Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Falleen: Simply Irresistible | Granted Default Feat |
The character can utilize their natural pheromones to make them appear irresistible to any gender of any species. When coupled with their exotic appearance, The character can more easily ply Deception on those who are unprepared. Related Skills/Powers: Deception Prerequisites: Species: Falleen |
2013/08/13 / 2023/11/08 |
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. Related Skills/Powers: Mind Trick Prerequisites: Rank Tier: Equite (exact) and Discipline: Seeker |
2013/07/20 / 2021/12/21 |
Battle Haste III | Granted Default Feat |
An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. The character’s alacrity, even in the chaos of battle, is rivaled by none. Their strikes are not only quick but deadly accurate. As one foe falls, they is already focused on their next kill. The character no longer feels any side effects of using this ability, and has even learned to store the haste in reserve to seamlessly accelerate back to their peak at a moment’s notice. Related Skills/Powers: Athletics Prerequisites: Discipline: Marauder and Rank Tier: Elder |
2013/08/10 / 2021/12/21 |
Battlefield Awareness III | Granted Default Feat |
Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. The character can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, they can track not only close-quarter attacks, but long range ones as well within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: Discipline: Marauder and Rank Tier: Elder |
2013/08/10 / 2022/06/25 |
Battle Haste II | Granted Default Feat |
The frenzy of battle drives The character into a willing fury that they has learned to harness. Their rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike more swiftly and more accurately. Related Skills/Powers: Athletics Prerequisites: Rank Tier: Equite (exact) and Discipline: Marauder |
2013/08/10 / 2021/12/21 |
Noghri: Nothing Goes Over my Head | Granted Default Feat |
As a clan-based society, humor is a foreign concept to the Noghri species. Even in their most relaxed state, the meaning of most jokes are lost on The character. Therefore, they will often misinterpret jokes as serious insults, commands or just plain nonsense. Prerequisites: Species: Noghri |
2015/08/08 / 2021/12/16 |
Ryn: Made'ya'look | Granted Default Feat |
Ryn are natural performers and are comfortable working a crowd of any size. The character can use their Deception skill at +1 Skill point higher when deceiving or tricking an audience of two or more. Related Skills/Powers: Deception Prerequisites: Species: Ryn |
2013/12/01 / 2023/11/09 |
Coynite: En'Tra'Sol | Granted Default Feat |
Following an extraordinarily strict law system, The character is bound to the code of conduct known as En’Tra’Sol. This law forbids The character from showing signs of weakness, with cowardice being the prime example of weakness. When issued a challenge in single combat, The character is bound to accept it with their honor at stake if they refuses. Declining a challenge results in The character losing focus, having broken En’Tra’Sol. Prerequisites: Species: Coynite |
2014/10/31 / 2021/12/16 |
Kaleesh: Warm Reception | Granted Default Feat |
Thanks to the thermal pits under their eyes, The character can sense the infrared spectrum, allowing them to ‘see’ in the dark by observing and detecting changes in and the presence of heat. Related Skills/Powers: Perception Prerequisites: Species: Kaleesh |
2014/07/22 / 2021/12/16 |
Draethos: As Far As I Can See | Granted Default Feat |
The character can see twice as far as humans in low-light conditions due to their cave dwelling ancestry. Related Skills/Powers: Perception Prerequisites: Species: Draethos |
2015/02/28 / 2021/12/16 |
Gungan: These Legs Were Made For Walkin’ | Granted Default Feat |
As a Gungan, The character has long legs with strong muscles, resulting in longer strides and greater propulsion underwater. Coupled with their amphibious nature, this makes them a natural runner and jumper, and a fast and agile swimmer. When exposed to dry or desert conditions for too long, however, their health and mood will suffer. Prerequisites: Species: Gungan |
2013/12/01 / 2021/12/16 |
Umbaran: Paint It Black | Granted Default Feat |
Like all Umbaran, The character can naturally see into the ultraviolet spectrum. This allows them to see much better in the dark, but causes them to be dazzled and disoriented by flashes of light, even from ordinary objects. Prerequisites: Species: Umbaran |
2014/01/18 / 2021/12/16 |
Sephi: Tinkerer | Granted Default Feat |
Sephi are known in the galaxy for their long life and their affinity with droids and machinery. The character has this same innate affinity when it comes to technology. As a result, they is able to more readily diagnose irregularities within droids others might miss when using their Mechanic skill. Related Skills/Powers: Mechanics Prerequisites: Species: Sephi |
2014/01/18 / 2021/12/16 |
Arkanian: Infrared Vision | Granted Default Feat |
Arkanians have evolved on a dark and frigid homeworld and, as a result, The character is capable of seeing into the infrared spectrum. This gives them exceptional vision even on the darkest of nights. Related Skills/Powers: Perception Prerequisites: Species: Arkanian |
2013/08/30 / 2021/12/16 |
Kel Dor: I Will Survive | Granted Default Feat |
By utilizing their unique physiology and antiox breathing mask, The character is capable of surviving in the hazardous conditions of a complete vacuum for several minutes. However, evolution in a unique atmosphere comprised of Dorin gas and helium prevents members of the Kel Dor species from breathing unaided in oxygen-rich atmospheres. Prerequisites: Species: Kel Dor |
2013/12/01 / 2021/12/16 |
Sakiyan: Better To See And Hear You With | Granted Default Feat |
All Sakiyans have oversized brains, as the portions dealing with sensory perception - sight, smell and hearing - are highly developed. While The character can see into the infrared spectrum and their enhanced senses are generally quite useful, bright lights, loud noises and strong odors can overwhelm them leading to pain and disorientation. Prerequisites: Species: Sakiyan |
2015/08/08 / 2021/12/16 |
Arkanian: Sunglasses At Night | Granted Default Feat |
While the conditions of their homeworld have allowed them to see into the infrared spectrum, their eyes are sensitive to sources of extreme heat. This forces members of the Arkanian species to use blinders on worlds with hotter suns. When looking at sources of intense heat, The character is effectively blind until they shields their vision from sources of extreme heat. Prerequisites: Species: Arkanian |
2015/08/08 / 2021/12/16 |
Ongree: Points Of View | Granted Default Feat |
Ongree possess flexible eyestalks, which allow them to see objects from multiple angles. This has given The character a unique mindset, allowing them to examine situations from multiple perspectives with ease and without concentration. Prerequisites: Species: Ongree |
2013/08/13 / 2021/12/16 |
Kel Dor: A World Of Absolutes | Granted Default Feat |
The Kel Dor society is one known for its hospitality, but also its simplistic approach to matters of justice. To The character, there is no middle ground on any moral issue, causing them to only see matters in black and white. Regardless of intent, only the resulting actions fall under the scope of judgement. Prerequisites: Species: Kel Dor |
2015/08/08 / 2021/12/16 |
Hapan: Nightblind | Granted Default Feat |
Due to the perpetual sunlight and lack of lunar cycle in the Hapes cluster, The character is genetically nightblind, making it much more difficult for them to see clearly in dim or low-light environments. Prerequisites: Species: Hapan |
2015/08/08 / 2021/12/16 |