Character Sheet Reference
| Feat | Type / Location | Description | Created / Updated |
|---|---|---|---|
| Chameleon III | Granted Default Feat |
A wizened Infiltrator is only detected when they choose to be. The character has learned to seamlessly become one with their surroundings, and gets a +2 Skill point bonus to their Stealth Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +5). Related Skills/Powers: Stealth Prerequisites: Discipline: Infiltrator and Rank Tier: Elder |
2016/08/02 / 2026/05/15 |
| Junker I | Granted Default Feat |
Where others see junk, a Scavenger sees opportunity. The character can quickly appraise the value of common mechanical equipment they come across and then sell it at a higher value or repurpose it somewhere else. The character gains a +1 Skill Point bonus to Mechanics and Crafting when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4). Related Skills/Powers: Crafting and Mechanics Prerequisites: (Discipline: Scavenger and Rank Tier: Journeyman (exact)) or (Discipline: Machinist and Rank Tier: Journeyman (exact)) |
2016/08/02 / 2026/05/15 |
| 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 / 2026/05/15 |
| 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: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Aviator and Rank Tier: Elder) |
2024/09/25 / 2026/05/15 |
| Arcane Shield III | Granted Default Feat |
The character can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Force Lightning, Stun, explosives, or blaster fire without losing concentration. Related Skills/Powers: Force Lightning Prerequisites: (Discipline: Locked Discipline and Rank Tier: Elder) or (Discipline: Force Lord and Rank Tier: Elder) or (Discipline: Deathsworn and Rank Tier: Elder) or (Discipline: The Chronarch and Rank Tier: Elder) or (Discipline: Jedi Peacemaker and Rank Tier: Elder) or (Discipline: Sith Fleshweaver and Rank Tier: Elder) or (Discipline: Cybermancer and Rank Tier: Elder) |
2024/09/25 / 2026/05/15 |
| Snap Judgement | Granted Default Feat |
The character's experience in Combat Center judgments has honed their ability to notice a persons' tells. This gives The character one chance per combat to not be surprised or caught off guard by an opponent's actions/tactics. Prerequisites: Trophy: Pays to Critique, level 12 |
2023/04/19 / 2026/05/15 |
| Seeking III | Granted Default Feat |
Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, The character has developed the ability to see through a Force User's Concealment or active Illusion (up to +5). Related Skills/Powers: Perception Prerequisites: (Discipline: Seeker and Rank Tier: Elder) or (Discipline: Stormwalker and Rank Tier: Elder) or (Discipline: Deceiver and Rank Tier: Elder) or (Discipline: Valkyrie and Rank Tier: Elder) |
2013/08/14 / 2026/05/15 |
| Synergy I | Granted Default Feat |
As a Journeyman, The character has learned to extend the effects of their defensive Force powers to a single target 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: (Discipline: Defender and Rank Tier: Journeyman (exact)) or (Discipline: Concordant and Rank Tier: Journeyman (exact)) or (Discipline: Lifeweaver and Rank Tier: Journeyman (exact)) or (Discipline: Lyctor and Rank Tier: Journeyman (exact)) or (Discipline: Chiaroscuro Healer and Rank Tier: Journeyman (exact)) or (Discipline: Force's Gift and Rank Tier: Journeyman (exact)) |
2015/08/09 / 2026/05/15 |
| 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: (Discipline: Techweaver and Rank Tier: Journeyman (exact)) or (Discipline: Jedi Operative and Rank Tier: Journeyman (exact)) or (Discipline: Forcejack and Rank Tier: Journeyman (exact)) or (Discipline: Arcane Infiltrator and Rank Tier: Journeyman (exact)) |
2015/08/09 / 2026/05/15 |
| Hexing III | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. They can disable an entire network of computers. With concentration, they can even disable combat droids. Related Skills/Powers: Telekinesis Prerequisites: (Discipline: Techweaver and Rank Tier: Elder) or (Discipline: Jedi Operative and Rank Tier: Elder) or (Discipline: Forcejack and Rank Tier: Elder) or (Discipline: Arcane Infiltrator and Rank Tier: Elder) |
2015/08/09 / 2026/05/15 |
| Xenobiology I | Granted Default Feat |
The character has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to their native Species. This allows them to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but both diagnosis and treatment time are increased slightly compared to if they was working on their own species. Related Skills/Powers: Lore and Medicine Prerequisites: (Discipline: Field Medic and Rank Tier: Journeyman (exact)) or (Discipline: Kevorkian and Rank Tier: Journeyman (exact)) or (Discipline: Neurodivergent Medic and Rank Tier: Journeyman (exact)) or (Discipline: Underworld Cybergeneticist and Rank Tier: Journeyman (exact)) |
2015/08/31 / 2026/05/15 |
| Unarmed Specialist II | Granted Default Feat |
The character's martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, The character gains a +1 Skill Point bonus to their Stamina and Athletics Skills (up to a maximum of +5). Related Skills/Powers: Athletics, Martial Arts, and Stamina Prerequisites: Discipline: Locked Discipline and Rank Tier: Equite (exact) |
