poison Weapons, Proficiency I, Proficiency II, Proficiency III, Quick Draw, Run And Gun, Shockboxing, Tools Of The Trade I , Tools Of The Trade II, Tools Of The Trade III, Walk Like An Ewok, and Whip It Good Prerequisites: |
2014/02/01 / 2017/11/29 |
Athletics |
Measures the amount of control your character has over their body when in motion such as running, climbing, dodging, or swimming. Athletics represents the combination of balance, coordination and agility your character can perform when they are uninjured, well rested, and at their peak. Athletics +0: Basic control over your reflexes and daily activity. Athletics +1: You’re physically active, but avoid trying to pull off fancy feats of agility. Able to dodge large projectiles, hop over hurdles, and can slowly make your way through a large crowd. Athletics +2: On par with an amateur Holoball player. Cat-like grace and balance, able to change direction and dodge small projectiles. Athletics +3: On par with a professional Holoball player. Cats envy your balance and agility. You can cut on a dime and change direction without blinking. Athletics +4: You can move easily through a crowded marketplace, and very few obstacles will give you more than a second's pause to avoid. Athletics +5: The pinnacle of control. You can sprint through a crowded marketplace without ever slowing or coming to a stop. Related Feats: Battle Haste I, Battle Haste II, Battle Haste III, Crystal Ascendant: Can't Touch This, Freight Train, Hero Landing, I've Got A Bad Feeling About This, Parkour!, Rising Phoenix , Second Skin I, Second Skin II, Tactical Positioning, Technocrat, Unarmed Specialist II, Unarmed Specialist III, and Won't Attract The Worm Prerequisites: |
2013/07/20 / 2017/11/29 |
Slicing |
An individual's understanding of computer systems, software, the security used to protect them, and the nature of the strings of 0's and 1's that make up the root of computer technology. Beginning with a basic understanding of how, generally, to penetrate secure systems, an individual with a basic training in Slicing can use even slightly complex software, and with advanced training, that individual will be able to gain entrance to increasingly secure systems and electronics. When using this skill untrained, you have basic knowledge of how to use a computer terminal; for instance, you know that pressing ALT+F4 will not save your progress on a computer terminal and is much more likely to cause it to close. Slicing +0: “Have you tried turning it on and off again?” Basic understanding of how terminals and computer systems work. You know how to change your Clanmate's background to something inappropriate if they leave their terminal unlocked. Slicing +1: You can open up a command line and run through a basic series of hacks and tweaks. You know how to write basic code, and can break through a generic firewall. Slicing +2: System Administrator. You have a working knowledge of computer systems and how to modify and tweak their settings. You can break through more advanced firewalls, edit code, and even reprogram basic droids. Slicing +3: You have a professional knowledge of computer systems and how to modify and tweak them to your desire. You can reprogram more complex droids, but would need to reference a manual with combat droids. Slicing +4: You can reprogram even a combat droid. You hack into corporate networks for fun. Slicing +5: What firewalls? If it’s written in 0’s and 1’s, you can create, edit, or delete it without effort. Related Feats: Digital Defusal, Just Ones and Zeroes, Lightfooted, The System, Is Down, and You Can't Stop The Signal Prerequisites: |
2013/07/20 / 2017/11/29 |
Explosives |
The understanding of explosive devices such as bombs, grenades, missiles, and anything else that goes "boom". You possess the knowledge of their chemical compositions, components, and most importantly, their effects on the world around them. Explosives +0: “What’s that ticking sound?” You know how to pull a pin and chuck a grenade, and the general effect it will have. Explosives +1: “M as in MANCY” You understand the concept of a blast radius. You can recognize and safely employ various types of grenades and simple explosives like a breaching charge. You can disarm a bomb with someone walking you through it. Explosives +2: You can now arm and effectively employ advanced explosive charges and mines. You have a basic understanding of the amount of explosive it will take to accomplish a given task. You can disarm basic bombs from memory but need guidance for more complex ones. You understand basic chemical compositions of explosives. Explosives +3: You are able to employ a wide variety of explosives to great effect, knowing when, where and how to place charges to get a desired effect. You have a detailed understanding of the chemical composition of most commonly used explosives and can fabricate your own given the right materials. Explosives +4: You can create improvised explosives with household chemicals and employ them to devastating effects. You can disarm complex bombs from memory. Explosives +5: You disassemble nuclear bombs for fun. You can tweak a detonation charge so that it will explode and only kill exactly two people in a crowd of ten. Related Feats: Demolitions Expert, Digital Defusal, Explosive Chicken, I Made A Pipe Bomb, Medley I, Medley II, Medley III, Proficiency I, Proficiency II, and Proficiency III Prerequisites: |
