Character Sheet Reference

Displaying feats 301 - 320 of 454 in total
Feat Type / Location Description Created / Updated
Intergalactic II Granted Default Feat

The character has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. They can understand most of (but not speak) alien and droid dialects without the need of Linguistics Skill Points. The character’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants them an additional Lore topic in dealing with Underworld contacts.

Related Skills/Powers: Linguistics

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Scoundrel) or (Rank Tier: Equite (exact) and Discipline: Legendary Mandalorian) or (Rank Tier: Equite (exact) and Discipline: Orator)

2016/08/02 / 2021/12/21
On The Trail II Granted Default Feat

When tracking or on the trail of a quarry, The character will pick up on clues to a target's whereabouts or direction that others would miss. 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: Hunter

2016/08/02 / 2021/12/21
Metamorphosis II Granted Default Feat

The character trained more in using their Transformation power to target and alter specific portions of their own body. While maintaining concentration on Transformation they to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.

Related Skills/Powers: Transformation

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Night Warrior) or (Rank Tier: Equite (exact) and Discipline: Loup-Garou)

2025/05/02 / 2025/05/02
Primed II Granted Default Feat

With further training, The character has learned to be more effective in their Force usage. In the frenzy of battle The character can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, The character still experiences a temporary fatigue. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Darkness.

Related Skills/Powers: Blinding, Darkness, Force Lightning, Slow, and Telekinesis

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Sorcerer) or (Rank Tier: Equite (exact) and Discipline: Balance Bringer) or (Rank Tier: Equite (exact) and Discipline: Rex Tempestas) or (Rank Tier: Equite (exact) and Discipline: Force Sage)

2021/12/16 / 2024/01/30
Faceless III Granted Default Feat

A Shadow can use the Force to cosmetically alter the perceived image of their facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise themself in this manner requires The character’s minimal concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the Faceless power.

Related Skills/Powers: Illusion

Prerequisites: Rank Tier: Elder and Discipline: Shadow

2013/08/10 / 2021/12/21
Smooth Operator I Granted Default Feat

The character has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. They can operate any land or space vehicle, regardless of their skill in Piloting, even if they have never seen or operated it before. The character’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to Piloting (to a maximum of +4).

Related Skills/Powers: Piloting

Prerequisites: (Discipline: Ace and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Soldier) or (Rank Tier: Journeyman (exact) and Discipline: Aviator) or (Rank Tier: Journeyman (exact) and Discipline: Mandalorian Fly-Girl) or (Rank Tier: Journeyman (exact) and Discipline: Weaponsmith)

2016/08/02 / 2021/12/21
Tools Of The Trade I Granted Default Feat

The character has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. The character gains a +1 Skill Point bonus to Miscellaneous Weapons Skill when they has time to prepare for a hunt (up to a maximum of +4).

Related Skills/Powers: Miscellaneous Weapons

Prerequisites: (Discipline: Hunter and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Mandaboo)

2016/08/02 / 2021/12/21
I Can Fix That III Granted Default Feat

The character’s knowledge of ship and vehicular technology is veteran enough that they gain a +2 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — but only at a +1 Skill bonus when the vessel is alien or unfamiliar (to a maximum of +5).

Related Skills/Powers: Mechanics

Prerequisites: Rank Tier: Elder and Discipline: Ace

2016/08/02 / 2021/12/21
I Can Fix That I Granted Default Feat

The character’s knowledge of ship and vehicular technology is veteran enough that they gains a +1 Skill Point bonus to their Mechanics Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as they are familiar with the vessel (to a maximum of +4).

Related Skills/Powers: Mechanics

Prerequisites: Discipline: Ace and Rank Tier: Journeyman (exact)

2016/08/02 / 2021/12/21
Fly Casual II Granted Default Feat

The character has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. They gain a +1 Skill Point bonus to their Deception when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). The character is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.

Related Skills/Powers: Deception

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Scoundrel) or (Rank Tier: Equite (exact) and Discipline: Fence)

2016/08/02 / 2023/11/17
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
Intergalactic III Granted Default Feat

The character has seen it all and has lived to tell the tale. They can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional Linguistics Skill Point. The character maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy.

Related Skills/Powers: Linguistics

Prerequisites: (Rank Tier: Elder and Discipline: Scoundrel) or (Rank Tier: Elder and Discipline: Legendary Mandalorian) or (Rank Tier: Elder and Discipline: Orator)

2016/08/02 / 2023/10/31
Hotfix II Granted Default Feat

The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.

Related Skills/Powers: Mechanics

Prerequisites: Rank Tier: Equite (exact) and Discipline: Scavenger

2016/08/02 / 2021/12/21
Checkmate I Granted Default Feat

The character has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants them a +1 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary (to a maximum of +4).

Related Skills/Powers: Intellect

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Director) or (Rank Tier: Journeyman (exact) and Discipline: The Doctor) or (Rank Tier: Journeyman (exact) and Discipline: Fence) or (Rank Tier: Journeyman (exact) and Discipline: Keen Intellectual)

2016/08/02 / 2021/12/21
Checkmate III Granted Default Feat

The character has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants The character a +2 Skill Point bonus to Intellect whenever they formulate a plan or strategy against any adversary, familiar or alien (to a maximum of +5).

Related Skills/Powers: Intellect

Prerequisites: (Rank Tier: Elder and Discipline: Director) or (Rank Tier: Elder and Discipline: The Doctor) or (Rank Tier: Elder and Discipline: Fence) or (Rank Tier: Elder and Discipline: Keen Intellectual)

2016/08/02 / 2021/12/21
Hotfix I Granted Default Feat

The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to small, active machinery such as speeders while under duress, and can even tackle larger machinery found on starfighters as long as they are powered-down or not in flight.

Related Skills/Powers: Mechanics

Prerequisites: Discipline: Scavenger and Rank Tier: Journeyman (exact)

2016/08/02 / 2021/12/21
Smooth Operator III Granted Default Feat

The character has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. They can operate any land or space vehicle, regardless of their skill in Piloting. The character’s worldly experience also grants them a +2 Skill Point bonus to Piloting when operating any kind of vehicle or ship (to a maximum of +5).

Related Skills/Powers: Piloting

Prerequisites: (Rank Tier: Elder and Discipline: Ace) or (Rank Tier: Elder and Discipline: Soldier) or (Rank Tier: Elder and Discipline: Aviator) or (Rank Tier: Elder and Discipline: Mandalorian Fly-Girl) or (Rank Tier: Elder and Discipline: Weaponsmith)

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

2016/08/02 / 2021/12/21
Checkmate II Granted Default Feat

The character has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants them a +2 Skill Point bonus to Intellect when formulating a plan or strategy against a previously encountered adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).

Related Skills/Powers: Intellect

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Director) or (Rank Tier: Equite (exact) and Discipline: The Doctor) or (Rank Tier: Equite (exact) and Discipline: Fence) or (Rank Tier: Equite (exact) and Discipline: Keen Intellectual)

2016/08/02 / 2021/12/21
Chameleon I Granted Default Feat

Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of concealment. The character has learned to become one with their surroundings, and gets a +1 Skill bonus to their Stealth Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).

Related Skills/Powers: Stealth

Prerequisites: Discipline: Infiltrator and Rank Tier: Journeyman (exact)

2016/08/02 / 2023/11/18