Feat | Type / Location | Description | Created / Updated |
---|---|---|---|
Primal Bond I | Granted Default Feat |
The character's affinity for reaching out to the minds of animals has been honed. They gains a +1 Skill Point bonus to their Creature Control power when handling any creature they find (up to a maximum of +4). Related Skills/Powers: Creature Control Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Soothsayer) or (Rank Tier: Journeyman (exact) and Discipline: Arcane Shepherd) |
2024/09/25 / 2024/09/25 |
Primal Bond II | Granted Default Feat |
The character's natural draw to creatures has strengthed their ability to reach out to the minds of animals. They gains a +1 Skill Point bonus to their Creature Control power when handling any creature they find (up to a maximum of +5). Related Skills/Powers: Creature Control Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Soothsayer) or (Rank Tier: Equite (exact) and Discipline: Arcane Shepherd) |
2024/09/25 / 2024/09/25 |
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: (Rank Tier: Equite (exact) and Discipline: Marauder) or (Rank Tier: Equite (exact) and Discipline: Force Warrior) or (Rank Tier: Equite (exact) and Discipline: Jedi Battlemaster) or (Rank Tier: Equite (exact) and Discipline: Force Crusader) or (Rank Tier: Equite (exact) and Discipline: Force Sleuth) or (Rank Tier: Equite (exact) and Discipline: Peacekeeper) |
2013/08/10 / 2021/12/21 |
Beast Mode II | Granted Default Feat |
The character has developed a deeper ability to channel some addition Force energy to bolster their creatures. They can use Amplification on their beast at twice the energy to use it for the full effect. Related Skills/Powers: Amplification and Creature Control Prerequisites: (Rank Tier: Equite (exact) and Discipline: Locked Discipline) or (Rank Tier: Equite (exact) and Discipline: Kyatarun Dragoon) |
2024/09/25 / 2024/09/25 |
Battle Haste III | Granted Default Feat |
An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. The character’s alacrity, even in the chaos of battle, is rivaled by none. Their strikes are not only quick but deadly accurate. As one foe falls, they is already focused on their next kill. The character no longer feels any side effects of using this ability, and has even learned to store the haste in reserve to seamlessly accelerate back to their peak at a moment’s notice. Related Skills/Powers: Athletics Prerequisites: (Rank Tier: Elder and Discipline: Marauder) or (Rank Tier: Elder and Discipline: Balance Bringer) or (Rank Tier: Elder and Discipline: Kyatarun Dragoon) or (Rank Tier: Elder and Discipline: Jedi Peacemaker) or (Rank Tier: Elder and Discipline: Matukai Adept) or (Rank Tier: Elder and Discipline: Immortal) or (Rank Tier: Elder and Discipline: Fury) or (Rank Tier: Elder and Discipline: Mandalorian Nightsister) |
2013/08/10 / 2021/12/21 |
Jedi Ace I | Granted Default Feat |
The character's affinity for using the Force in dogfights has been honed. They gains a +1 Skill Point bonus to their Precognition Power when engaged in a space battle (up to a maximum of +4). Related Skills/Powers: Piloting and Precognition Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Locked Discipline) or (Rank Tier: Journeyman (exact) and Discipline: Secret Order) or (Rank Tier: Journeyman (exact) and Discipline: Soaring Songbird) |
2024/09/25 / 2024/09/25 |
Channel II | Granted Default Feat |
The character can effortlessly pull energy from the Living Force to refill their own energy reserves. The character can do this in between combat skirmishes, but still requires a moment or two to restore themself. Related Skills/Powers: Resolve Prerequisites: (Discipline: Arcanist and Rank Tier: Equite (exact)) or (Discipline: Soul Arcanist and Rank Tier: Equite (exact)) or (Discipline: Night Mother and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Force Lord) or (Rank Tier: Equite (exact) and Discipline: Deathsworn) or (Rank Tier: Equite (exact) and Discipline: Oracle) or (Rank Tier: Equite (exact) and Discipline: Librarian) or (Rank Tier: Equite (exact) and Discipline: Force Warrior) or (Rank Tier: Equite (exact) and Discipline: Rex Tempestas) or (Rank Tier: Equite (exact) and Discipline: Sith Fleshweaver) or (Rank Tier: Equite (exact) and Discipline: Force Sage) or (Rank Tier: Equite (exact) and Discipline: Immortal) or (Rank Tier: Equite (exact) and Discipline: Concordant) or (Rank Tier: Equite (exact) and Discipline: Arcane Shepherd) or (Rank Tier: Equite (exact) and Discipline: Hyōbao Vilissës) |
2013/08/10 / 2021/12/21 |
Order Feat: Loyalist | Granted Default Feat |
The character is counted among the Loyalist Order. Those that wish to serve the Brotherhood, but lack no ability with the Force, are called to serve in the Brotherhood’s armed forces. Whether they serve the Iron Throne or the military of their Clan, members of the Loyalist Order make up a variety of callings, from pilot to soldier to mechanic. Despite their lack of Force sensitivity, Loyalists receive considerable training in combating Force-users; as such, they are well versed in identifying Force-based attacks, and conditioned to not balk in the face of a Jedi or Sith’s powers. Prerequisites: Order Group: Loyalists |
2015/08/31 / 2021/12/16 |
Iron Pillar III | Granted Default Feat |
An Elder Juggernaut is seldom knocked off their feet, even when they is not able to plant them. The character can momentarily steel their body at will like a sheet of Mandalorian Iron in order to prevent themself from being staggered, knocked back, or thrown off their feet otherwise. Related Skills/Powers: Might and Stamina Prerequisites: (Rank Tier: Elder and Discipline: Juggernaut) or (Rank Tier: Elder and Discipline: Unyielding Tempest) or (Rank Tier: Elder and Discipline: Tank) |