2013/07/20 / 2017/11/29 |
Leadership |
Measures an individual's ability to inspire anyone in his or her company, ranging from a small team to an entire Clan. It is also the ability to rally others to a cause, to convince them that a course of action is right and without the need for manipulation. Some lead by example, and some by eloquent words. Presence fuses with the luck of knowing the right things to say at the right time. Leadership +0: You can get a small group to do something they were already considering doing or something they had no opinion on with strong external motivation. Leadership +1: You are adept at leading small units and motivating your team through tough missions, though doubt will creep in if you hesitate or appear less than fully competent. Leadership +2: People will instinctively follow your lead unless given a reason not to. You are able to inspire loyalty and raise morale through rousing speeches or acts of heroism. Subordinates will still question you if the unit fails or your orders seem illogical. Leadership +3: Your name garners strong loyalty and your mere presence boosts confidence during intense situations. All but the most skeptical of individuals will follow you without hesitation. Leadership +4: You effortlessly gain the faith and trust of those you come into contact with. The mere mention of your name inspires intense loyalty among your subordinates and naysayers will quickly get shut down, even if your orders don’t make sense at the moment. Your subordinates believe they can do almost anything with you at the helm. Leadership +5: You are a living legend, even the lowliest coward will follow you into the gates of Hell, sword in hand, screaming. Related Feats: Built Bridges, Classic Misdirection, Don’t Stop Believin’, Fed Troops Happy Troops, Golden Envoy Presence, I Controlled Them Like Animals, Let Them Hate, So Long As They Fear, Silver Tongue I, Silver Tongue II, Silver Tongue III, This Is Where We Fight!, War Hero, and Yes, I Said Closer Prerequisites: |
2013/07/20 / 2017/11/29 |
Crafting |
An individual's skill with creating, tweaking, or modifying armor and weapons. This skill also carries a sense of artistic ability, and covers using a forge for weapons or machinery for armor. Crafting +0: You know how to change the default configurations of most things to suit your needs. You can tie a knife to a broomstick to make a spear. Crafting +1: You can get more specific with your modifications to your armor and weapons, and with a reference guide, tools, and a workshop, create basic armor and weapons. Crafting +2: Modifications to existing items are standard. With the right materials and the right workshop, you can create more advanced weapons and armors. Crafting +3: Once something is in your hands, it rarely reflects the original configuration after you’ve heavily modified it to suit your needs. You can work with the right materials and the right tools to create advanced weapons and armors in less than ideal conditions. Crafting +4: Crafting things is second nature to you. You can upgrade existing armor and weapons, and craft new ones, if given the right tools to work with. Even less than ideal conditions and materials will not slow you down noticeably at this level, though it will still take some time to produce multiple upgrades or craft several items. Crafting +5: With enough time, you could outfit an entire Ewok tribe with upgraded spears that pierce plasteel armor, more efficient slingshots that can dent plasteel armor, and even armor of their own with just some rudimentary tools and the resources available in the forest. Modifications and tweaks to any existing armor or weapon is like breathing. Related Feats: Artistic Machinery, Blood Carver: Sculptor, I Made A Pipe Bomb, I Made These II, I Made This I, Junker I, Junker II, Junker III, Masterchef, This Will Do, and Tricky Tinkerer Prerequisites: |
2013/07/20 / 2017/11/29 |
Dual Wielding |
