Character Sheet Reference

Displaying feats 421 - 440 of 466 in total
Feat Type / Location Description Created / Updated
Xenobiology I Granted Default Feat

The character has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to their native Species. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but both diagnosis and treatment time are increased slightly compared to if they was working on their own species.

Related Skills/Powers: Lore and Medicine

Prerequisites: (Discipline: Field Medic and Rank Tier: Journeyman (exact)) or (Discipline: Kevorkian and Rank Tier: Journeyman (exact)) or (Discipline: Neurodivergent Medic and Rank Tier: Journeyman (exact)) or (Discipline: Underworld Cybergeneticist and Rank Tier: Journeyman (exact))

2015/08/31 / 2021/12/21
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: (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)

2025/05/02 / 2025/05/02
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 / 2025/05/02
Force Pulse II Granted Default Feat

The character can use Suppression to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient themself and a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Darkness, Blinding, and Terror.

Related Skills/Powers: Suppression

Prerequisites: (Discipline: Defender and Rank Tier: Equite (exact)) or (Discipline: Void Stalker and Rank Tier: Equite (exact))

2015/08/09 / 2024/01/30
Force Pulse III Granted Default Feat

The character can use Suppression to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Darkness, Blinding, and Terror.

Related Skills/Powers: Suppression

Prerequisites: (Discipline: Defender and Rank Tier: Elder) or (Discipline: Void Stalker and Rank Tier: Elder)

2015/08/09 / 2024/01/30
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 / 2025/05/02
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 / 2025/05/02
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))

2013/07/20 / 2025/05/05
Adventurer Archeologist I Granted Default Feat

The character has studied dead languages, obscure dialects, and forbidden words of ancient kingdoms. The character is capable of reading the basics of well-known ancient civilisations without the need of Linguistics Skill Points.

Related Skills/Powers: Investigation

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Journeyman (exact)) or (Discipline: Occult Detective and Rank Tier: Journeyman (exact)) or (Discipline: Ranger and Rank Tier: Journeyman (exact))

2025/08/25 / 2025/08/26
Adventurer Archeologist II Granted Default Feat

The character has seen no end of antediluvian tombs and lost temples. they can read and write the lesser-known ancient dialects without the need of Linguistics Skill Points. The character gains a +1 Skill Point bonus to their Investigation Skill when researching ancient civilizations (up to a maximum of +5).

Related Skills/Powers: Investigation

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Equite (exact)) or (Discipline: Occult Detective and Rank Tier: Equite (exact)) or (Discipline: Ranger and Rank Tier: Equite (exact))

2025/08/25 / 2025/08/26
On The Trail III Granted Default Feat

The character has tracked down quarry from one side of the Galaxy to the other. They will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. This awareness triggers instinctively and consistently without having to rely on their Investigation or Perception Skills.

Related Skills/Powers: Investigation and Perception

Prerequisites: Discipline: Hunter and Rank Tier: Elder

2016/08/02 / 2021/12/21
Adventurer Archeologist III Granted Default Feat

The character has stood in cities thought to be myths, and escaped the legends who lurk within them. they can read and write all ancient dialects without the need of Linguistics Skill Points. The character gains a +2 Skill Point bonus to their Investigation Skill when researching ancient civilizations (up to a maximum of +5).

Related Skills/Powers: Investigation

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Occult Detective and Rank Tier: Elder) or (Discipline: Ranger and Rank Tier: Elder)

2025/08/25 / 2025/08/26
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 / 2025/05/06
Fly Casual III Granted Default Feat

The character has been in countless deals, cons, and gambits of every flavor. They gain a +2 Skill Point bonus to Deception when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +5). The character is unfazed by the various species, cultures, and gangs and can use their experience alone to adapt effortlessly to unseen variables.

Related Skills/Powers: Deception

Prerequisites: (Discipline: Scoundrel and Rank Tier: Elder) or (Discipline: Fence and Rank Tier: Elder)

2016/08/02 / 2023/11/17
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: (Discipline: Scoundrel and Rank Tier: Equite (exact)) or (Discipline: Legendary Mandalorian and Rank Tier: Equite (exact)) or (Discipline: Orator and Rank Tier: Equite (exact)) or (Discipline: Pirate Broadcaster and Rank Tier: Equite (exact)) or (Discipline: Underworld Cybergeneticist and Rank Tier: Equite (exact)) or (Discipline: Ranger and Rank Tier: Equite (exact))

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: Discipline: Hunter and Rank Tier: Equite (exact)

2016/08/02 / 2021/12/21
Depths of Power II 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 same level of The character's own energy.

Prerequisites: Discipline: Night Witch and Rank Tier: Equite (exact)

2025/05/02 / 2025/05/14
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 (Discipline: Soldier and Rank Tier: Journeyman (exact)) or (Discipline: Aviator and Rank Tier: Journeyman (exact)) or (Discipline: Mandalorian Fly-Girl and Rank Tier: Journeyman (exact)) or (Discipline: Weaponsmith and Rank Tier: Journeyman (exact)) or (Discipline: Director of Tactical Engineering and Rank Tier: Journeyman (exact))

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 (Discipline: Mandaboo and Rank Tier: Journeyman (exact))

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: (Discipline: Ace and Rank Tier: Elder) or (Discipline: Wookiee Grease Monkey and Rank Tier: Elder)

2016/08/02 / 2021/12/21