2013/08/10 / 2021/12/21 |
Battle Haste II | Granted Default Feat |
The frenzy of battle drives The character into a willing fury that they has learned to harness. Their rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike more swiftly and more accurately. Related Skills/Powers: Athletics Prerequisites: (Discipline: Marauder and Rank Tier: Equite (exact)) or (Rank Tier: Equite (exact) and Discipline: Balance Bringer) or (Rank Tier: Equite (exact) and Discipline: Kyatarun Dragoon) or (Rank Tier: Equite (exact) and Discipline: Jedi Peacemaker) or (Rank Tier: Equite (exact) and Discipline: Matukai Adept) or (Rank Tier: Equite (exact) and Discipline: Immortal) or (Rank Tier: Equite (exact) and Discipline: Fury) or (Rank Tier: Equite (exact) and Discipline: Mandalorian Nightsister) |
2013/08/10 / 2021/12/21 |
Depths of Power III | Granted Default Feat |
Night Witch rituals have given The character a unique connection to the Force. Capable of linking their own Force energy to two others, amplifying their target’s Force capability, at the cost of The character's own energy. Prerequisites: Rank Tier: Elder and Discipline: Night Witch |
2025/05/02 / 2025/05/14 |
Order Feat: Force Disciple | Granted Default Feat |
The character is a Force Disciple. Force Disciples do not ascribe to the rigid teachings of the Jedi Order or the Sith, either because they were never exposed to them prior to the Brotherhood, or simply because they do not always see eye to eye with them. Force Disciples are not united by any binding doctrine or philosophy, though some Force Disciples might lean more predominantly to the light or the dark sides of the Force. Prerequisites: Order Group: Force Disciples |
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: (Rank Tier: Journeyman (exact) and Discipline: Techweaver) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Operative) |
2015/08/09 / 2021/12/21 |
Synergy I | Granted Default Feat |
As a Journeyman, The character has learned to extend the effects of their defensive Force powers to a single ally within close proximity. The character can share the effects of their Concealment, Force Cloak, Healing, or Control Self so long as their full concentration is dedicated to the task. Powers shared remain relative to The character’s level of training in them. Excludes: Barrier. Related Skills/Powers: Concealment, Control Self, Force Cloak, and Healing Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Defender) or (Rank Tier: Journeyman (exact) and Discipline: Concordant) or (Rank Tier: Journeyman (exact) and Discipline: Lifeweaver) |
2015/08/09 / 2021/12/21 |
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: (Rank Tier: Journeyman (exact) and Discipline: Marauder) or (Rank Tier: Journeyman (exact) and Discipline: Balance Bringer) or (Rank Tier: Journeyman (exact) and Discipline: Kyatarun Dragoon) or (Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Jedi Peacemaker) or (Rank Tier: Journeyman (exact) and Discipline: Matukai Adept) or (Rank Tier: Journeyman (exact) and Discipline: Immortal) or (Rank Tier: Journeyman (exact) and Discipline: Fury) or (Rank Tier: Journeyman (exact) and Discipline: Mandalorian Nightsister) |
2013/08/10 / 2021/12/21 |
Medley III | Granted Default Feat |
The Weapons Specialist is able to temporarily use any weapon as if they had a +3 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon. Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers Prerequisites: (Rank Tier: Elder and Discipline: Weapons Specialist) or (Rank Tier: Elder and Discipline: Soldier) |
2015/08/31 / 2022/05/16 |
Medley I | Granted Default Feat |
The Weapons Specialist is able to temporarily use any weapon as if they had +1 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon. Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers Prerequisites: (Rank Tier: Journeyman (exact) and Discipline: Weapons Specialist) or (Rank Tier: Journeyman (exact) and Discipline: Soldier) |
2015/08/31 / 2022/05/16 |
Mechu-deru II | Granted Default Feat |
The character has learned to infuse sentience and control into more sophisticated droids such as combat, interrogation and astromech types, and manipulate them through a connection through the Force. They can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands. Related Skills/Powers: Mechanics and Telepathy Prerequisites: (Rank Tier: Equite (exact) and Discipline: Techweaver) or (Rank Tier: Equite (exact) and Discipline: Sith Avatar) or (Rank Tier: Equite (exact) and Discipline: Cybermancer) |
2015/08/09 / 2021/12/21 |
Medley II | Granted Default Feat |
The Weapons Specialist is able to temporarily use any weapon as if they had +2 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon. Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Miscellaneous Weapons, and Slugthrowers Prerequisites: (Rank Tier: Equite (exact) and Discipline: Weapons Specialist) or (Rank Tier: Equite (exact) and Discipline: Soldier) |
2015/08/31 / 2022/05/16 |
Unarmed Specialist I | Granted Default Feat |
Across many training sessions The character has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to their Stamina Skill while using their preferred form (up to a maximum of +4). Related Skills/Powers: Martial Arts and Stamina Prerequisites: Rank Tier: Journeyman (exact) and Discipline: Locked Discipline |
2024/09/25 / 2024/09/25 |