Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
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 |
I Can Fix That II | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is savvy enough that they gain a +1 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Equite (exact) and Discipline: Ace |
2016/08/02 / 2021/12/21 |
Silver Tongue II | Granted Default Feat |
The character is comfortable when speaking in front of others, and can deftly maneuver and adjust their speeches to the subtle shifts in a crowd to suit their desire. This allows them the ability to use any combination of two of their Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: (Rank Tier: Equite (exact) and Discipline: Director) or (Rank Tier: Equite (exact) and Discipline: Orator) or (Rank Tier: Equite (exact) and Discipline: Master Naur'alor) or (Rank Tier: Equite (exact) and Discipline: Noblesse D'épée) |
2016/08/02 / 2023/11/13 |
Silver Tongue I | Granted Default Feat |
The character is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit their direction. This allows them to use any one of their Leadership, Intimidation, or Charm Skills at +1 Skill point higher when addressing a small group or crowd (to a maximum of +4). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: (Discipline: Director and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Orator) or (Rank Tier: Journeyman (exact) and Discipline: Master Naur'alor) or (Rank Tier: Journeyman (exact) and Discipline: Noblesse D'épée) |
2016/08/02 / 2023/11/13 |
Hexing II | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. The character requires a visual on target and a focusing gesture or cue. Related Skills/Powers: Telekinesis Prerequisites: (Rank Tier: Equite (exact) and Discipline: Techweaver) or (Rank Tier: Equite (exact) and Discipline: Jedi Operative) |
2015/08/09 / 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: Rank Tier: Equite (exact) and Discipline: Scavenger |
2016/08/02 / 2021/12/21 |
Chameleon II | Granted Default Feat |
The character has learned to be more subtle when becoming one with their environment. They can change the way they walk and talk while making use of wardrobe, lighting, and demeanor. The character gets a +1 Skill Point bonus to their Stealth Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5). Related Skills/Powers: Stealth Prerequisites: Rank Tier: Equite (exact) and Discipline: Infiltrator |
2016/08/02 / 2023/11/18 |
Ichor Grenades III | Granted Default Feat |
The character has learned to adapt their Ichor ability to have its effects occur not by drinking a liquid but by inhalation of smoke. They can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). Related Skills/Powers: Ichor Prerequisites: Rank Tier: Elder and Discipline: Night Witch |
2025/05/02 / 2025/05/02 |
Depths of Power I | Granted Default Feat |
Night Witch rituals have given The character a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice their own energy. Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Night Witch |
2025/05/02 / 2025/05/02 |
Hotfix III | Granted Default Feat |
The character has become so attuned to the mechanical technology of the Galaxy that they can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, The character can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Elder and Discipline: Scavenger |
2016/08/02 / 2021/12/21 |
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: Rank Tier: Journeyman (exact) and Discipline: Scavenger |
2016/08/02 / 2021/12/21 |
Silver Tongue III | Granted Default Feat |
The character is comfortable when speaking in front of others, and can instinctively maneuver and adjust their speeches to the subtle shifts in a crowd to suit their desire. This allows them the ability to use all three of their Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5). Related Skills/Powers: Charm, Intimidation, and Leadership Prerequisites: (Rank Tier: Elder and Discipline: Director) or (Rank Tier: Elder and Discipline: Orator) or (Rank Tier: Elder and Discipline: Master Naur'alor) or (Rank Tier: Elder and Discipline: Noblesse D'épée) |
2016/08/02 / 2023/11/13 |
Technocrat | Granted Default Feat |
As a member of The Technocratic Guild, The character has had their body enhanced with cybernetic implants. As a result, some might consider them no longer entirely human. These enhancements increase their base Athletics, Might, and Stamina skills by +1. Related Skills/Powers: Athletics, Might, and Stamina Prerequisites: Faction: The Technocratic Guild |
2017/09/28 / 2021/12/16 |
Metamorphosis III | Granted Default Feat |
The character has mastered 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 can be from multiple different creatures. Related Skills/Powers: Transformation Prerequisites: (Rank Tier: Elder and Discipline: Night Warrior) or (Rank Tier: Elder and Discipline: Loup-Garou) |
2025/05/02 / 2025/05/02 |
Zealot | Granted Default Feat |
As a member of the Liberation Front, The character has been trained to identify and be aware of the dangers and weaknesses of a Force User. They exhibit no fear when facing down a Jedi of any alignment, bolstering their Resolve. The character also knows how to better adapt to their surroundings without the use of cybernetics or mystic powers, granting a +1 skill point bonus to their Survival skill. Related Skills/Powers: Resolve and Survival Prerequisites: Faction: The Liberation Front |
2017/09/28 / 2021/12/16 |
Fueled II | Granted Default Feat |
A Night Warrior can opt to use their Force reserves to enhance their own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, The character loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate. Prerequisites: Rank Tier: Equite (exact) and Discipline: Night Warrior |
2025/05/02 / 2025/05/02 |
Crystal Ascendant: Unstoppable Force | Granted Default Feat |
Crystal Ascendants have an unnatural conduit to the Force, the crystals that grow in their very body. The conduit leaves an open unending supply of Force energy for them to utilize. As such they never exhaust their Force capabilities. Related Skills/Powers: Stamina Prerequisites: Species: Crystal Ascendant |
2021/05/24 / 2021/12/16 |
Restoration Trooper: Immovable Object | Granted Default Feat |
Restoration Troopers exist beyond the limits of traditional organic life. With a never-ending stamina and arms that hit like a mudhorn at full speed, Restoration Troopers hit hard and continually, if abeit slow. Related Skills/Powers: Might and Stamina Prerequisites: Species: Restoration Trooper |
2021/05/24 / 2021/12/16 |
Force Wielder Awareness | Granted Default Feat |
Like all members of The Collective, The character has gained a general awareness of enemies that have the ability to harness the Force. They know that the Force Wielders are a very real threat, and will not pretend that they are fables or myths. Prerequisites: Faction: The Collective |
2017/09/28 / 2021/12/16 |