Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Jury-rig II | Chosen Skill Feat |
The character is such an able Mechanic they can make use of some very unusual materials to get systems up and running again, often using parts of completely different machines or simple objects to replace typically complicated parts. These jury rigs only last for a moderate amount of time and break down after some regular usage. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Journeyman (exact) |
2021/12/16 / 2021/12/16 |
Jury-rig I | Chosen Skill Feat |
The character is such an able Mechanic they can make use of some very unusual materials to get systems up and running again, often using parts of completely different machines or simple objects to replace typically complicated parts. These jury rigs only last for a short while and break down quickly, but can come in handy in a pinch. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Novitiate (exact) |
2013/08/21 / 2021/12/16 |
Ivory Tower | Chosen Skill Feat |
The character can delve into their own thoughts so deeply, that they can resist the pressures of severe psychological distress through sheer effort of intellectual rhetoric. When stressed, The character can use their Intellect Skill in place of their Resolve Skill for a short time. Related Skills/Powers: Intellect and Resolve Prerequisites: Rank Tier: Journeyman |
2015/08/09 / 2021/12/16 |
Inceptioned | Chosen Force Feat |
The character has mastered the art of corrupting a mind, distorting the borders between what is real and imaginary. With absolute focus, they can attempt to convince a target that a memory is either real, or fictional. The more complicated the memory, the more draining this is on the user. Related Skills/Powers: Mind Trick Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
In A Pinch | Chosen Skill Feat |
The character has experience with the frantic pacing that occurs on the battlefield. Perfectly at home, they can stay focused on the task at hand. This grants The character a +1 Skill Point bonus to their Mechanic Skill they are trying to make an urgent repair while under fire (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2021/12/16 |
I've Got A Bad Feeling About This | Chosen Skill Feat |
The character has an uncanny ability to avoid danger, able to almost sense it coming. Once per combat, they may use their Perception Skill in place of their Athletics Skill expressly for the purpose of dodging an incoming attack. Related Skills/Powers: Athletics and Perception Prerequisites: Rank Tier: Novitiate |
2013/08/12 / 2021/12/16 |
I'm Rubber, You're Glue | Chosen Force Feat |
The character has taken effort to truly understand fear to the point it has become a part of them. By instinct they can use their Terror Force Power to startle anyone who attempts to startle them. Related Skills/Powers: Terror Prerequisites: Rank: Journeyman 4 and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
I See What You Did There | Chosen Skill Feat |
The character is accustomed to relying on their Perception Skill to catch the little tells that reveal what's real and what isn't. When appraising an Illusion, The character gets a +1 Skill Point bonus to Perception for the purpose of rejecting the fabrication by focusing on these giveaways (to a maximum of +5). Related Skills/Powers: Perception Prerequisites: Rank Tier: Equite |
2015/08/09 / 2021/12/16 |
I Made A Pipe Bomb | Chosen Skill Feat |
The character has spent enough time around explosives to understand the fundamental traits in identifying what can be used to make something go boom. When attempting to make a makeshift explosive device, The character can use their Explosive Skill in place of their Crafting Skill. Related Skills/Powers: Crafting and Explosives Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2021/12/16 |
I Controlled Them Like Animals | Chosen Skill Feat |
Society works until it doesn't. Groups of people can revert to more animalistic traits when afraid, angry, or intoxicated. The character's training at handling pack animals allows them to utilize their Creature Handling Skill in place of their Leadership Skill when attempting to control groups of people that are acting on their more animalistic impulses. Related Skills/Powers: Creature Handling and Leadership Prerequisites: Rank Tier: Equite |
2021/12/16 / 2021/12/16 |
Home Into The Black | Chosen Skill Feat |
The character knows how to blend their ship in with the background, whether cosmic or otherwise. When attempting to fly undetected, The character gets a +1 Skill Point bonus to their Piloting Skill (to a maximum of +5). Related Skills/Powers: Piloting Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Haze III | Chosen Force Feat |
The character can extend their Concealment ability over a small group of sentient beings clustered near each other, hiding them from a Jedi’s Force Sense. Requires half of The character’s focus to maintain the concealment effect. Related Skills/Powers: Concealment Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2015/08/09 / 2021/12/16 |
Haze II | Chosen Force Feat |
The character can extend their Concealment ability over a small group of sentient beings clustered close together, hiding them from a Jedi’s Force Sense. Requires The character’s full attention to maintain the concealment effect. Related Skills/Powers: Concealment Prerequisites: Rank Tier: Equite (exact) and Order Group: Force Sensitives |
2015/08/09 / 2021/12/16 |
Haze I | Chosen Force Feat |
The character can extend their Concealment ability over a single additional sentient being next to them, hiding them from a Jedi’s Force Sense. Requires The character’s full attention to maintain the concealment effect. Related Skills/Powers: Concealment Prerequisites: Rank Tier: Journeyman (exact) and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Hammerhand | Chosen Force Feat |
The character is a specialist in using the Force to enhance the brute force of their strikes, and they experiences less drain while using their Amplification Force Power while attempting to unarm strike an opponent. Related Skills/Powers: Amplification Prerequisites: Rank: Journeyman 4 and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |
Hammer Time | Chosen Force Feat |
The character can turn their Telekinesis into a powerful blunt weapon that is capable of smashing foes with devastating force. This invisible 'sledgehammer' can shatter a Barrier and stagger a foe off balance or knock them from their feet. While as powerful as a haymaker punch, this power is noticeably slower than other strikes, making it easier to dodge by more agile foes. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman |
2013/07/20 / 2021/12/16 |
Guns Akimbo | Chosen Skill Feat |
The character has trained vigorously with their specific ranged weapon of choice, and suffers no penalty when using using a pair of their favored weapon type. This allows The character to use their Dual Wielding Skill at the same level as their Weapon Skill when brandishing a pair of their favored ranged weapons. (The favored weapon must be cited in Loadout Description) Related Skills/Powers: Blasters and Slugthrowers Prerequisites: Rank: Journeyman 4 |
2015/08/09 / 2021/12/16 |
Freight Train | Chosen Skill Feat |
The character is unconcerned with the finesse needed to carefully avoid obstacles. Instead they utilizes their Might instead of a flashy form of athletic parkour. While attempting to maneuver past obstacles, they can use their their Might Skill in place of their Athletics Skill. Related Skills/Powers: Athletics and Might Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Force-Link | Chosen Force Feat |
The character can forge a strong connection to between two Force-users, granting them the ability to communicate across vast distances as if standing in front of one another. The result is a tangible presence where each sees the other as if they were in the same space, though with no control over when or how this will occur. Related Skills/Powers: Telepathy Prerequisites: Order Group: Force Sensitives and Rank: Elder 4 |
2018/01/16 / 2021/12/16 |
Force Scream II | Chosen Force Feat |
The character has learned to amplify their vocal cords to allow them to exceed volumes typical of normal beings. This vocal attack can disorient and damage the auditory senses of opponents within 10 feet of the direction The character is facing. This does not damage the user. Related Skills/Powers: Amplification Prerequisites: Rank Tier: Elder and Order Group: Force Sensitives |
2021/12/16 / 2021/12/16 |