Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
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 |
Gungan: A Pet In Need | Granted Default Feat |
Gungan society, particularly their military, makes heavy use of animals as mounts and beasts of burden. As a result, The character has a natural affinity for working with animals and they find it easier to employ suitable animals as mounts and beasts of burden. Prerequisites: Species: Gungan |
2015/08/08 / 2021/12/16 |
Gungan: These Legs Were Made For Walkin’ | Granted Default Feat |
As a Gungan, The character has long legs with strong muscles, resulting in longer strides and greater propulsion underwater. Coupled with their amphibious nature, this makes them a natural runner and jumper, and a fast and agile swimmer. When exposed to dry or desert conditions for too long, however, their health and mood will suffer. Prerequisites: Species: Gungan |
2013/12/01 / 2021/12/16 |
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: Order Group: Force Sensitives and Rank: Journeyman 4 |
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: Rank Tier: Journeyman and Order Group: Force Sensitives |
2013/07/20 / 2021/12/16 |
Hapan: Distilled Beauty | Granted Default Feat |
The Hapan has spent generations selectively breeding to create "perfect" people. The character can utilize his above-average looks to augment his Deception Skill when trying to talk his way out of sticky situations. Related Skills/Powers: Deception Prerequisites: Species: Hapan |
2013/08/13 / 2023/11/17 |
Hapan: Nightblind | Granted Default Feat |
Due to the perpetual sunlight and lack of lunar cycle in the Hapes cluster, The character is genetically nightblind, making it much more difficult for them to see clearly in dim or low-light environments. Prerequisites: Species: Hapan |
2015/08/08 / 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: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2021/12/16 / 2021/12/16 |
Haze II | Chosen Force Feat |
The character can extend their Concealment ability over a small group of sentient beings clustered close together, 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: Equite (exact) |
2015/08/09 / 2021/12/16 |
Haze III | Chosen Force Feat |
The character can extend their Concealment ability over a small group of sentient beings clustered near each other, hiding them from a Jedi’s Force Sense. Requires half of The character’s focus to maintain the concealment effect. Related Skills/Powers: Concealment Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2015/08/09 / 2021/12/16 |
Hero Landing | Chosen Skill Feat |
Sneaking often means finding oneself in situations of difficult navigation. The character has learned to leverage their Athletics Skill to remain unseen. They can use their Athletics Skill in place of their Stealth Skill when landing from a high place or needing to rapidly move through a crowd. Related Skills/Powers: Athletics and Stealth Prerequisites: Rank Tier: Journeyman |
2023/11/08 / 2023/11/08 |
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: Discipline: Techweaver and Rank Tier: Journeyman (exact) |
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: Discipline: Techweaver and Rank Tier: Equite (exact) |
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: Discipline: Techweaver and Rank Tier: Elder |
2015/08/09 / 2021/12/21 |