Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Haze I | Chosen Force Feat |
The character can extend their Concealment ability over a single additional sentient being next to them, hiding them from a Jedi’s Force Sense. Requires The character’s full attention to maintain the concealment effect. Related Skills/Powers: Concealment Prerequisites: Order Group: Force Sensitives and Rank Tier: Journeyman (exact) |
2021/12/16 / 2021/12/16 |
Home Into The Black | Chosen Skill Feat |
The character knows how to blend their ship in with the background, whether cosmic or otherwise. When attempting to fly undetected, The character gets a +1 Skill Point bonus to their Piloting Skill (to a maximum of +5). Related Skills/Powers: Piloting Prerequisites: Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
Field Triage III | Chosen Force Feat |
The character can extend their Control Self in conjunction with their Healing skill in the battlefield, as long as they are focused on someone else's injuries. This Force-fueled anesthetic can help calm a patient with moderate injuries including life threatening trauma and severed limbs. Related Skills/Powers: Control Self and Healing Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2021/12/16 / 2021/12/16 |
Force Crush I | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to near instantaneously crush a stationary target from all directions beyond the capacity of what is normal, as if compacting them into a ball. This causes immense damage, but on its own is non-fatal. The power is tremendously draining. Related Skills/Powers: Telekinesis Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder (exact) |
2021/12/16 / 2023/04/06 |
Force Crush II | Chosen Force Feat |
The character has learned to use their Telekinesis Force Power to instantly crush a stationary target from all directions, compacting the target into a tight ball. This can be fatal if crushed to the extreme. This power is somewhat draining. Related Skills/Powers: Telekinesis Prerequisites: Rank: Elder 4 and Order Group: Force Sensitives |
2021/12/16 / 2023/04/06 |
Hippocratic | Chosen Skill Feat |
The character's training in Medicine has led to them learn the mantra "Do No Harm". To this end, they have learned to use their medical studies to attempt to incapacitate an opponent. The character can use their Medicine Skill in place of their Martial Arts Skill while attempting to subdue, but not kill an opponent. Related Skills/Powers: Martial Arts and Medicine Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2023/11/08 |
Telekinetic Combat I | Chosen Force Feat |
The character can take control over weapons or objects with their Telekinesis and use them effectively in combat as remote weapons. The weapons' effectiveness is based on The character's Skill level in the controlled weapon type. This usage requires hand gestures to act as focus guides for the invisible hands that are 'using' the weapons. Related Skills/Powers: Telekinesis Prerequisites: Rank: Elder 1 (exact) and Order Group: Force Sensitives |
2013/08/12 / 2021/12/30 |
I Made A Pipe Bomb | Chosen Skill Feat |
The character has spent enough time around explosives to understand the fundamental traits in identifying what can be used to make something go boom. When attempting to make a makeshift explosive device, The character can use their Explosive Skill in place of their Crafting Skill. Related Skills/Powers: Crafting and Explosives Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2021/12/16 |
I'm Rubber, You're Glue | Chosen Force Feat |
The character has taken effort to truly understand fear to the point it has become a part of them. By instinct they can use their Terror Force Power to startle anyone who attempts to startle them. Related Skills/Powers: Terror Prerequisites: Order Group: Force Sensitives and Rank: Journeyman 4 |
2021/12/16 / 2021/12/16 |
In A Pinch | Chosen Skill Feat |
The character has experience with the frantic pacing that occurs on the battlefield. Perfectly at home, they can stay focused on the task at hand. This grants The character a +1 Skill Point bonus to their Mechanic Skill they are trying to make an urgent repair while under fire (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Journeyman |
2021/12/16 / 2021/12/16 |
Inceptioned | Chosen Force Feat |
The character has mastered the art of corrupting a mind, distorting the borders between what is real and imaginary. With absolute focus, they can attempt to convince a target that a memory is either real, or fictional. The more complicated the memory, the more draining this is on the user. Related Skills/Powers: Mind Trick Prerequisites: Order Group: Force Sensitives and Rank Tier: Elder |
2021/12/16 / 2021/12/16 |
Stun II | Chosen Force Feat |
The character has advanced their skill with Slow, allowing them to not only overwhelm a target's motor functions and cause them to become temporarily stunned in place, but also use the power to fully freeze the intended target in place in a near-catatonic state at the cost of complete focus and concentration, regardless of Force Power level. All joints are locked for the duration, with the target remaining in the exact position as when Slow took effect. Related Skills/Powers: Slow Prerequisites: Rank Tier: Equite and Order Group: Force Sensitives |
2015/08/09 / 2022/01/28 |
Jury-rig II | Chosen Skill Feat |
The character is such an able Mechanic they can make use of some very unusual materials to get systems up and running again, often using parts of completely different machines or simple objects to replace typically complicated parts. These jury rigs only last for a moderate amount of time and break down after some regular usage. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Journeyman (exact) |
2021/12/16 / 2021/12/16 |
Jury-rig III | Chosen Skill Feat |
The character is such an able Mechanic they can make use of some very unusual materials to get systems up and running again, often using parts of completely different machines or simple objects to replace typically complicated parts. These jury rigs can last for a long amount of time and break down only after heavy usage. Related Skills/Powers: Mechanics Prerequisites: Rank Tier: Equite |
2021/12/16 / 2021/12/16 |
La Resistance I | Chosen Skill Feat |
The character’s body has been exposed and conditioned to various toxins and poisons through rigorous training over the years. Their body is immune to normal doses of common poisons, but only partially resistant to heavy doses. The character is still susceptible to more advanced or alchemy creations, however. This does not cover the effects of recreational substances. Related Skills/Powers: Resolve Prerequisites: Rank Tier: Equite (exact) |
2021/12/16 / 2021/12/16 |
I Made This I | Chosen Skill Feat |
The character spends as much time practicing with their creations as making them. They can use their Crafting Skill in place of the relevant weapon skill when using a single weapon of their own creation. (The weapon must be cited in Loadout Description) Related Skills/Powers: Crafting Prerequisites: Rank Tier: Journeyman (exact) |
2021/12/16 / 2023/11/13 |
Keen Mind II | Chosen Skill Feat |
The character has a mind like a steel trap. With an eidetic memory, they can remember anything from the last year that they actively perceived (focused on, read, heard, etc) with greater detail. Related Skills/Powers: Intellect and Perception Prerequisites: Rank Tier: Equite (exact) |
2021/12/16 / 2021/12/16 |
Keen Mind III | Chosen Skill Feat |
The character has a mind like a steel trap. With an eidetic memory, they can remember anything that they actively perceived (focused on, read, heard, etc) with greater detail. Related Skills/Powers: Intellect and Perception Prerequisites: Rank Tier: Elder |
2021/12/16 / 2021/12/16 |
I Controlled Them Like Animals | Chosen Skill Feat |
Society works until it doesn't. Groups of people can revert to more animalistic traits when afraid, angry, or intoxicated. The character's training at handling pack animals allows them to utilize their Creature Handling Skill in place of their Leadership Skill when attempting to control groups of people that are acting on their more animalistic impulses. Related Skills/Powers: Creature Handling and Leadership Prerequisites: Rank Tier: Equite |
2021/12/16 / 2021/12/16 |
Whip It Good | Chosen Skill Feat |
The character has trained to utilize the rare weapon type of Lightwhips. Closely related to a standard lightsaber, The character can use their Lightsaber Skill in place of their Miscellaneous Weapons Skill while using their lightwhip. Related Skills/Powers: Lightsaber and Miscellaneous Weapons Prerequisites: Order Group: Force Sensitives and Rank: Equite 4 |
2021/12/16 / 2023/11/08 |