Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Junker I | Granted Default Feat |
Where others see junk, a Scavenger sees opportunity. The character can quickly appraise the value of common mechanical equipment they come across and then sell it at a higher value or repurpose it somewhere else. The character gains a +1 Skill Point bonus to Mechanics when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4). Related Skills/Powers: Crafting and Mechanics Prerequisites: Discipline: Scavenger and Rank Tier: Journeyman (exact) |
2016/08/02 / 2021/12/21 |
Junker II | Granted Default Feat |
Where others see junk, a Scavenger sees opportunity. The character can quickly appraise the value of common or uncommon mechanical equipment they come across and then sell it at a higher value or repurpose it somewhere else. The character gains a +1 Skill Point bonus to Mechanics when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5). Related Skills/Powers: Crafting and Mechanics Prerequisites: Discipline: Scavenger and Rank Tier: Equite (exact) |
2016/08/02 / 2021/12/21 |
Junker III | Granted Default Feat |
Where others see junk, a Scavenger sees opportunity. The character can quickly appraise the value of any kind of mechanical equipment they come across and then sell it at a higher value or repurpose it somewhere else. The character gains a +2 Skill Point bonus to Mechanics when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5). Related Skills/Powers: Crafting and Mechanics Prerequisites: Discipline: Scavenger and Rank Tier: Elder |
2016/08/02 / 2021/12/21 |
Jury-rig I | 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 only last for a short while and break down quickly, but can come in handy in a pinch. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Novitiate (exact) |
2013/08/21 / 2021/12/16 |
Jury-rig II | 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 only last for a moderate amount of time and break down after some regular usage. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Journeyman (exact) |
2021/12/16 / 2021/12/16 |
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 |
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 |
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 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 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 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 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 |
Kaleesh: Rattlesnake | Granted Default Feat |
Due to their insular and war-like nature, Kaleesh often do not see eye to eye with the more peaceful species of the galaxy. This makes it more challenging for The character to conduct diplomatic relations and can lead to difficulty in social settings. Prerequisites: Species: Kaleesh |
2015/08/08 / 2021/12/16 |
Kaleesh: Warm Reception | Granted Default Feat |
Thanks to the thermal pits under their eyes, The character can sense the infrared spectrum, allowing them to ‘see’ in the dark by observing and detecting changes in and the presence of heat. Related Skills/Powers: Perception Prerequisites: Species: Kaleesh |
2014/07/22 / 2021/12/16 |
Kaminoan: Amoral Nature | Granted Default Feat |
Being of a society that engineers natural processes rather than simply experiencing them, Kaminoans don't hold to the common morals of society. This allows The character to more generally consider all options, even those that might be unsavory to others, without hesitation. Prerequisites: Species: Kaminoan |
2018/01/20 / 2021/12/16 |
Kaminoan: Genetic Template | Granted Default Feat |
Having identified and standardized their genetic template ages ago, there is very little physical variance between two Kaminoans. This often makes it difficult for The character to differentiate themself from other Kaminoans, which can be off-putting to other species. This is further magnified as efforts to stand out as an individual are actively discouraged in Kaminoan culture. Prerequisites: Species: Kaminoan |
2018/01/20 / 2021/12/16 |
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: Rank Tier: Journeyman (exact) and Discipline: Infiltrator |
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: Discipline: Infiltrator and Rank Tier: Equite (exact) |
2016/08/02 / 2021/12/21 |
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: Discipline: Infiltrator and Rank Tier: Elder |
2016/08/02 / 2021/12/21 |
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 |