The ability to effectively wield multiple weapons at the same time. As rank increases, proficiency increases. Starting with a clear “Primary” hand, your off-hand becomes less and less prominent as your ability to use disparate or similar weapons rises. Dual Wielding +0: You can hold two of the same type of weapon and execute beginner patterns of the respective Weapon Skill without hurting yourself. You can hold a blaster in one hand and a knife in the other, but good luck using them both in tandem. Dual Wielding +1: You can fire a blaster with one hand while slashing at another opponent with the other. This requires concentration. With matching weapons, you can execute more practiced yet formulaic patterns with ease. Dual Wielding +2: You can fight effectively with any two weapons of the same type, but still favor one hand as your primary. Disparate weapons can be handled effectively with concentration. Dual Wielding +3: You can fight effectively with any two types of weapons, and seamlessly with the same type. An equally skilled or better opponent can still detect your off-hand. Dual Wielding +4: You can fight seamlessly with any combination or pairing of weapons, and only the keenest of duelists will be able to detect an off-hand. Dual Wielding +5: You don’t have an off-hand. You can fight with any combination of weapons without any extra concentration. Related Feats: Ambidexterity I, Ambidexterity II, Familiar Steel, and Jar'Kai Prerequisites: |
2013/07/20 / 2017/11/29 |
Medicine |
An individual's understanding of physiology, anatomy, cell structure and various systems (such as nerves, digestive, and vascular) on their native species. Through experience, one can learn how to treat subjects of multiple races beyond his or her own as well as expand his or her knowledge in how best to treat different types of injuries. Medicine not only grants the ability to heal, but the ability to harm as well- an expert in medicine will know what cures poison, but can use the very same knowledge to accelerate or even create their own poison. Medicine +0: You know the importance of hydration, how to execute the heimlich maneuver, and that it is important to keep blood on the inside of your body, not the outside. Medicine +1: You know basic First Aid and CPR, and you can spot the common symptoms of the well known illnesses and injuries of the Galaxy. You can clean a wound and apply stitches, but only in a safe environment. Medicine +2: Your medical training allows you to bring your skills into the field. You are able to treat species that are anatomically similar to your own, clean and treat wounds, apply stitches, and recognize toxins. Medicine +3: You have a working anatomical understanding of the more popular species in the Galaxy and how to diagnose and treat a wide range of illnesses and injuries. You can apply your knowledge of anatomy to inflicting pain on bones, muscles, or pressure points. Medicine +4: Like an advanced surgeon, you can successfully amputate a limb on the battlefield without worry of infection. You can effectively treat most humanoid species and apply knowledge of anatomy to mend or cause harm. Medicine +5: Cutting edge research physician / surgeon, you discover cures to rare diseases and invent new surgical techniques. You are able to diagnose and treat all but the rarest of humanoid species in the Galaxy, and can do so in the middle of an active war zone without so much as flinching. Related Feats: Blood Bath, Hippocratic, Just A Flesh Wound I, Just A Flesh Wound II, Mad Scientist I, Mad Scientist II, Mad Scientist III, Steady Hands I, Steady Hands II, Steady Hands III, Xenobiology I, Xenobiology II, and Xenobiology III Prerequisites: |
2013/07/20 / 2017/11/29 |
Intellect |
Measures an individual’s ability to use logical reasoning to problem solve, think abstractly and comprehend complex ideas or schemes. Intellect often manifests itself as your character’s wit, and how apt you are at applying knowledge and learning from experience. Intellect +0: Rubix cubes are challenging, but basic problems can be troubleshooted as long as you can look it up on the holonet. You can occasionally land a good, “that’s what she said” joke. Intellect +1: You can solve a rubix cube when concentrating and the daily crossword puzzles are a cinch. Your home is filled with many leather bound books and you’ve read them all, and can apply your collective knowledge fairly well in conversation. Intellect +2: Rubix cubes are boring, and you can complete them without much effort. With enough time, you can figure out complex puzzles and riddles. Intellect +3: You have a sharp tongue and can fire off quips off the hip. You enjoy arguing technicalities with lawyers, and have a knack for deciphering puzzles and riddles. Intellect +4: Your mind should be classified as a deadly weapon. You can decipher even the most complex of riddles, and have made lawyers cower before your ability to interject your knowledge into a debate. Intellect +5: You’ve spent hours arguing the difference between being “naked” and “nude”. Lawyers won’t even engage you in discussion, and you are no longer invited to trivia nights with your clanmates because you can answer all the questions before they are even finished. Related Feats: Checkmate I, Checkmate II, Checkmate III, Diamond Cutter, Golden Envoy Aptitude, Golden Envoy Wit, Ivory Tower, Keen Mind I, Keen Mind II, Keen Mind III, Kernel of Truth, Omwati: Riddle Me This, The Pen is Mightier, and Well Read Prerequisites: |
