Character Sheet Reference

Displaying feats 261 - 280 of 453 in total
Feat Type / Location Description Created / Updated
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: Rank: Equite 4 and Order Group: Force Sensitives

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: Rank: Journeyman 4 and Order Group: Force Sensitives

2025/05/02 / 2025/05/02
Fear Projection Chosen Force Feat

The character has learned to utilize their Terror power by passively projecting tiny images of their own fears around them. Their connection to the Force deepens as they use their fear to fuel their abilities.

Related Skills/Powers: Terror

Prerequisites: Rank: Equite 2 and Order Group: Force Sensitives

2025/05/02 / 2025/05/02
Ichor Cloud Chosen Force Feat

Rather than enveloping an area with complete darkness, The character has learned to tap into the power of the Ichor, releasing their Darkness Force Power as a dense cloud of thick green ichor mist.

Related Skills/Powers: Darkness

Prerequisites: Rank: Novitiate 4 and Order Group: Force Sensitives

2025/05/02 / 2025/05/02
Yzma’s Cabinet Chosen Force Feat

The character can transform one additional target to a different creature type based on their skill level.

Related Skills/Powers: Transformation

Prerequisites: Rank: Equite 1 and Order Group: Force Sensitives

2025/05/02 / 2025/05/06
Fire Weapons Chosen Force Feat

The character can use their ability of Pyrokinesis to safely coat their weapons with fire. This can be applied to the blades of lightsabers and the bolts from blasters and slug throwers in addition to more conventional weapons.

Related Skills/Powers: Pyrokinesis

Prerequisites: Rank: Equite 2 and Order Group: Force Sensitives

2025/05/02 / 2025/05/13
Quick Storage Chosen Force Feat

Through dedication and training, The character has become more efficient in their ability to store away and summon items from the ether. The time needed to store or summon an item has been cut in half of what it normally would be.

Related Skills/Powers: Item Conjuring

Prerequisites: Order Group: Force Sensitives and Rank: Equite 3

2025/05/03 / 2025/05/03
I am in Control Chosen Force Feat

The character has trained their Control Self Force Power to help fortify their mind against others. They may use Control Self in place of their their Resolve to counter Mind Trick

Related Skills/Powers: Control Self

Prerequisites: Rank: Journeyman 4 and Order Group: Force Sensitives

2025/05/04 / 2025/05/05
Preservation Override Chosen Force Feat

The character has learned how to take their Possession of another being to a new level, allowing them to override the target’s self-preservation instincts, letting The character place their target in very dangerous or even deadly situations, including combat.

Related Skills/Powers: Possession

Prerequisites: Rank: Elder 1 and Order Group: Force Sensitives

2025/05/02 / 2025/05/06
Rather Weighty, This Chosen Force Feat

The character has taken advanced training in their Gravitation Force Power, allowing them to not only weaken the pull of gravity, or change its direction, but also to increase the pull of gravity, making targets heavier than they would be otherwise.

Related Skills/Powers: Gravitation

Prerequisites: Rank: Journeyman 4

2025/05/16 / 2025/05/16
Force Drain II Chosen Force Feat

The character can channel life and Force energy from a source other than themselves to fuel their Healing ability. This target must be a living sapient species and is sapped of energy and vitality, growing weaker at a proportional amount of the wounds being healed. This process takes just as long to heal as it would with the traditional Healing Force Power.

Related Skills/Powers: Healing

Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives

2021/12/16 / 2025/05/28
Xenobiology III Granted Default Feat

The character has become intricately familiar with every known species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.

Related Skills/Powers: Lore and Medicine

Prerequisites: (Rank Tier: Elder and Discipline: Field Medic) or (Rank Tier: Elder and Discipline: Kevorkian)

2015/08/31 / 2021/12/21
Synergy I Granted Default Feat

As a Journeyman, The character has learned to extend the effects of their defensive Force powers to a single ally within close proximity. The character can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as their full concentration is dedicated to 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: (Rank Tier: Journeyman (exact) and Discipline: Defender) or (Rank Tier: Journeyman (exact) and Discipline: Concordant)

2015/08/09 / 2021/12/21
Synergy III Granted Default Feat

The character can instantly extend the effects of their defensive Force powers to a small team of allies 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: (Rank Tier: Elder and Discipline: Defender) or (Rank Tier: Elder and Discipline: Concordant)

2015/08/09 / 2021/12/21
Medley II Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had +2 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Weapons Specialist) or (Rank Tier: Equite (exact) and Discipline: Soldier)

2015/08/31 / 2022/05/16
Medley III Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had a +3 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Elder and Discipline: Weapons Specialist) or (Rank Tier: Elder and Discipline: Soldier)

2015/08/31 / 2022/05/16
Medley I Granted Default Feat

The Weapons Specialist is able to temporarily use any weapon as if they had +1 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Weapons Specialist) or (Rank Tier: Journeyman (exact) and Discipline: Soldier)

2015/08/31 / 2022/05/16
Steady Hands I Granted Default Feat

The character can calmly and mechanically work with their Medicine skill even when under the stress of an overcrowded emergency room. They can filter out basic distractions and remain focused on administering aid. They are granted a +1 Skill Point bonus to Medicine (up to a maximum of +4).

Related Skills/Powers: Medicine

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Field Medic) or (Rank Tier: Journeyman (exact) and Discipline: The Doctor)

2015/08/31 / 2021/12/21
Proficiency II Granted Default Feat

The character has spent years training and honing their skills with their favourite weapons. This allows them to use their chosen Primary and Secondary Weapon’s associated Skills at +1 Skill Point higher (to a maximum of +5).

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Lightsaber, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Weapons Specialist) or (Rank Tier: Equite (exact) and Discipline: Legendary Mandalorian) or (Rank Tier: Equite (exact) and Discipline: Ninja) or (Rank Tier: Equite (exact) and Discipline: Master Naur'alor) or (Rank Tier: Equite (exact) and Discipline: Mandalorian Fly-Girl) or (Rank Tier: Equite (exact) and Discipline: Kevorkian) or (Rank Tier: Equite (exact) and Discipline: Mandaboo) or (Rank Tier: Equite (exact) and Discipline: Weaponsmith) or (Rank Tier: Equite (exact) and Discipline: Timber)

2015/08/31 / 2021/12/21
Proficiency I Granted Default Feat

The character has spent years training and honing their skills with their favourite weapons. This allows them to use their chosen Primary Weapon’s associated Skill at +1 Skill Point higher (to a maximum of +4).

Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Lightsaber, Miscellaneous Weapons, and Slugthrowers

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Weapons Specialist) or (Rank Tier: Journeyman (exact) and Discipline: Legendary Mandalorian) or (Rank Tier: Journeyman (exact) and Discipline: Ninja) or (Rank Tier: Journeyman (exact) and Discipline: Master Naur'alor) or (Rank Tier: Journeyman (exact) and Discipline: Mandalorian Fly-Girl) or (Rank Tier: Journeyman (exact) and Discipline: Kevorkian) or (Rank Tier: Journeyman (exact) and Discipline: Mandaboo) or (Rank Tier: Journeyman (exact) and Discipline: Weaponsmith) or (Rank Tier: Journeyman (exact) and Discipline: Timber)

2015/08/31 / 2021/12/21