Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
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 |
Proficiency III | 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 +2 Skill Points higher, their chosen Secondary Weapon’s associated Skill 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: Elder and Discipline: Weapons Specialist) or (Rank Tier: Elder and Discipline: Legendary Mandalorian) or (Rank Tier: Elder and Discipline: Ninja) or (Rank Tier: Elder and Discipline: Master Naur'alor) or (Rank Tier: Elder and Discipline: Mandalorian Fly-Girl) or (Rank Tier: Elder and Discipline: Kevorkian) or (Rank Tier: Elder and Discipline: Mandaboo) or (Rank Tier: Elder and Discipline: Weaponsmith) or (Rank Tier: Elder and Discipline: Timber) |
2015/08/31 / 2021/12/21 |
Steady Hands II | Granted Default Feat |
The character can calmly and mechanically work with their Medicine skill even when under the stress of a battlefield skirmish. They can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. They are granted a +1 Skill Point bonus to Medicine (up to a maximum of +5). Related Skills/Powers: Medicine Prerequisites: (Rank Tier: Equite (exact) and Discipline: Field Medic) or (Rank Tier: Equite (exact) and Discipline: The Doctor) |
2015/08/31 / 2021/12/21 |
Xenobiology I | Granted Default Feat |
The character has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to their native Species. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but both diagnosis and treatment time are increased slightly compared to if they was working on their own species. Related Skills/Powers: Lore and Medicine Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Field Medic) or (Rank Tier: Journeyman (exact) and Discipline: Kevorkian) |
2015/08/31 / 2021/12/21 |
Order Feat: Loyalist | Granted Default Feat |
The character is counted among the Loyalist Order. Those that wish to serve the Brotherhood, but lack no ability with the Force, are called to serve in the Brotherhood’s armed forces. Whether they serve the Iron Throne or the military of their Clan, members of the Loyalist Order make up a variety of callings, from pilot to soldier to mechanic. Despite their lack of Force sensitivity, Loyalists receive considerable training in combating Force-users; as such, they are well versed in identifying Force-based attacks, and conditioned to not balk in the face of a Jedi or Sith’s powers. Prerequisites: Order Group: Loyalists |
2015/08/31 / 2021/12/16 |
Order Feat: Force Disciple | Granted Default Feat |
The character is a Force Disciple. Force Disciples do not ascribe to the rigid teachings of the Jedi Order or the Sith, either because they were never exposed to them prior to the Brotherhood, or simply because they do not always see eye to eye with them. Force Disciples are not united by any binding doctrine or philosophy, though some Force Disciples might lean more predominantly to the light or the dark sides of the Force. Prerequisites: Order Group: Force Disciples |
2015/08/31 / 2021/12/16 |
Force Pulse II | Granted Default Feat |
The character can use Suppression to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient themself and a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Darkness, Blinding, and Terror. Related Skills/Powers: Suppression Prerequisites: Rank Tier: Equite (exact) and Discipline: Defender |
2015/08/09 / 2024/01/30 |
Force Pulse III | Granted Default Feat |
The character can use Suppression to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Darkness, Blinding, and Terror. Related Skills/Powers: Suppression Prerequisites: Rank Tier: Elder and Discipline: Defender |
2015/08/09 / 2024/01/30 |
Channel II | Granted Default Feat |
The character can effortlessly pull energy from the Living Force to refill their own energy reserves. The character can do this in between combat skirmishes, but still requires a moment or two to restore themself. Related Skills/Powers: Resolve Prerequisites: (Discipline: Arcanist and Rank Tier: Equite (exact)) or (Discipline: Soul Arcanist and Rank Tier: Equite (exact)) or (Discipline: Night Mother and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Force Lord) or (Rank Tier: Equite (exact) and Discipline: Deathsworn) or (Rank Tier: Equite (exact) and Discipline: Oracle) or (Rank Tier: Equite (exact) and Discipline: Librarian) or (Rank Tier: Equite (exact) and Discipline: Force Warrior) or (Rank Tier: Equite (exact) and Discipline: Rex Tempestas) or (Rank Tier: Equite (exact) and Discipline: Sith Fleshweaver) or (Rank Tier: Equite (exact) and Discipline: Force Sage) or (Rank Tier: Equite (exact) and Discipline: Immortal) or (Rank Tier: Equite (exact) and Discipline: Concordant) or (Rank Tier: Equite (exact) and Discipline: Arcane Shepherd) or (Rank Tier: Equite (exact) and Discipline: Hyōbao Vilissës) |
2013/08/10 / 2021/12/21 |
Fueled I | Granted Default Feat |
A Night Warrior can opt to use their Force reserves to enhance their own body at the cost of mental control and the ability to use the Force in other ways. While fueled The character loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Night Warrior |
2025/05/02 / 2025/05/02 |
Mechu-deru II | Granted Default Feat |
