Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Unseen Servant | Chosen Force Feat |
The character can maintain a single Wraith whose form is determined by their current skill level in Necromancy without an active concentration. This Wraith cannot participate in combat. Note: This is not an additional Wraith from the power. Related Skills/Powers: Necromancy Prerequisites: Order Group: Force Sensitives and Rank: Equite 3 |
2025/05/02 / 2025/05/02 |
Locker Space II | Chosen Force Feat |
The character has learned to optimize their item storage, allowing them to store two additional items (to a maximum of five) with their Item Conjuring Force power. Related Skills/Powers: Item Conjuring Prerequisites: Order Group: Force Sensitives and Rank: Equite 1 |
2025/05/02 / 2025/05/02 |
Locker Space I | Chosen Force Feat |
The character has learned to optimize their item storage, allowing them to store one additional item (to a maximum of four) with their Item Conjuring Force power. Related Skills/Powers: Item Conjuring Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 (exact) |
2025/05/02 / 2025/05/02 |
Chem Dealer II | Chosen Force Feat |
The character is capable of carrying two extra power-level-appropriate ichor potions (to a maximum of four). Related Skills/Powers: Ichor Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite |
2025/05/02 / 2025/05/02 |
Chem Dealer I | Chosen Force Feat |
The character is capable of carrying one extra power-level-appropriate ichor potion (to a maximum of three). Related Skills/Powers: Ichor Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2025/05/02 / 2025/05/02 |
Free Fall | Chosen Force Feat |
The character can use their Gravitation power to orient an object's gravitational pull in a different direction, allowing it to fall counter to the normal downward pull. Related Skills/Powers: Gravitation Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 |
2025/05/02 / 2025/05/02 |
Creature Sense III | Chosen Force Feat |
The character has trained to use their Sense Power along side their Creature Control, to sense and experience the world around them from the POV of their creature companion. The character can do this with any owned creatures. Related Skills/Powers: Creature Control and Sense Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2025/04/06 / 2025/04/06 |
Creature Sense II | Chosen Force Feat |
The character has trained to use their Sense Power along side their Creature Control, to sense and experience the world around them from the POV of their creature companion. The character can do this with Domesticated and Tameable Creatures only. Related Skills/Powers: Creature Control and Sense Prerequisites: Order Group: Force Sensitives and Rank Tier: Equite (exact) |
2025/04/06 / 2025/04/06 |
Creature Sense I | Chosen Force Feat |
The character has trained to use their Sense Power along side their Creature Control, to sense and experience the world around them from the POV of their creature companion. The character can do this with Domesticated Creatures only. Related Skills/Powers: Creature Control and Sense Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2025/04/06 / 2025/04/06 |
Shadow Warfare | Chosen Skill Feat |
The character has trained in leading soldiers for stealth operations. They can use their Leadership Skill in place of their Stealth Skill while commanding a troop unseen strikes. Related Skills/Powers: Leadership and Stealth Prerequisites: Rank: Equite 1 |
2025/03/29 / 2025/03/29 |
Guerilla Warfare | Chosen Skill Feat |
The character has learned how to keep to the shadows in time of conflict. While utilizing a Guerilla Warfare style, they can use their Stealth Skill in place of their Tactics Skill. Related Skills/Powers: Stealth and Tactics Prerequisites: Rank: Equite 3 |
2025/03/29 / 2025/03/29 |
Presentiment III | Granted Default Feat |
The character’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, The character may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit them to glean substantial bits of information with very little mental or emotional toll. Related Skills/Powers: Farsight Prerequisites: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Soothsayer and Rank Tier: Elder) or (Discipline: Force Prophet and Rank Tier: Elder) or (Discipline: Oracle and Rank Tier: Elder) or (Discipline: Anchorite and Rank Tier: Elder) |
2024/10/01 / 2024/10/01 |
Presentiment II | Granted Default Feat |
The character’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, The character may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit them to glean bits of information resulting in some mental and emotional strain. Related Skills/Powers: Farsight Prerequisites: (Discipline: Locked Discipline and Rank Tier: Equite (exact)) or (Discipline: Soothsayer and Rank Tier: Equite (exact)) or (Discipline: Force Prophet and Rank Tier: Equite (exact)) or (Discipline: Oracle and Rank Tier: Equite (exact)) or (Discipline: Anchorite and Rank Tier: Equite (exact)) |
2024/10/01 / 2024/10/01 |
Presentiment I | Granted Default Feat |
The character’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, The character may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain. Related Skills/Powers: Farsight Prerequisites: (Discipline: Locked Discipline and Rank Tier: Journeyman (exact)) or (Discipline: Soothsayer and Rank Tier: Journeyman (exact)) or (Discipline: Force Prophet and Rank Tier: Journeyman (exact)) or (Discipline: Oracle and Rank Tier: Journeyman (exact)) or (Discipline: Anchorite and Rank Tier: Journeyman (exact)) |
2024/10/01 / 2025/03/29 |
Mad Scientist III | Granted Default Feat |
A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +2 Skill Point bonus to their Medicine Skill and +1 Skill Point bonus to their Mechanics Skill (up to a maximum of +5). Related Skills/Powers: Mechanics and Medicine Prerequisites: Discipline: Locked Discipline and Rank Tier: Elder |
2024/10/01 / 2024/10/01 |
Mad Scientist II | Granted Default Feat |
A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +1 Skill Point bonus to their Medicine and Mechanics Skills (up to a maximum of +5). Related Skills/Powers: Mechanics and Medicine Prerequisites: Discipline: Locked Discipline and Rank Tier: Equite (exact) |
2024/10/01 / 2024/10/01 |
Mad Scientist I | Granted Default Feat |
A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, The character gets a +1 Skill Point bonus to their Medicine Skill (up to a maximum of +4). Related Skills/Powers: Medicine Prerequisites: Discipline: Locked Discipline and Rank Tier: Journeyman (exact) |
2024/10/01 / 2024/10/01 |
Masquerade III | Granted Default Feat |
Using regular and technological means, The character can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their Deception Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5). Related Skills/Powers: Deception Prerequisites: Discipline: Locked Discipline and Rank Tier: Elder |
2024/10/01 / 2024/10/01 |
Masquerade II | Granted Default Feat |
Using regular and technological means, The character can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their Deception Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5). Related Skills/Powers: Deception Prerequisites: Discipline: Locked Discipline and Rank Tier: Equite (exact) |
2024/10/01 / 2024/10/01 |
Masquerade I | Granted Default Feat |
Using regular and technological means, The character can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their Deception Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). Related Skills/Powers: Deception Prerequisites: Discipline: Locked Discipline and Rank Tier: Journeyman (exact) |
2024/10/01 / 2024/10/01 |