Character Sheet Reference
| Feat | Type / Location | Description | Created / Updated |
|---|---|---|---|
| Just A Flesh Wound I | Chosen Skill Feat |
The character is almost completely self-sufficient, and may use their Survival Skill in place of their Medicine Skill to treat their injuries by utilizing whatever materials are available. Related Skills/Powers: Medicine and Survival Prerequisites: Rank Tier: Novitiate (exact) |
2013/08/11 / 2026/05/15 |
| Let Them Hate, So Long As They Fear | Chosen Skill Feat |
The character has become adept at using fear and threats as a leader. They may replace their Leadership Skill with their Intimidation skill when encouraging subordinates to follow their lead. Related Skills/Powers: Intimidation and Leadership Prerequisites: Rank Tier: Novitiate |
2013/08/12 / 2026/05/15 |
| Stay A While And Listen | Chosen Skill Feat |
The character is skillful at divining how to use, manipulate, and/or identify ancient artifacts they encounters and can use their Investigation Skill instead of requiring a relevant Lore Topic. Related Skills/Powers: Investigation and Lore Prerequisites: Rank Tier: Novitiate |
2013/08/21 / 2026/05/15 |
| I Made These II | Chosen Skill Feat |
The character spends as much time practicing with their creations as making them. They can use their Crafting Skill in place of the relevant weapon skill when using up to two weapons of their own creation. (The weapons must be cited in Loadout Description) Related Skills/Powers: Crafting Prerequisites: Rank Tier: Equite |
2023/11/13 / 2026/05/15 |
| Fear Will Keep Them In Line | Chosen Skill Feat |
The character has become adept at using fear and threats in diplomatic discussions. They may use their Intimidation Skill in place of their Charm Skill when engaging in the act of a negotiation. Related Skills/Powers: Charm and Intimidation Prerequisites: Rank Tier: Novitiate |
2013/08/11 / 2026/05/15 |
| Cry No More | Chosen Skill Feat |
The character has an innate ability to understand how individuals react in different situations. When attempting to elicit an emotional response, The character may replace their Deception Skill with their Charm Skill. Related Skills/Powers: Charm and Deception Prerequisites: Rank Tier: Novitiate |
2013/08/17 / 2026/05/15 |
| To The Pain | Chosen Skill Feat |
The character has the ability to, even while crippled or fatigued, use their Deception Skill to mask their injuries for a short period of time and deliver an appropriate bluff, hiding their injured or debilitated area. Related Skills/Powers: Deception Prerequisites: Rank Tier: Equite |
2013/08/17 / 2026/05/15 |
| Trick Shots | Chosen Skill Feat |
When using a ranged weapon such as a Blaster, Slugthrower, or Throwing Knives, The character can calculate bullet or bolt trajectories with a mixture of spatial awareness, a general knowledge of projectile physics, and instinct. They can take advantage of tricks such as ricocheting or reflecting shots around corners or obstacles when the situation calls for it. Related Skills/Powers: Blasters and Slugthrowers Prerequisites: Rank Tier: Equite |
2013/08/17 / 2026/05/15 |
| Assess The Situation | Chosen Skill Feat |
The character is extremely skilled at scanning an area for information. The character can replace their Perception Skill with their Investigation Skill for the purposes of quickly gathering information on a situation. Related Skills/Powers: Investigation and Perception Prerequisites: Rank Tier: Novitiate |
2013/08/17 / 2026/05/15 |
| Elusive Prey | Chosen Skill Feat |
The character has managed to stay alive by knowing how to watch their own back. The character gets a +1 Skill Point bonus to their Survival Skill when covering their tracks to avoid being followed (to a maximum of +5). Related Skills/Powers: Survival Prerequisites: Rank Tier: Novitiate |
2013/08/17 / 2026/05/15 |
| Kneecapper | Chosen Skill Feat |
With a well aimed blow, The character gets a +1 Skill Point bonus to their Blunt Weapons Skill when attempting to cripple a foe with a successful melee swing, thus slowing the foe's movement for a handful of seconds (to a maximum of +5). Related Skills/Powers: Blunt Weapons Prerequisites: Rank Tier: Novitiate |
2013/08/21 / 2026/05/15 |
| You Can't Stop The Signal | Chosen Skill Feat |
When hacking into communications systems or relays specifically, The character gets a +1 Skill Point boost to their Slicing Skill (to a maximum of +5). Related Skills/Powers: Slicing Prerequisites: Rank Tier: Novitiate |
2013/08/21 / 2026/05/15 |
| 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 / 2026/05/15 |
| Familiar Steel | Chosen Skill Feat |
The character has trained vigorously with their specific melee weapon of choice, and suffers no penalty when wielding 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 melee weapons. (The favored weapon must be cited in Loadout Description) Related Skills/Powers: Bladed Weapons, Blunt Weapons, Dual Wielding, Lightsaber, and Miscellaneous Weapons Prerequisites: Rank: Journeyman 4 |
2013/08/17 / 2026/05/15 |
| Resistance Is Futile | Chosen Skill Feat |
The character is so well known for their track record in leading successful combat operations that they can leverage their name, alias, or title alone to intimidate enemy forces into doubting their own chances of success. The character can use their Tactics Skill in place of their Intimidation Skill when bluffing or attempting to unnerve an enemy's forces. Related Skills/Powers: Intimidation and Tactics Prerequisites: Rank: Equite 3 |
2015/08/09 / 2026/05/15 |
| 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 / 2026/05/15 |
| Sociopath | Chosen Skill Feat |
While not actually feeling or relating to the emotions of others, The character is able to see and understand them, allowing The character to replace their Charm Skill with their Deception Skill. Related Skills/Powers: Charm and Deception Prerequisites: Rank: Journeyman 3 |
2015/08/09 / 2026/05/15 |
| You May Have Heard Of Me | Chosen Skill Feat |
The character’s name, alias, or title carries a heavy weight of its own. The stories surrounding the deeds and actions of their history grants The character a +1 Skill Point bonus to their Intimidation Skill when leveraging their name, alias, or title (to a maximum of +5). Related Skills/Powers: Intimidation Prerequisites: Rank: Equite 3 |
2015/08/09 / 2026/05/15 |
| You Got a Bogey On Your Tail | Chosen Skill Feat |
The character has a knack for instinctively detecting, without the Force, when an enemy starfighter is trying to target or draw a bead on them from behind. Related Skills/Powers: Piloting Prerequisites: Rank Tier: Journeyman |
2015/08/09 / 2026/05/15 |
| Down Scope | Chosen Skill Feat |
The character has a knack for lining up their shots when they has their feet firmly planted and can focus, increasing their accuracy when prone or stationary. The character gets a +1 Skill Point bonus to their Blasters, Slugthrowers or Miscellaneous Weapons Skills (to a maximum of +5). Related Skills/Powers: Blasters, Miscellaneous Weapons, and Slugthrowers Prerequisites: Rank Tier: Journeyman |
2015/08/09 / 2026/05/15 |