Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Hexing I | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the electronic circuitry of small tech items like holo transmitters, chronos and security cameras, overwhelming their circuitry and causing them to malfunction or break. The character requires a visual on target and a focusing gesture or cue. Related Skills/Powers: Telekinesis Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Techweaver) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Operative) |
2015/08/09 / 2021/12/21 |
Hexing II | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. The character requires a visual on target and a focusing gesture or cue. Related Skills/Powers: Telekinesis Prerequisites: (Rank Tier: Equite (exact) and Discipline: Techweaver) or (Rank Tier: Equite (exact) and Discipline: Jedi Operative) |
2015/08/09 / 2021/12/21 |
Hexing III | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. They can disable an entire network of computers. With concentration, they can even disable combat droids. Related Skills/Powers: Telekinesis Prerequisites: (Rank Tier: Elder and Discipline: Techweaver) or (Rank Tier: Elder and Discipline: Jedi Operative) |
2015/08/09 / 2021/12/21 |
Hippocratic | Chosen Skill Feat |
The character's training in Medicine has led to them learn the mantra "Do No Harm". To this end, they have learned to use their medical studies to attempt to incapacitate an opponent. The character can use their Medicine Skill in place of their Martial Arts Skill while attempting to subdue, but not kill an opponent. Related Skills/Powers: Martial Arts and Medicine Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2023/11/08 |
Hivemind I | Granted Default Feat |
The character has begun to train in an advanced style of Battle Meditation, allowing them to use another person (who doesn't have to be a Force user) under their Battle Meditation effects to help offset The character's focus. This allows they to not only move but also fight. Their ability to fight is limited to basic defense. Related Skills/Powers: Battle Meditation Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Paladin) or (Rank Tier: Journeyman (exact) and Discipline: The Chronarch) |
2024/09/25 / 2024/09/25 |
Hivemind II | Granted Default Feat |
The character has trained an advanced style of Battle Meditation, allowing them to use two other people (who don't have to be a Force user) under their Battle Meditation effects to help offset The character's focus. This allows they to not only move but also fight. Their ability to fight is limited to defensive measures and basic offensive capabilities. Related Skills/Powers: Battle Meditation Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Paladin) or (Rank Tier: Equite (exact) and Discipline: The Chronarch) |
2024/09/25 / 2024/09/25 |
Hivemind III | Granted Default Feat |
The character has mastered an advanced style of Battle Meditation, allowing them to use two other people (who don't have to be a Force user) under their Battle Meditation effects to help offset The character's focus. This allows they to not only move but also fight. Their ability to fight is as if they were not channeling Battle Meditation at all, while still suffering the tiring effects of the power. Related Skills/Powers: Battle Meditation Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Paladin) or (Rank Tier: Elder and Discipline: The Chronarch) |
2024/09/25 / 2024/09/25 |
Home Into The Black | Chosen Skill Feat |
The character knows how to blend their ship in with the background, whether cosmic or otherwise. When attempting to fly undetected, The character gets a +1 Skill Point bonus to their Piloting Skill (to a maximum of +5). Related Skills/Powers: Piloting Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Hotfix I | Granted Default Feat |
The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to small, active machinery such as speeders while under duress, and can even tackle larger machinery found on starfighters as long as they are powered-down or not in flight. Related Skills/Powers: Mechanics Prerequisites: Discipline: Scavenger and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |
Hotfix II | Granted Default Feat |
The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Equite (exact) and Discipline: Scavenger |
2016/08/02 / 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 |
2016/08/02 / 2021/12/21 |
Hot LZ | Chosen Skill Feat |
The character has the training experience of flying into an enemy-controlled region. The character gains a +1 Skill Point bonus to Piloting when attempting to infiltrate or exfiltrate a small team in a well-defended area (up to a Maximum of +5). Related Skills/Powers: Piloting Prerequisites: Rank: Equite 2 |
2023/11/18 / 2023/11/18 |
I am in Control | Chosen Force Feat |
The character has trained their Control Self Force Power to help fortify their mind against others. They may use Control Self in place of their their Resolve to counter Mind Trick Related Skills/Powers: Control Self Prerequisites: Rank: Journeyman 4 and Order Group: Force Sensitives |
2025/05/04 / 2025/05/05 |
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) |
2016/08/02 / 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 |
2016/08/02 / 2021/12/21 |
I Can Fix That III | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is veteran enough that they gain a +2 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — but only at a +1 Skill bonus when the vessel is alien or unfamiliar (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Elder and Discipline: Ace |
2016/08/02 / 2021/12/21 |
Ichor Bolt | Chosen Force Feat |
The character has learned to channel their Telekinesis power into a bolt of moving energy from their hands to a target. Related Skills/Powers: Telekinesis Prerequisites: Rank: Journeyman 4 and Order Group: Force Sensitives |
2025/05/02 / 2025/05/02 |
Ichor Cloud | Chosen Force Feat |
Rather than enveloping an area with complete darkness, The character has learned to tap into the power of the Ichor, releasing their Darkness Force Power as a dense cloud of thick green ichor mist. Related Skills/Powers: Darkness Prerequisites: Rank: Novitiate 4 and Order Group: Force Sensitives |
2025/05/02 / 2025/05/02 |
Ichor Grenades I | Granted Default Feat |
The character has learned to adapt their Ichor ability to have its effects occur not by drinking a liquid but by inhalation of smoke. They can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). Related Skills/Powers: Ichor Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Night Witch |
2025/05/02 / 2025/05/02 |
Ichor Grenades II | Granted Default Feat |
The character has learned to adapt their Ichor ability to have its effects occur not by drinking a liquid but by inhalation of smoke. They can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). Related Skills/Powers: Ichor Prerequisites: Rank Tier: Equite (exact) and Discipline: Night Witch |
2025/05/02 / 2025/05/02 |