Character Sheet Reference

Displaying feats 61 - 80 of 453 in total
Feat Type / Location Description Created / Updated
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: Rank Tier: Elder and Discipline: Locked Discipline

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

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: Rank Tier: Elder and Discipline: Locked Discipline

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

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

2024/10/01 / 2024/10/01
Arcane Shield II Granted Default Feat

The character can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Force Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.

Related Skills/Powers: Force Lightning

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Force Lord) or (Discipline: Deathsworn and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: The Chronarch) or (Rank Tier: Equite (exact) and Discipline: Jedi Peacemaker) or (Rank Tier: Equite (exact) and Discipline: Sith Fleshweaver)

2024/09/25 / 2024/10/01
Arcane Shield I Granted Default Feat

The character can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from Force Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration.

Related Skills/Powers: Force Lightning

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Force Lord) or (Rank Tier: Journeyman (exact) and Discipline: Deathsworn) or (Rank Tier: Journeyman (exact) and Discipline: The Chronarch) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Peacemaker) or (Rank Tier: Journeyman (exact) and Discipline: Sith Fleshweaver)

2024/09/25 / 2024/10/01
Clairvoyance III Granted Default Feat

The character’s connection to the Living Force makes them aware of the branching futures before them. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.

Related Skills/Powers: Farsight

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Oracle) or (Rank Tier: Elder and Discipline: Librarian) or (Rank Tier: Elder and Discipline: Force Prophet) or (Rank Tier: Elder and Discipline: Temporal Operative)

2024/09/29 / 2024/09/29
Clairvoyance II Granted Default Feat

The character’s connection to the Living Force makes them aware of the branching futures before them. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue The character experiences with extended use is diminished.

Related Skills/Powers: Farsight

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Oracle) or (Rank Tier: Equite (exact) and Discipline: Librarian) or (Rank Tier: Equite (exact) and Discipline: Force Prophet) or (Rank Tier: Equite (exact) and Discipline: Temporal Operative)

2024/09/29 / 2024/09/29
Clairvoyance I Granted Default Feat

The character’s connection to the Living Force makes them aware of the branching futures before them. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, The character experiences significant mental fatigue with extended use.

Related Skills/Powers: Farsight

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Oracle) or (Rank Tier: Journeyman (exact) and Discipline: Librarian) or (Rank Tier: Journeyman (exact) and Discipline: Force Prophet) or (Rank Tier: Journeyman (exact) and Discipline: Temporal Operative)

2024/09/29 / 2024/09/29
Duelist III Granted Default Feat

The character is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to Athletics, Might, and Perception Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.

Related Skills/Powers: Bladed Weapons, Blunt Weapons, and Lightsaber

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Secret Order) or (Rank Tier: Elder and Discipline: Inquisitor) or (Rank Tier: Elder and Discipline: The Ronin) or (Rank Tier: Elder and Discipline: Taldryan Obelisk) or (Rank Tier: Elder and Discipline: Noblesse D'épée) or (Rank Tier: Elder and Discipline: Sith Blademaster) or (Rank Tier: Elder and Discipline: Jedi Battlemaster) or (Rank Tier: Elder and Discipline: Tank) or (Rank Tier: Elder and Discipline: Deceiver) or (Rank Tier: Elder and Discipline: Timber)

2024/09/25 / 2024/09/25
Duelist II Granted Default Feat

The character's continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent's weapon. They gains +1 Skill Points to Athletics and Might Skills during a one-on-one duel (up to a maximum of +5) using a Lightsaber, Bladed, or Blunt weapon.

Related Skills/Powers: Bladed Weapons, Blunt Weapons, and Lightsaber

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Secret Order) or (Discipline: Inquisitor and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: The Ronin) or (Rank Tier: Equite (exact) and Discipline: Taldryan Obelisk) or (Rank Tier: Equite (exact) and Discipline: Noblesse D'épée) or (Rank Tier: Equite (exact) and Discipline: Sith Blademaster) or (Rank Tier: Equite (exact) and Discipline: Jedi Battlemaster) or (Rank Tier: Equite (exact) and Discipline: Tank) or (Rank Tier: Equite (exact) and Discipline: Deceiver) or (Rank Tier: Equite (exact) and Discipline: Timber)

2024/09/25 / 2024/09/25
Duelist I Granted Default Feat

The character has begun to specialise in one-on-one lightsaber duels. The efficiency and timing of their movements gives them an edge in speed, and The character gains +1 Skill Points to their Athletics Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.

Related Skills/Powers: Bladed Weapons, Blunt Weapons, and Lightsaber

Prerequisites: (Discipline: Locked Discipline and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Secret Order) or (Discipline: Inquisitor and Rank Tier: Journeyman (exact)) or (Discipline: The Ronin and Rank Tier: Journeyman (exact)) or (Discipline: Taldryan Obelisk and Rank Tier: Journeyman (exact)) or (Rank Tier: Journeyman (exact) and Discipline: Noblesse D'épée) or (Rank Tier: Journeyman (exact) and Discipline: Sith Blademaster) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Battlemaster) or (Rank Tier: Journeyman (exact) and Discipline: Tank) or (Rank Tier: Journeyman (exact) and Discipline: Deceiver) or (Rank Tier: Journeyman (exact) and Discipline: Timber)

2024/09/25 / 2024/09/25
Force Shockboxing III Granted Default Feat

The character has mastered enhancing their unarmed strikes with Force Lightning. They can envelop their unarmed strikes with Force Lightning for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.

Related Skills/Powers: Force Lightning and Martial Arts

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Soul Arcanist)

2024/09/25 / 2024/09/25
Force Shockboxing II Granted Default Feat

The character has reached new levels in enhancing their unarmed strikes with Force Lightning. They can throw one combination of Force Lightning-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.

Related Skills/Powers: Force Lightning and Martial Arts

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Soul Arcanist)

2024/09/25 / 2024/09/25
Force Shockboxing I Granted Default Feat

The character has begun to learn to envelop their fists with Force Lightning while delivering unarmed strikes. With great effort, They can throw one Force Lightning-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.

Related Skills/Powers: Force Lightning and Martial Arts

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Soul Arcanist)

2024/09/25 / 2024/09/25
Capital Commander III Granted Default Feat

Not only is The character a master at the helm of a capital ship, but their crew also operates with increased efficiency. When in command of anything larger than a frigate, The character gains a +2 Skill Point increase to their Operations Skill, and all crew members on board gain +1 (up to a maximum of +5).

Related Skills/Powers: Operations

Prerequisites: (Rank Tier: Elder and Discipline: Locked Discipline) or (Rank Tier: Elder and Discipline: Aviator)

2024/09/25 / 2024/09/25
Capital Commander II Granted Default Feat

The character is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, The character gains a +1 Skill Point increase to their Operations Skill (up to a maximum of +5).

Related Skills/Powers: Operations

Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Aviator)

2024/09/25 / 2024/09/25
Capital Commander I Granted Default Feat

The character is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, The character gains a +1 Skill Point increase to their Operations Skill (up to a maximum of +4).

Related Skills/Powers: Operations

Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Aviator)

2024/09/25 / 2024/09/25
Unarmed Specialist III Granted Default Feat

Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, The character gains a +1 Skill Point bonus to their Stamina, Athletics and Resolve skills (up to a maximum of +5).

Related Skills/Powers: Athletics, Martial Arts, Resolve, and Stamina

Prerequisites: Rank Tier: Elder and Discipline: Locked Discipline

2024/09/25 / 2024/09/25