2013/07/20 / 2017/11/29 |
Tactics |
Measures the core competencies needed to successfully command larger scale military units be they fleets or armies. This includes a sufficient base of knowledge on and application of: allied and enemy capabilities, common strategies and tactics and how to employ them. Tactics +0: “Shoot back you idiots!” You understand the basics strategies of war and conflict and know what it takes to pull them off... in theory. In practice, it often comes down to the skill of the troops under your command and a bit of luck. Tactics +1: You have seen your share of battles, and are versed in the more popular strategies used in war and conflict and can employ them to varying degrees of success. Tactics +2: You know how to draw on past experiences and apply them to your current situations. Your have studied war and conflict to not only execute strategy in real time, but to counter the strategies of your opponents with high percentages of success, even without the ideal troops for the strategy. Tactics +3: You understand the difference between spending lives under your command, and wasting them. You have a keen understanding of complex strategies employed in war and conflict, have studied the maneuvers and techniques employed throughout history, and can mix them with your own experiences to craft new strategies that others may not have come up with yet. Tactics +4: You have watched and rewatched holovids of every major conflict in Galactic History (but don’t ask about the reasons behind those conflicts, since, that’s for history nerds) and can modify them to create your own unique strategies that often leave enemy commanders flat-footed. Tactics +5: You know how to hold an enemy army at bay when outnumbered 5:1. Your name has been mentioned in the same breath as Ackbar, Pellaeon, and Bel Iblis. But not Thrawn, obviously. Related Feats: Improvise, Adapt, Overcome, Resistance Is Futile, Unrelenting Offensive, Unyielding Defense, and Yes, I Said Closer Prerequisites: |
2015/08/08 / 2017/11/29 |
Might |
Measure an individual's capacity for raw feats of physical strength. Might represents the force that can be applied towards moving, throwing, or otherwise displacing matter when uninjured, well rested, or otherwise in peak condition. It is indicative of the force behind attacks as well as labor oriented tasks. Might +0: You can go about the daily activity of interacting with objects like boxes, bags, or weapons. Anything that you can get a grip on can be moved, lifted, or thrown, but heavy objects relative to your body weight will cause strain. Untrained attacks won't do much beyond annoy others when full force is applied. Might +1: You are able to lift large boxes, carry heavy bags and know the basics of leveraging your physicality for optimal output. Untrained attacks will hurt but not disorient an opponent. Might +2: Heavy boxes, bags, and large objects such as metal chairs offer little difficulty and you know exactly how to leverage your physicality with enough preparation. Untrained attacks will leave an unprotected opponent shaken when full force is applied. Might +3: You can handle heavy objects like tables and weights with ease and you can leverage your physicality in the heat of the moment. Untrained attacks will leave an unprotected opponent disoriented when full force is applied. Might +4: You can, with enough effort and time, perform superhuman feats of strength and leverage your physicality at all times. Untrained attacks will leave an unprotected opponent knocked out when full force is applied. Might +5: Superhuman feats of strength are commonplace, leaving an impression of raw power and full control over your physicality. Untrained attacks will leave an unprotected opponent with broken bones when full force is applied. Related Feats: Aleena: Bite Size, Flex This Hard, Freight Train, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Technocrat, and Wookiee: Let the Wookiee Win Prerequisites: |
2013/07/20 / 2018/01/16 |
Stamina |
Measures how long an individual can maintain their peak Athletic ability and full Might. It weighs how well your character maintains their stamina through obstacles like fatigue and non-inhibiting wounds (doesn’t prevent proper functioning), maintaining their level of physical stamina over a period of time despite feeling pain or tiredness. Stamina +0: Daily activity is a breeze, but you often find yourself winded after trying to chase down an escaped nerf or otherwise physically exerting yourself. You find most non-inhibiting wounds difficult to push past. Stamina +1: You’ve gotten yourself into basic shape and can easily run up and down stairs all day or go for a run through an obstacle course. Your physical skills will deteriorate if you don’t get enough rest between skirmishes, but you can still