Character Sheet Reference
| Feat | Type / Location | Description | Created / Updated |
|---|---|---|---|
| Balance Point | Granted Default Feat |
As a Truthwarden, The character has been trained to ignore the pulling of either side of the Force. Their pragmatic approach to the Force grants them increased stamina when utilizing Force Powers. Prerequisites: Faction: The Truthwardens |
2022/04/28 / 2026/05/15 |
| Devil’s Sight | Granted Default Feat |
As a member of The Shadowseers, The character has learned to live in the shadows. Molded by the darkness, they have developed Force-enhanced vision, allowing them to see clearly even in pitch darkness. Prerequisites: Faction: The Shadowseers |
2022/04/28 / 2026/05/15 |
| 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 is able 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: (Discipline: Night Warrior and Rank Tier: Equite (exact)) or (Discipline: Loup-Garou and Rank Tier: Equite (exact)) or (Discipline: Changeling and Rank Tier: Equite (exact)) or (Discipline: Radiant Virtuoso and Rank Tier: Equite (exact)) or (Discipline: Nagual and Rank Tier: Equite (exact)) |
2025/05/02 / 2026/05/15 |
| Fueled III | Granted Default Feat |
A Night Warrior can opt to use their Force reserves to enhance their own body at the cost of the ability to use the Force in other ways. While fueled The character loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate. Prerequisites: Discipline: Night Warrior and Rank Tier: Elder |
2025/05/02 / 2026/05/15 |
| 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: (Discipline: Night Witch and Rank Tier: Elder) or (Discipline: Lifeweaver and Rank Tier: Elder) or (Discipline: Nightslinger and Rank Tier: Elder) |
2025/05/02 / 2026/05/15 |
| Envoy's Will | Granted Default Feat |
Knowledge is power, and power comes from experience in the Envoy Corps. Thanks to surviving and succeeding on countless missions, The character seems to have an advantage whenever their Resolve is challenged while focused on completing a task, objective, or mission to completion. Related Skills/Powers: Resolve Prerequisites: Trophy: Players Gonna Play, level 10 |
2023/02/16 / 2026/05/15 |
| 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 The character's own energy. Prerequisites: Discipline: Night Witch and Rank Tier: Journeyman (exact) |
2025/05/02 / 2026/05/15 |
| 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: (Discipline: Infiltrator and Rank Tier: Journeyman (exact)) or (Discipline: Keen Intellectual and Rank Tier: Journeyman (exact)) or (Discipline: Techno Raider and Rank Tier: Journeyman (exact)) |
2016/08/02 / 2026/05/15 |
| 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)) or (Discipline: Keen Intellectual and Rank Tier: Equite (exact)) or (Discipline: Techno Raider and Rank Tier: Equite (exact)) |
2016/08/02 / 2026/05/15 |
| Chameleon III | Granted Default Feat |
A wizened Infiltrator is only detected when they choose to be. The character has learned to seamlessly become one with their surroundings, and gets a +2 Skill point bonus to their Stealth Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +5). Related Skills/Powers: Stealth Prerequisites: Discipline: Infiltrator and Rank Tier: Elder |
2016/08/02 / 2026/05/15 |
| 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: Discipline: Night Warrior and Rank Tier: Equite (exact) |
2025/05/02 / 2026/05/15 |
| A Warrior's Call | Granted Default Feat |
The character has achieved the glory of being a well-known face in the arena. Their long history of many battles fought has given weight to their name, giving them a +1 Skill point bonus to their Intimidation Skill (up to a maximum of +5). Related Skills/Powers: Intimidation Prerequisites: Trophy: Spoils to the Victor, level 12 |
2023/04/19 / 2026/05/15 |
| Force Interrogation II | Granted Default Feat |
The character can now influence stronger emotions like love and suffering. they can probe deep into the hearts of their subjects and find hidden love or fears and draw them to the surface. The character can either torture a subject with this information, or use it to willingly coerce the information they desire. When using Mind Trick to probe for information, The character uses this Force Power +1 level higher (to a maximum of +5) and may use any successful Mind Trick to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in addition to other purposes. This can be contested by the target's Resolve. Related Skills/Powers: Mind Trick Prerequisites: (Discipline: Seeker and Rank Tier: Equite (exact)) or (Discipline: Inquisitor and Rank Tier: Equite (exact)) or (Discipline: Fury and Rank Tier: Equite (exact)) or (Discipline: Primeval Force Crusader and Rank Tier: Equite (exact)) or (Discipline: Changeling and Rank Tier: Equite (exact)) or (Discipline: The Red Queen and Rank Tier: Equite (exact)) or (Discipline: Bloodwraith and Rank Tier: Equite (exact)) or (Discipline: Shadow Broker and Rank Tier: Equite (exact)) |
2013/07/20 / 2026/05/15 |
| Snap Judgement | Granted Default Feat |
The character's experience in Combat Center judgments has honed their ability to notice a persons' tells. This gives The character one chance per combat to not be surprised or caught off guard by an opponent's actions/tactics. Prerequisites: Trophy: Pays to Critique, level 12 |
2023/04/19 / 2026/05/15 |
| 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) or (Discipline: Keen Intellectual and Rank Tier: Elder) or (Discipline: Techno Raider and Rank Tier: Elder) |
2016/08/02 / 2026/05/15 |
| 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 and Crafting 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)) or (Discipline: Machinist and Rank Tier: Equite (exact)) |
2016/08/02 / 2026/05/15 |
| Improvise, Adapt, Overcome | Granted Default Feat |
In the heat of battle, often you have to think on your toes. The character has learned to improvise during tactical endeavors, and can use their Perception Skill in place of their Tactics Skill when needing to change a plan on the fly. Related Skills/Powers: Perception and Tactics Prerequisites: Society Rank: GMRG: XII |
2023/11/01 / 2026/05/15 |
| 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 is able 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: (Discipline: Night Warrior and Rank Tier: Elder) or (Discipline: Loup-Garou and Rank Tier: Elder) or (Discipline: Changeling and Rank Tier: Elder) or (Discipline: Radiant Virtuoso and Rank Tier: Elder) or (Discipline: Nagual and Rank Tier: Elder) |
2025/05/02 / 2026/05/15 |
| Ichor Grenades I | 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 one chosen person to benefit from its powers (including themselves). Related Skills/Powers: Ichor Prerequisites: (Discipline: Night Witch and Rank Tier: Journeyman (exact)) or (Discipline: Lifeweaver and Rank Tier: Journeyman (exact)) or (Discipline: Nightslinger and Rank Tier: Journeyman (exact)) |
2025/05/02 / 2026/05/15 |
| Ichor Grenades II | 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 two chosen people to benefit from its powers (including themselves). Related Skills/Powers: Ichor Prerequisites: (Discipline: Night Witch and Rank Tier: Equite (exact)) or (Discipline: Lifeweaver and Rank Tier: Equite (exact)) or (Discipline: Nightslinger and Rank Tier: Equite (exact)) |
2025/05/02 / 2026/05/15 |