The character has learned to infuse sentience and control into more sophisticated droids such as combat, interrogation and astromech types, and manipulate them through a connection through the Force. They can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands. Related Skills/Powers: Mechanics and Telepathy Prerequisites: (Rank Tier: Equite (exact) and Discipline: Techweaver) or (Rank Tier: Equite (exact) and Discipline: Sith Avatar) or (Rank Tier: Equite (exact) and Discipline: Cybermancer) |
2015/08/09 / 2021/12/21 |
Dowsing I | Granted Default Feat |
All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in The character’s mind. Using an item that has been in contact with the target over the last several hours, The character can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. Related Skills/Powers: Sense Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Arcanist) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Operative) or (Rank Tier: Journeyman (exact) and Discipline: Force Sleuth) |
2015/08/09 / 2023/12/13 |
Mechu-deru I | Granted Default Feat |
As a Journeyman, The character can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, The character must actively maintain partial concentration for proper control. Related Skills/Powers: Mechanics and Telepathy Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Techweaver) or (Rank Tier: Journeyman (exact) and Discipline: Sith Avatar) or (Rank Tier: Journeyman (exact) and Discipline: Cybermancer) |
2015/08/09 / 2021/12/21 |
Dowsing II | Granted Default Feat |
Tracing links through bound objects or people in the Force, has become a second nature to The character. These sympathetic links manifest as semi-transparent mental images in The character’s mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, The character can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. Related Skills/Powers: Sense Prerequisites: (Rank Tier: Equite (exact) and Discipline: Arcanist) or (Rank Tier: Equite (exact) and Discipline: Jedi Operative) or (Rank Tier: Equite (exact) and Discipline: Force Sleuth) |
2015/08/09 / 2023/12/13 |
Mechu-deru III | Granted Default Feat |
The character can infuse sentient life into even the most advanced assassination and combat droids. They can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders. Related Skills/Powers: Mechanics and Telepathy Prerequisites: (Rank Tier: Elder and Discipline: Techweaver) or (Rank Tier: Elder and Discipline: Sith Avatar) or (Rank Tier: Elder and Discipline: Cybermancer) |
2015/08/09 / 2021/12/21 |
Dowsing III | Granted Default Feat |
There are few places one can hide from The character. All they need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, The character can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in The character’s mind. The stronger the link to the target, the easier and stronger this ability becomes. Related Skills/Powers: Sense Prerequisites: (Rank Tier: Elder and Discipline: Arcanist) or (Rank Tier: Elder and Discipline: Jedi Operative) or (Rank Tier: Elder and Discipline: Force Sleuth) |
2015/08/09 / 2023/12/13 |
On The Trail III | Granted Default Feat |
The character has tracked down quarry from one side of the Galaxy to the other. They will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. 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: Hunter |
2016/08/02 / 2021/12/21 |
Depths of Power III | Granted Default Feat |
Night Witch rituals have given The character a unique connection to the Force. Capable of linking their own Force energy to two others, amplifying their target’s Force capability, at the cost of The character's own energy. Prerequisites: Rank Tier: Elder and Discipline: Night Witch |
2025/05/02 / 2025/05/14 |
Force Interrogation III | Granted Default Feat |
The character can break even the strongest of wills. Given time alone with a subject, their power of suggestion is powerful enough to manipulate any of the subjects six-senses, as well as their strongest emotions: morality and loyalty. The character’s intrusions can be so subtle that the subject would never even know they had given away information. Or they can be much more violent and obtrusive, leaving the subject’s mind a mess. Not only is The character's Mind Trick usable at +2 Skill Level above it's current level (maximum of +5) to extract information, they may choose to instill such strong emotions that it may leave their target completely helpless for a time after the interrogation. This can be contested by the target's Resolve. Related Skills/Powers: Mind Trick Prerequisites: (Discipline: Seeker and Rank Tier: Elder) or (Discipline: Inquisitor and Rank Tier: Elder) or (Rank Tier: Elder and Discipline: Fury) or (Rank Tier: Elder and Discipline: Force Crusader) |
2013/08/14 / 2025/05/05 |
Primed III | Granted Default Feat |
An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. The character can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Darkness. Related Skills/Powers: Blinding, Darkness, Force Lightning, Slow, and Telekinesis Prerequisites: (Rank Tier: Elder and Discipline: Sorcerer) or (Rank Tier: Elder and Discipline: Balance Bringer) or (Rank Tier: Elder and Discipline: Rex Tempestas) or (Rank Tier: Elder and Discipline: Force Sage) |
2021/12/16 / 2024/01/30 |