Character Sheet Reference

Displaying feats 441 - 460 of 460 in total
Feat Type / Location Description Created / Updated
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 / 2023/08/17
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
Battle Mind III Granted Default Feat

The character dances through war zones as casually as a strolling through the park when it comes to calling upon the Force. Their concentration when using the Force is unbreakable, even with explosions detonating in their ear or the bloodcurdling cacophony of death and destruction wailing around them.

Related Skills/Powers: Resolve

Prerequisites: (Discipline: Sorcerer and Rank Tier: Elder) or (Discipline: Unyielding Tempest and Rank Tier: Elder) or (Discipline: Sith Blademaster and Rank Tier: Elder) or (Discipline: Temporal Operative and Rank Tier: Elder) or (Discipline: Cloak and Flair and Rank Tier: Elder)

2015/08/09 / 2021/12/21
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
On The Trail I 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 might miss. 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: Hunter and Rank Tier: Journeyman (exact)

2016/08/02 / 2021/12/21
Intergalactic I Granted Default Feat

The character has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. The character can understand (but not speak) the basics of alien and droid dialects without the need of Linguistics Skill Points.

Related Skills/Powers: Linguistics

Prerequisites: (Discipline: Scoundrel and Rank Tier: Journeyman (exact)) or (Discipline: Legendary Mandalorian and Rank Tier: Journeyman (exact)) or (Discipline: Orator and Rank Tier: Journeyman (exact)) or (Discipline: Pirate Broadcaster and Rank Tier: Journeyman (exact))

2016/08/02 / 2021/12/21
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
Spirit Guide II Granted Default Feat

Instead of trying to control the dead, The character has trained to pull spirits from beyond the veil of the living Force with their Telepathy Force Power so they can speak together. As an Equite, The character can commune with spirits as old as a year. These spirits can hold simple conversations, but the spirit's demeanor and willingness to cooperate is outside of The character's control. The spirit may still need to be persuaded to provide information. Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.

Related Skills/Powers: Telepathy

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Equite (exact)) or (Discipline: Mandalorian Nightsister and Rank Tier: Equite (exact)) or (Discipline: Spirit Witch and Rank Tier: Equite (exact))

2025/07/30 / 2025/07/30
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 / 2022/05/30
Battle Mind II Granted Default Feat

The character has become fluent at tuning out the distractions and rigors of battle while wielding the Force. Detonations, blasters, and the chaos of a battlefield fall on deaf ears, increasing their ability to focus on using Force Powers without interruption, even if taking a grazing blow. More persistent and intensive bodily harm or injury can still interrupt The character’s concentration, or cause it to falter.

Related Skills/Powers: Resolve

Prerequisites: (Discipline: Sorcerer and Rank Tier: Equite (exact)) or (Discipline: Unyielding Tempest and Rank Tier: Equite (exact)) or (Discipline: Sith Blademaster and Rank Tier: Equite (exact)) or (Discipline: Temporal Operative and Rank Tier: Equite (exact)) or (Discipline: Cloak and Flair and Rank Tier: Equite (exact))

2015/08/09 / 2021/12/21
Battle Mind I Granted Default Feat

A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep their focus even when under fire. The character has learned to tune out common distractions like taunts, loud noises, and the chattering of crowds for the sake of more skillfully using Force Powers under pressure.

Related Skills/Powers: Resolve

Prerequisites: (Discipline: Sorcerer and Rank Tier: Journeyman (exact)) or (Discipline: Unyielding Tempest and Rank Tier: Journeyman (exact)) or (Discipline: Sith Blademaster and Rank Tier: Journeyman (exact)) or (Discipline: Temporal Operative and Rank Tier: Journeyman (exact)) or (Discipline: Cloak and Flair and Rank Tier: Journeyman (exact))

2015/08/09 / 2021/12/21
Steel Curtain Granted Default Feat

The character has received specialized training from the Grand Master and has gained the ability to steel their mind against any attempt to pry information about the Brotherhood and its secrets. While this bonus to The character's Resolve makes them better able to handle Interrogation, the training becomes more evident in its ability to indefinitely prevent The character from divulging Brotherhood secrets.

Related Skills/Powers: Resolve

Prerequisites: Society Rank: INQ: XII: Grand Inquisitor

2015/09/24 / 2021/12/16
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 / 2022/04/28
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: Force Crusader and Rank Tier: Equite (exact)) or (Discipline: Changeling and Rank Tier: Equite (exact))

2013/07/20 / 2025/05/05
Devotee Granted Default Feat

Like all members of The Children of Mortis, The character is devoted to their cause. With a deep spiritual connection to the Force, and to The Father they are resistant to ideas or actions that go against their dogmatic views.

Prerequisites: Faction: The Children of Mortis

2022/04/28 / 2022/04/28
Order Feat: Sith Granted Default Feat

The character follows the ways of the Sith Order. The Sith are Force users that seek power and are willing to do anything to achieve their goals. The Sith are solely dedicated to the dark side, which they see as the ultimate tool with which to succeed. They embrace ancient teachings that promote power and pleasure above all else, which they use to bring power and prestige for themselves across the Brotherhood.

Prerequisites: Order Group: Siths

2015/08/31 / 2021/12/16
Hexing III Granted Default Feat

Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. They can disable an entire network of computers. With concentration, they can even disable combat droids.

Related Skills/Powers: Telekinesis

Prerequisites: (Discipline: Techweaver and Rank Tier: Elder) or (Discipline: Jedi Operative and Rank Tier: Elder) or (Discipline: Forcejack and Rank Tier: Elder) or (Discipline: Arcane Infiltrator and Rank Tier: Elder)

2015/08/09 / 2021/12/21
Order Feat: Jedi Granted Default Feat

The character follows the ways of the Jedi Order. The Jedi are Force users that seek peace and tranquillity in the galaxy. They subscribe to a rigid philosophy that askew passion and emotion, instead emphasizing peace and harmony. Jedi respect all life and strive to defend and protect those in need. Jedi rely on the light side and avoid the dark side and the threat its power poses.

Prerequisites: Order Group: Jedis

2015/08/31 / 2021/12/16
Hexing I Granted Default Feat

Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the electronic circuitry of small tech items like holo transmitters, chronos and security cameras, overwhelming their circuitry and causing them to malfunction or break. The character requires a visual on target and a focusing gesture or cue.

Related Skills/Powers: Telekinesis

Prerequisites: (Discipline: Techweaver and Rank Tier: Journeyman (exact)) or (Discipline: Jedi Operative and Rank Tier: Journeyman (exact)) or (Discipline: Forcejack and Rank Tier: Journeyman (exact)) or (Discipline: Arcane Infiltrator and Rank Tier: Journeyman (exact))

2015/08/09 / 2021/12/21
Xenobiology III Granted Default Feat

The character has become intricately familiar with every known species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.

Related Skills/Powers: Lore and Medicine

Prerequisites: (Discipline: Field Medic and Rank Tier: Elder) or (Discipline: Kevorkian and Rank Tier: Elder) or (Discipline: Neurodivergent Medic and Rank Tier: Elder)

2015/08/31 / 2021/12/21