maintain your stamina despite superficial, non-inhibiting wounds. Stamina +2: On par with a seasoned military soldier. You go on long-distance runs daily and rarely get winded unless under heavy duress or wounded. You can come out of a bar-room brawl panting but are able to keep going about your daily activities. Lack of sleep and non-inhibiting wounds will catch up with you after a short time. Stamina +3: You can function at the peak of your abilities when battered and on as little as an hour or so of sleep each night. You can maintain your physical abilities even with moderate, non-inhibiting wounds, and can finish a marathon panting but able to function after some down time. Stamina +4: After finishing running a marathon, you are ready to run another. Even with non-inhibiting wounds, you can keep pushing your body with little sleep, and it will take a while for it to catch up with you. Stamina +5: Even with severe, non-inhibiting wounds, you can push your body without need for rest. You can maintain your full athleticism and strength even in the 11th hour of the 7th day. Related Feats: Aleena: Bite Size, Crystal Ascendant: Unstoppable Force, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Second Skin I, Second Skin II, Surge I, Surge II, Surge III, Technocrat, The Thrill, Ugnaught: It's Off To Work We Go, Unarmed Specialist I, Unarmed Specialist II, and Unarmed Specialist III Prerequisites: |
2013/07/20 / 2018/10/08 |
Slugthrowers |
Covers the understanding and technical applications of firearms that use an explosive chemical to launch a solid projectile (a "slug") at high velocity. Unlike Blasters, the more primitive slugs cannot be deflected or redirected by a lightsaber. When a slug makes contact with a lightsaber blade it simply melts, and the remaining embers can potentially land on the lightsaber-wielder's hands or face. Slugthrowers +0: You can point and shoot, but any hits are lucky shots at best. Slugthrowers +1: You are skilled with one slugthrower weapon type and can line up a shot in fair weather and hit your mark. You can track moving targets but have a harder time hitting them when in battle. Slugthrowers +2: You are skilled with two slugthrower weapon types. You can effortlessly track targets and draw beads on them in fair weather and in battle. Accuracy decreases in rough weather. Slugthrowers +3: You are familiar with all slugthrower weapon types but are an expert with one in particular. You have countless contest trophies to show off for your ability to hit targets from a wide variety of ranges and angles. Rough weather is an annoyance but nothing you can’t handle with enough patience and time. Slugthrowers +4: Any slugthrower weapon type is an instrument of death in your hand. You rarely miss a shot, even in rough weather, the middle of a war, or with distractions all around you. Slugthrowers +5: You can spell your name on a target board without looking, hungover. Related Feats: Down Scope, Guns Akimbo, It's Called Style, Medley I, Medley II, Medley III, No Scope, Pistol-cuffs, Proficiency I, Proficiency II, Proficiency III, Quick Draw, Run And Gun, and Trick Shots Prerequisites: |
2013/07/20 / 2019/03/16 |
Creature Handling |
An individual's ability to “handle” (interact, mount, and ride) a creature. It also measures the individual’s level of empathy and understanding when interpreting a creature's intent or actions. Creatures are classified as either: Domesticated, Tameable, or Untameable, with the individual’s Skill level offering different degrees of control and proficiency in relation to the creature's respective classification. Creature Handling +0: With great focus and determination, you can handle a creature that is Domesticated with mixed success. Creature Handling +1: You can handle Domesticated creatures with frequent success, and Tameable creatures with great focus and determination. Creature Handling +2: You can handle Domesticated creatures without fail, and Tameable creatures with mixed success. Creature Handling +3: You can handle Domesticated creatures without fail, and Tameable creatures with frequent success. Untameable creatures will begin to entertain your attempts at control depending on their environment. Creature Handling +4: You can handle any creature that is Domesticated or Tameable without fail, and maintain the behavior of an Untameable creature with unbroken focus and determination. Creature Handling +5: You can handle any creature that is Domesticated or Tameable without fail, and manage the behavior of an Untameable creature as long as you are by their side. Related Feats: Creature Affinity I, Creature Affinity II, Creature Speaker I, Creature Speaker II, Creature Speaker III, Grab Them By The Horns, I Controlled Them Like Animals, Just The Two Of Us I, Just The Two Of Us II, Just The Two Of Us III, Well Trained I, Well Trained II, and Well Trained III Prerequisites: |
2013/07/20 / 2019/05/03 |