Character Sheet Reference
| Feat | Type / Location | Description | Created / Updated |
|---|---|---|---|
| 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: (Discipline: Shadow and Rank Tier: Elder) or (Discipline: Night Mother and Rank Tier: Elder) or (Discipline: Sith Avatar and Rank Tier: Elder) or (Discipline: Hyōbao Vilissës and Rank Tier: Elder) or (Discipline: Valkyrie and Rank Tier: Elder) or (Discipline: Arcane Infiltrator and Rank Tier: Elder) or (Discipline: Void Stalker and Rank Tier: Elder) or (Discipline: Phantom Menace and Rank Tier: Elder) or (Discipline: Temporal Operative and Rank Tier: Elder) or (Discipline: Shadow Hunter and Rank Tier: Elder) or (Discipline: Chiaroscuro Healer and Rank Tier: Elder) |
2013/08/09 / 2026/05/15 |
| Faceless II | Granted Default Feat |
A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s partial concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the Faceless power. Related Skills/Powers: Illusion Prerequisites: (Discipline: Shadow and Rank Tier: Equite (exact)) or (Discipline: Soaring Songbird and Rank Tier: Equite (exact)) or (Discipline: Shadow Broker and Rank Tier: Equite (exact)) |
2013/08/10 / 2026/05/15 |
| Iron Pillar III | Granted Default Feat |
An Elder Juggernaut is seldom knocked off their feet, even when they is not able to plant them. The character can momentarily steel their body at will like a sheet of Mandalorian Iron in order to prevent themself from being staggered, knocked back, or thrown off their feet otherwise. Related Skills/Powers: Might and Stamina Prerequisites: (Discipline: Juggernaut and Rank Tier: Elder) or (Discipline: Unyielding Tempest and Rank Tier: Elder) or (Discipline: Tank and Rank Tier: Elder) or (Discipline: Anchorite and Rank Tier: Elder) or (Discipline: Immortal Mandalorian and Rank Tier: Elder) |
2013/08/10 / 2026/05/15 |
| Surge I | Granted Default Feat |
Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As The character’s adrenaline surges with every hit they land or take, they can begin to augment their Stamina to +1 Skill Point higher, as long as they are actively engaged in direct combat and focused solely on feats that utilize their Might or Athletics ability (to a maximum of +4). When a lull in combat presents itself, The character will immediately lose their stamina boost, but suffer no penalty. Related Skills/Powers: Stamina Prerequisites: (Discipline: Juggernaut and Rank Tier: Journeyman (exact)) or (Discipline: Matukai Adept) or (Discipline: Paladin and Rank Tier: Journeyman (exact)) or (Discipline: The Ronin and Rank Tier: Journeyman (exact)) or (Discipline: Taldryan Obelisk and Rank Tier: Journeyman (exact)) or (Discipline: Matukai Adept and Rank Tier: Journeyman (exact)) or (Discipline: Stormwalker and Rank Tier: Journeyman (exact)) or (Discipline: Sith Fleshweaver and Rank Tier: Journeyman (exact)) or (Discipline: Sith Fleshweaver and Rank Tier: Journeyman (exact)) or (Discipline: Peacekeeper and Rank Tier: Journeyman (exact)) or (Discipline: Aurenval and Rank Tier: Journeyman (exact)) or (Discipline: Necro'lor and Rank Tier: Journeyman (exact)) or (Discipline: Wayseeker Paladin and Rank Tier: Journeyman (exact)) or (Discipline: Arcane Warrior and Rank Tier: Journeyman (exact)) or (Discipline: The Bastion and Rank Tier: Journeyman (exact)) or (Discipline: Forcewarden and Rank Tier: Journeyman (exact)) or (Discipline: Koldra'dun and Rank Tier: Journeyman (exact)) |
2013/08/10 / 2026/05/15 |
| Steady Hands III | Granted Default Feat |
The character can calmly and mechanically work with their Medicine skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. They can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. They are granted a +2 Skill Point bonus to Medicine (up to a maximum of +5). Related Skills/Powers: Medicine Prerequisites: (Discipline: Field Medic and Rank Tier: Elder) or (Discipline: The Doctor and Rank Tier: Elder) or (Discipline: Neurodivergent Medic and Rank Tier: Elder) |
2015/08/31 / 2026/05/15 |
| Xenobiology II | Granted Default Feat |
The character has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if they was working on their own species. Related Skills/Powers: Lore and Medicine Prerequisites: (Discipline: Field Medic and Rank Tier: Equite (exact)) or (Discipline: Kevorkian and Rank Tier: Equite (exact)) or (Discipline: Neurodivergent Medic and Rank Tier: Equite (exact)) or (Discipline: Underworld Cybergeneticist and Rank Tier: Equite (exact)) |
2015/08/31 / 2026/05/15 |
| 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: (Discipline: Arcanist and Rank Tier: Elder) or (Discipline: Jedi Operative and Rank Tier: Elder) or (Discipline: Force Sleuth and Rank Tier: Elder) or (Discipline: Shadow Hunter and Rank Tier: Equite) or (Discipline: Bloodwraith and Rank Tier: Elder) |
2015/08/09 / 2026/05/15 |
| Primed I | Granted Default Feat |
Sorcerers channel the energy of combat. Fueled by surge of Force energy, The character is capable of chaining together two offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end they experience temporary fatigue they come down from a battle-high. Applies to: Force Lightning, Telekinesis, Slow, Blinding, Darkness, and Pyrokinesis. Related Skills/Powers: Blinding, Darkness, Force Lightning, Pyrokinesis, Slow, and Telekinesis Prerequisites: (Discipline: Sorcerer and Rank Tier: Journeyman (exact)) or (Discipline: Balance Bringer and Rank Tier: Journeyman (exact)) or (Discipline: Rex Tempestas and Rank Tier: Journeyman (exact)) or (Discipline: Force Sage and Rank Tier: Journeyman (exact)) or (Discipline: The Raven King and Rank Tier: Journeyman (exact)) or (Discipline: Radiant Virtuoso and Rank Tier: Journeyman (exact)) |
