Character Sheet Reference
| Feat | Type / Location | Description | Created / Updated |
|---|---|---|---|
| Rampage III | Chosen Force Feat |
When The character lets their Rage take control, they embark on a rampage. While rampaging, any debilitating effects such as Slow or Stun are not merely cast aside but usable to extend the duration of Rage without additional fatigue or drain. The character still experiences fatigue when their Rage has ended based on their normalized usage of it. Related Skills/Powers: Rage Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2021/12/16 / 2025/08/22 |
| Puppet Master | Chosen Force Feat |
The character has developed their Mind Trick to a point where it is no longer simply used to trick the mind, but control it as well. If a sentient allows The character access, they are able to control that sentient directly, although this will leave The character defenseless for the duration of the control. The character may break this ability at any time, but may take no other actions or movements in their own body during this period. Their target may also voluntarily end this effect at any point, depending on their Resolve. Related Skills/Powers: Mind Trick Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 |
2014/01/25 / 2021/12/16 |
| Use The Force, Luke II | Chosen Force Feat |
The character can, while operating their starfighter, reach out with the Force and manipulate matter with their Telekinesis ability. With limited focus, they can not only alter the trajectory of a large projectile weapons (rockets, torpedoes) off its natural trajectory guiding it to hit specific targets, but also that of space debris, shrapnel, and even to close hull breaches. Related Skills/Powers: Piloting and Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2015/08/09 / 2021/12/17 |
| Obedience School | Chosen Force Feat |
Through Creature Control, The character can exert his will entirely over a target creatures conscious mind, directing them to carry out a specific task or function that might go against their base nature. Related Skills/Powers: Creature Control Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite |
2021/12/16 / 2021/12/16 |
| Fire Armor | Chosen Force Feat |
The character can use their ability of Pyrokinesis to safely coat their armor or clothing with fire without ruining their attire or causing damage to themselves. Related Skills/Powers: Pyrokinesis Prerequisites: Order Group: Force Sensitives and Rank: Equite 2 |
2025/05/02 / 2025/05/02 |
| Debilitating Fear | Chosen Force Feat |
The character can use Terror and fear alone to temporarily induce a sense of paralysis to weaker minds, or instill a simple hesitation or pause in stronger minds. Related Skills/Powers: Terror Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 |
2015/08/09 / 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 |
| Enhanced Sight I | Chosen Force Feat |
The character can use the Force to augment their vision to see better in the dark or through fog and hazes that would normally hinder line of sight. The effect is tied to The character’s ability in Amplification. Related Skills/Powers: Amplification Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2015/08/09 / 2023/04/24 |
| Long Shot | Chosen Force Feat |
The character can use their Teleportation power to move a skill-level appropriate object a greater distance, up to 200 meters within line of sight. Related Skills/Powers: Teleportation Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 |
2025/05/02 / 2025/05/02 |
| Loop it | Chosen Force Feat |
The character’s Illusion Force Power goes beyond simple tricks. With extensive practice, they have gained the ability to generate longer-lasting images, left to run on repetitive loops. Though incredibly deceiving from a distance, these illusions tend to fall apart upon closer inspection. Related Skills/Powers: Illusion Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2021/12/16 / 2021/12/16 |
| Blind Shot | Chosen Force Feat |
The character can transport a skill-level appropriate object to a space not within line of sight but runs the risk of death or serious injury by attempting to appear in a place that is physically open. Related Skills/Powers: Teleportation Prerequisites: Order Group: Force Sensitives and Rank: Equite 3 |
2025/05/02 / 2025/05/02 |
| Stun I | Chosen Force Feat |
The character can use their Slow ability to overwhelm a target's motor functions and cause them to become temporarily stunned in place. This staggering effect is short-lived, but requires no concentration beyond the initial strike. Related Skills/Powers: Slow Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2015/08/09 / 2021/12/16 |
| Static Shock II | Chosen Force Feat |
The character can not only extended the duration of their Force Lightning into a continuous string that loses strength rapidly after the initial burst, but they can also split their Force Lightning into two streaks to hit two targets concurrently at half power. Related Skills/Powers: Force Lightning Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2015/08/09 / 2021/12/16 |
| Plasma Manipulation II | Chosen Force Feat |
With further training, The character has moved beyond the ability to merely hold a blaster bolt in place with Telekinesis. Now, they can deflect and bounce blaster bolts that come towards them with a simple handle gesture. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2023/12/22 / 2023/12/22 |
| Rampage II | Chosen Force Feat |
When The character lets their Rage take control, they embark on a rampage. While rampaging, any debilitating effects such as Slow or Stun are cast aside. The character still experiences the same fatigue when their Rage has ended but no longer experiences the effects of those debilitating Powers. Related Skills/Powers: Rage Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact) |
2021/12/16 / 2025/08/22 |
| Like a Hurricane | Chosen Force Feat |
In addition to general weather and climate changes, The character has learned to use their Weather Control power to specifically target a group of individuals, even as they move about the region. They must maintain sight on the region where this weather is taking place. Related Skills/Powers: Weather Control Prerequisites: Order Group: Force Sensitives and Rank: Equite 4 |
2025/05/02 / 2025/05/02 |
| 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: Order Group: Force Sensitives and Rank: Journeyman 4 |
2025/05/02 / 2025/05/02 |
| 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: Order Group: Force Sensitives and Rank Tier: Elder |
2015/08/09 / 2021/12/16 |
| Field Triage I | 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 mild cuts, bruises, and cracked bones. Related Skills/Powers: Control Self and Healing Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2015/08/09 / 2021/12/16 |
| Prestidigitation | Chosen Force Feat |
The character is well practiced in the art of minor illusions. A flash of sparks, quick sound effects, and small illusory items are among the many tricks up their sleeve. For the purpose of conjuring these parlor trickesque illusions, The character gets a +1 Skill Point bonus to their Illusion Skill (to a maximum of +5). Related Skills/Powers: Illusion Prerequisites: Order Group: Force Sensitives and Rank Tier: Novitiate |
2021/12/16 / 2021/12/16 |