2024/09/25 / 2026/05/15 |
| Steady Hands I | Granted Default Feat |
The character can calmly and mechanically work with their Medicine skill even when under the stress of an overcrowded emergency room. They can filter out basic distractions and remain focused on administering aid. They are granted a +1 Skill Point bonus to Medicine (up to a maximum of +4). Related Skills/Powers: Medicine Prerequisites: (Discipline: Field Medic and Rank Tier: Journeyman (exact)) or (Discipline: The Doctor and Rank Tier: Journeyman (exact)) or (Discipline: Neurodivergent Medic and Rank Tier: Journeyman (exact)) |
2015/08/31 / 2026/05/15 |
| Improvise, Adapt, Overcome | Granted Default Feat |
In the heat of battle, often you have to think on your toes. The character has learned to improvise during tactical endeavors, and can use their Perception Skill in place of their Tactics Skill when needing to change a plan on the fly. Related Skills/Powers: Perception and Tactics Prerequisites: Society Rank: GMRG: XII |
2023/11/01 / 2026/05/15 |
| Restoration Trooper: Immovable Object | Granted Default Feat |
Restoration Troopers exist beyond the limits of traditional organic life. With a never-ending stamina and arms that hit like a mudhorn at full speed, Restoration Troopers hit hard and continually, if abeit slow. Related Skills/Powers: Might and Stamina Prerequisites: Species: Restoration Trooper |
2021/05/24 / 2026/05/15 |
| Proficiency II | Granted Default Feat |
The character has spent years training and honing their skills with their favourite weapons. This allows them to use their chosen Primary and Secondary Weapon’s associated Skills at +1 Skill Point higher (to a maximum of +5). Related Skills/Powers: Bladed Weapons, Blasters, Blunt Weapons, Explosives, Lightsaber, Miscellaneous Weapons, and Slugthrowers Prerequisites: (Discipline: Weapons Specialist and Rank Tier: Equite (exact)) or (Discipline: Legendary Mandalorian and Rank Tier: Equite (exact)) or (Discipline: Ninja and Rank Tier: Equite (exact)) or (Discipline: Master Naur'alor and Rank Tier: Equite (exact)) or (Discipline: Mandalorian Fly-Girl and Rank Tier: Equite (exact)) or (Discipline: Kevorkian and Rank Tier: Equite (exact)) or (Discipline: Mandaboo and Rank Tier: Equite (exact)) or (Discipline: Weaponsmith and Rank Tier: Equite (exact)) or (Discipline: Timber and Rank Tier: Equite (exact)) or (Discipline: Techno Raider and Rank Tier: Equite (exact)) or (Discipline: The Phoenix of Kyataru and Rank Tier: Equite (exact)) or (Discipline: Machinist and Rank Tier: Equite (exact)) or (Discipline: Director of Tactical Engineering and Rank Tier: Equite (exact)) or (Discipline: Ancient Mandalorian and Rank Tier: Equite (exact)) |
2015/08/31 / 2026/05/15 |
| Hexing II | Granted Default Feat |
Due to The character’s understanding of both technology and the Force, they can use their Telekinesis to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. The character requires a visual on target and a focusing gesture or cue. Related Skills/Powers: Telekinesis Prerequisites: (Discipline: Techweaver and Rank Tier: Equite (exact)) or (Discipline: Jedi Operative and Rank Tier: Equite (exact)) or (Discipline: Forcejack and Rank Tier: Equite (exact)) or (Discipline: Arcane Infiltrator and Rank Tier: Equite (exact)) |
2015/08/09 / 2026/05/15 |
| Intergalactic III | Granted Default Feat |
The character has seen it all and has lived to tell the tale. They can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional Linguistics Skill Point. The character maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. Related Skills/Powers: Linguistics Prerequisites: (Discipline: Scoundrel and Rank Tier: Elder) or (Discipline: Legendary Mandalorian and Rank Tier: Elder) or (Discipline: Orator and Rank Tier: Elder) or (Discipline: Pirate Broadcaster and Rank Tier: Elder) or (Discipline: Underworld Cybergeneticist and Rank Tier: Elder) or (Discipline: Ranger and Rank Tier: Elder) or (Discipline: Ancient Mandalorian and Rank Tier: Elder) |
2016/08/02 / 2026/05/15 |
| Hotfix I | Granted Default Feat |
The character can keep a cool head under pressure when working to repair malfunctioning technology. They can make lightning-quick repairs to small, active machinery such as speeders while under duress, and can even tackle larger machinery found on starfighters as long as they are powered-down or not in flight. Related Skills/Powers: Mechanics Prerequisites: (Discipline: Scavenger and Rank Tier: Journeyman (exact)) or (Discipline: Wookiee Grease Monkey and Rank Tier: Journeyman (exact)) |
2016/08/02 / 2026/05/15 |
| I Can Fix That III | Granted Default Feat |
The character’s knowledge of ship and vehicular technology is veteran enough that they gain a +2 Skill Point bonus to their Mechanics Skill when fixing anything from swoops and speeders to starfighters and capital ships — but only at a +1 Skill bonus when the vessel is alien or unfamiliar (to a maximum of +5). Related Skills/Powers: Mechanics Prerequisites: (Discipline: Ace and Rank Tier: Elder) or (Discipline: Wookiee Grease Monkey and Rank Tier: Elder) |
2016/08/02 / 2026/05/15 |