2021/12/16 / 2026/05/15 |
| Fly Casual I | Granted Default Feat |
The character has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. They gain a +1 Skill Point bonus to their Deception Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). The character can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. Related Skills/Powers: Deception Prerequisites: (Discipline: Scoundrel and Rank Tier: Journeyman (exact)) or (Discipline: Fence and Rank Tier: Journeyman (exact)) |
2016/08/02 / 2026/05/15 |
| Synergy III | Granted Default Feat |
The character can instantly extend the effects of their defensive Force powers to a small team of targets within close proximity. they can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as they are concentrating on the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier. Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing Prerequisites: (Discipline: Defender and Rank Tier: Elder) or (Discipline: Concordant and Rank Tier: Elder) or (Discipline: Lifeweaver and Rank Tier: Elder) or (Discipline: Lyctor and Rank Tier: Elder) or (Discipline: Chiaroscuro Healer and Rank Tier: Elder) or (Discipline: Force's Gift and Rank Tier: Elder) |
2015/08/09 / 2026/05/15 |
| Iron Pillar I | Granted Default Feat |
Juggernauts know how to take a hit better than most. The character can dig their heels into the ground and, with full concentration, momentarily steel their body against impact to prevent themself from being staggered, knocked back, or thrown off their feet otherwise. Related Skills/Powers: Might and Stamina Prerequisites: (Discipline: Juggernaut and Rank Tier: Journeyman (exact)) or (Discipline: Unyielding Tempest and Rank Tier: Journeyman (exact)) or (Discipline: Tank and Rank Tier: Journeyman (exact)) or (Discipline: Anchorite and Rank Tier: Journeyman (exact)) or (Discipline: Immortal Mandalorian and Rank Tier: Journeyman (exact)) |
2013/08/10 / 2026/05/15 |
| Take My Shimmer I | Chosen Force Feat |
The character has learned to place their Force Cloak on another person. Both The character and the target individual must remain stationary, but do not need to be in immediate proximity to each other, only within eyesight. Related Skills/Powers: Force Cloak Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact) |
2021/12/16 / 2026/05/15 |
| Force Crush I | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to near instantaneously crush a stationary target from all directions beyond the capacity of what is normal, as if compacting them into a ball. This causes immense damage, but on its own is non-fatal. The power is tremendously draining. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder (exact) |
2021/12/16 / 2026/05/15 |
| Field Triage III | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with moderate injuries including life threatening trauma and severed limbs. Related Skills/Powers: Control Self and Healing Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2021/12/16 / 2026/05/15 |
| 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: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2021/12/16 / 2026/05/15 |
| Shield Wall II | Chosen Force Feat |
The character is able to focus completely on their Barrier and extend it to nearby allies such that they are protected as well. They move within the barrier radius, but must maintain focus on sustaining it, and thus can take no other actions. Related Skills/Powers: Barrier Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact) |
2021/12/16 / 2026/05/15 |
| Telekinetic Strike II | Chosen Force Feat |
The character can further specialize their Telekinetic power. In addition to creating a direction punching like attack, they can slam an open hand on the ground to release a small detonation of telekinetic wave of energy. Foes within immediate proximity to The character are staggered from either attack. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2015/08/09 / 2026/05/15 |
| Singularity | Chosen Force Feat |
Rather than focusing on a single individual, The character has learned to project the effects of Slow over a small area of effect, slowing the movement and responses of multiple targets at a time. This requires The character's full concentration, regardless of Force Power level. Related Skills/Powers: Slow Prerequisites: Order Group: Force Sensitives and Rank: Equite 3 |
2015/08/09 / 2026/05/15 |
| Trakata | Chosen Force Feat |
The character has mastered the ability to incorporate the principles of Trakata into their Lightsaber Form. This involves the subtle nuances of activating and deactivating their lightsaber blade in the heart of combat at key tactical moments. Usually dismissed by saberist as a gimmick, a true Trakata user knows how to compensate for the split-seconds of vulnerability that the risky technique carries with skill and precision. Related Skills/Powers: Lightsaber Prerequisites: Rank: Equite 4 |
2015/10/07 / 2026/05/15 |
| 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: Order Group: Force Sensitives and Rank Tier: Elder |
2021/12/16 / 2026/05/15 |