Feat | Type / Location | Description | Created / Updated | |
---|---|---|---|---|
Battle Haste I | Granted Default Feat |
Marauders feed on the energy of combat. With every strike of their weapon, The character’s adrenaline flares and augments their Athletics skill. As they continues to fight, their swings become faster, their movements accelerating as attacks string together. The use of raw emotion takes away from The character’s accuracy, and when the battle pauses or comes to an end they experiences temporary fatigue as they come down from a battle-high. Related Skills/Powers: Athletics Prerequisites: Discipline: Marauder and Rank Tier: Journeyman (exact) |
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 | |
Battlefield Awareness II | Granted Default Feat |
Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and The character is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within their immediate vicinity. Once tagged, The character can better handle attacks from multiple opponents at the same time within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: Discipline: Marauder and Rank Tier: Equite (exact) |
2013/08/10 / 2021/12/21 | |
Battlefield Awareness I | Granted Default Feat |
Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, The character focuses in on the ambient Force of their surroundings to tap into and intuitively perceive the flow of battle. The character can track the relative position of a handful of enemy targets within their immediate vicinity whether they are in their line of sight or not. Once a target is flagged, The character can better handle engaging two opponents within their sphere of awareness. Related Skills/Powers: Sense Prerequisites: Discipline: Marauder and Rank Tier: Journeyman (exact) |
2013/08/10 / 2021/12/21 | |
Barabel: Unapologetic | Granted Default Feat |
A common occurrence among members of the Barabel species, the concept of apologies, whether for a misdeed or sympathetic reasons, is unknown to The character. Lacking this skill might reflect poorly on their personal image, especially when an apology is not given for a misdeed on their part. Prerequisites: Species: Barabel |
2015/08/08 / 2021/12/16 | |
Barabel: Defensive Measures | Granted Default Feat |
Barabels are covered in tough, dark scales that are resilient against the stun effects of a blaster. Instead, anyone firing blasters set on stun would find that The character is able to shrug off the attacks while the projectiles reflect off their scales. Related Skills/Powers: Resolve Prerequisites: Species: Barabel |
2013/08/13 / 2021/12/16 | |
Balance Point | Granted Default Feat | [Redacted] | 2022/04/28 / 2022/04/28 | |
Bad Cop | Chosen Skill Feat |
The character has honed their skills to appeal to people with negative reinforcement in effort to get information when questioning someone. When interrogating they can use their Intimidation Skill in place of their Charm Skill. Related Skills/Powers: Charm and Intimidation Prerequisites: Rank: Journeyman 4 |
2023/11/08 / 2023/11/08 | |
Back Knife Block | Chosen Skill Feat |
Coming at an opponent from behind makes it all the more easy to catch them unawares. The character gets a +1 Skill Point bonus to their Bladed Weapons Skill (to a maximum of +5) when attacking an unaware enemy from behind. Related Skills/Powers: Bladed Weapons Prerequisites: Society Rank: GMRG: VIII |
2023/11/01 / 2023/11/19 | |
A Warrior's Call | Granted Default Feat |
The character has achieved the glory of being a well-known face in the arena. Their long history of many battles fought has given weight to their name, giving them a +1 Skill point bonus to their Intimidation Skill (up to a maximum of +5). Related Skills/Powers: Intimidation Prerequisites: Trophy: Spoils to the Victor, level 12 |
2023/04/19 / 2023/05/07 | |
Aura Of Fear | Chosen Force Feat |
The character has the ability to wear the Dark Side as a perpetual aura of fear that stretches out around them as they desire to have it going. This fear causes mundanes to steer clear of their path and can even cast doubt in those of lower Resolve than The character's Terror ability. Related Skills/Powers: Terror Prerequisites: Rank: Equite 4 and Order Group: Force Sensitives |
2013/08/21 / 2021/12/16 | |
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 / 2021/12/16 | |
A Soul for a Soul | Chosen Force Feat |
In addition to being able to channel life and Force energy from a source other than themselves to fuel their healing ability, The character can, using a complicated and dangerous process, channel life and Force energy from a subdued living target to return a dead target to life, at the cost of killing the living target when complete. Related Skills/Powers: Healing Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2020/01/22 / 2021/12/16 | |
Artistic Machinery | Chosen Skill Feat |
The character values the beauty of things, including in things they have built with their Mechanics Skill. When working to make one of these options more pretty or artistic The character can use their Crafting Skill in place of their Mechanics Skill. Related Skills/Powers: Crafting and Mechanics Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 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 | |
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 | |
Anzat: ‘Soup’ For You | Granted Default Feat |
The character can drink the ‘soup’ of an enemy to regain energy. Thus, The character can use Mind Trick for the sole purpose of temporarily immobilizing a victim they wish to feed on and the stronger the victim's Resolve the more difficult the Mind Trick is. Feeding requires unbroken concentration, however, leaving him vulnerable during the process. Related Skills/Powers: Mind Trick Prerequisites: Species: Anzat |
2013/08/13 / 2021/12/16 | |
Anzat: Addictive Tendencies | Granted Default Feat |
While not all Anzati are addicted to feeding on other being’s ‘soup,’ the species as a whole has developed a tendency for being drawn to addictive substances. As a result, The character is more susceptible to persuasion or influence in a scenario that involves the potential for substance abuse or indulgence. Prerequisites: Species: Anzat |
2015/08/08 / 2021/12/16 | |
Ambidexterity II | Chosen Skill Feat |
The character has trained equally with both of their hands and can fight easily with a weapon in one or the other. Not to be confused with Dual Wielding, they simply no longer has an off-hand, and can fight seamlessly at full effectiveness even if one hand is completely disabled. Related Skills/Powers: Dual Wielding Prerequisites: Rank Tier: Equite |
2015/08/09 / 2021/12/16 | |
Ambidexterity I | Chosen Skill Feat |
The character can wield a single weapon fairly in either their left or right hand. While combat applicable, The character still favors one hand over the other. If the primary hand is hindered, they can still fight effectively, but not at peak performance. Related Skills/Powers: Dual Wielding Prerequisites: Rank Tier: Journeyman (exact) |
2015/08/09 / 2021/12/16 |