Character Sheet Reference

Displaying feats 201 - 220 of 453 in total
Feat Type / Location Description Created / Updated
Let Them Hate, So Long As They Fear Chosen Skill Feat

The character has become adept at using fear and threats as a leader. They may replace their Leadership Skill with their Intimidation skill when encouraging subordinates to follow their lead.

Related Skills/Powers: Intimidation and Leadership

Prerequisites: Rank Tier: Novitiate

2013/08/12 / 2021/12/16
Leaf On The Wind Chosen Force Feat

The character has learned to be a leaf in the wind, calming their mind and attuning their sensitivity with Precognition to the point that they is granted the ability to feel out potential obstacles while flying a ship, vehicle, or jetpack.

Related Skills/Powers: Precognition

Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite

2013/08/17 / 2023/11/13
La Resistance II Chosen Skill Feat

The character’s body has been exposed and conditioned to various toxins and poisons through rigorous training over the years. Their body is immune to doses poisons that are not alchemy imbued or advancedly engineered. This does not cover the effects of recreational substances.

Related Skills/Powers: Resolve

Prerequisites: Rank Tier: Elder

2021/12/16 / 2021/12/16
La Resistance I Chosen Skill Feat

The character’s body has been exposed and conditioned to various toxins and poisons through rigorous training over the years. Their body is immune to normal doses of common poisons, but only partially resistant to heavy doses. The character is still susceptible to more advanced or alchemy creations, however. This does not cover the effects of recreational substances.

Related Skills/Powers: Resolve

Prerequisites: (Rank Tier: Novitiate (exact)) or (Rank Tier: Journeyman (exact)) or (Rank Tier: Equite (exact))

2015/08/09 / 2021/12/16
Knuckle Fists Chosen Skill Feat

Adept at the martial arts, The character has trained to enhance their blows with fist based weapons. The character can swap their Martial Arts Skill in place of their Miscellaneous Weapons Skill when fighting with knuckler weapons.

Related Skills/Powers: Martial Arts and Miscellaneous Weapons

Prerequisites: Rank: Journeyman 4

2024/07/07 / 2024/07/08
Kneecapper Chosen Skill Feat

With a well aimed blow, The character gets a +1 Skill Point bonus to their Blunt Weapons Skill when attempting to cripple a foe with a successful melee swing, thus slowing the foe's movement for a handful of seconds (to a maximum of +5).

Related Skills/Powers: Blunt Weapons

Prerequisites: Rank Tier: Novitiate

2013/08/21 / 2021/12/17
Kernel of Truth Chosen Skill Feat

The best lies often come with a kernel of truth, a fact that helps sell the false. The character can use their Intellect Skill in place of their Deception Skill when attempting to pass off a half lie or fib.

Related Skills/Powers: Deception and Intellect

Prerequisites: Rank Tier: Equite

2021/12/16 / 2023/11/08
Keen Mind III Chosen Skill Feat

The character has a mind like a steel trap. With an eidetic memory, they can remember anything that they actively perceived (focused on, read, heard, etc) with greater detail.

Related Skills/Powers: Intellect and Perception

Prerequisites: Rank Tier: Elder

2021/12/16 / 2021/12/16
Keen Mind II Chosen Skill Feat

The character has a mind like a steel trap. With an eidetic memory, they can remember anything from the last year that they actively perceived (focused on, read, heard, etc) with greater detail.

Related Skills/Powers: Intellect and Perception

Prerequisites: Rank Tier: Equite (exact)

2021/12/16 / 2021/12/16
Keen Mind I Chosen Skill Feat

The character has a mind like a steel trap. With an eidetic memory, they can remember anything from the last six months that they actively perceived (focused on, read, heard, etc) with greater detail.

Related Skills/Powers: Intellect and Perception

Prerequisites: Rank Tier: Journeyman (exact)

2021/12/16 / 2021/12/16
Keen Eye III Granted Default Feat

When breaking into someplace they don't belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, The character can spot patterns or oddities they come across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on their Investigation or Perception Skills.

Related Skills/Powers: Investigation and Perception

Prerequisites: (Rank Tier: Elder and Discipline: Infiltrator) or (Rank Tier: Elder and Discipline: Keen Intellectual)

2016/08/02 / 2021/12/21
Keen Eye II Granted Default Feat

When breaking into someplace they don't belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, The character can spot patterns or oddities they come across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on their Investigation or Perception Skills.

Related Skills/Powers: Investigation and Perception

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Infiltrator) or (Discipline: Keen Intellectual and Rank Tier: Equite (exact))

2016/08/02 / 2021/12/21
Keen Eye I Granted Default Feat

When breaking into someplace they don't belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, The character can spot patterns or oddities they come across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on The character’s Investigation or Perception Skills.

Related Skills/Powers: Investigation and Perception

Prerequisites: (Discipline: Infiltrator and Rank Tier: Journeyman (exact)) or (Discipline: Keen Intellectual and Rank Tier: Journeyman (exact))

2016/08/02 / 2021/12/21
Just The Two Of Us III Chosen Skill Feat

The character has formed a lasting bond with up to two Domesticated or Tameable creatures. This bond exists without the need of a Force-connection, or advanced training in Creature Handling and is instead something more primal and natural. (Bonded creatures must be cited in Loadout Description)

Related Skills/Powers: Creature Handling

Prerequisites: Rank Tier: Elder

2021/12/16 / 2023/12/27
Just The Two Of Us II Chosen Skill Feat

The character has formed a lasting bond with a single Domesticated or Tameable creature. This bond exists without the need of a Force-connection, or advanced training in Creature Handling and is instead something more primal and natural. (Bonded creature must be cited in Loadout Description)

Related Skills/Powers: Creature Handling

Prerequisites: Rank Tier: Equite (exact)

2021/12/16 / 2023/12/27
Just The Two Of Us I Chosen Skill Feat

The character has formed a lasting bond with a single Domesticated creature. This bond exists without the need of a Force-connection, or advanced training in Creature Handling and is instead something more primal and natural. (Bonded creature must be cited in Loadout Description)

Related Skills/Powers: Creature Handling

Prerequisites: Rank Tier: Journeyman (exact)

2019/05/03 / 2023/12/27
Just Ones and Zeroes Chosen Skill Feat

The character understands how a droid thinks, and is able to leverage that understanding in arguing with them. The character can use their Slicing Skill in place of their Deception Skill when engaging in a verbal exchange with artificial intelligence.

Related Skills/Powers: Deception and Slicing

Prerequisites: Rank Tier: Novitiate

2021/12/16 / 2023/11/08
Just A Flesh Wound II Chosen Skill Feat

The character is almost completely self-sufficient, and may use their Survival Skill in place of their Medicine Skill to treat their or other's injuries by utilizing whatever materials are available.

Related Skills/Powers: Medicine and Survival

Prerequisites: Rank Tier: Journeyman

2023/03/13 / 2023/03/13
Just A Flesh Wound I Chosen Skill Feat

The character is almost completely self-sufficient, and may use their Survival Skill in place of their Medicine Skill to treat their injuries by utilizing whatever materials are available.

Related Skills/Powers: Medicine and Survival

Prerequisites: Rank Tier: Novitiate (exact)

2013/08/11 / 2023/03/13
Jury-rig III Chosen Skill Feat

The character is such an able Mechanic they can make use of some very unusual materials to get systems up and running again, often using parts of completely different machines or simple objects to replace typically complicated parts. These jury rigs can last for a long amount of time and break down only after heavy usage.

Related Skills/Powers: Mechanics

Prerequisites: Rank Tier: Equite

2021/12/16 / 2021/12/16