Character Sheet Reference

Displaying Skills 1 - 20 of 33 in total
Skill Description Created / Updated
Resolve

Resolve is your character's willpower and their ability to handle stress, keep a level head, and stand firm in the face of danger. It is also your character's mental resilience against both skills and the effects of Force-based intrusions of the mind such as Charm, Intimidation, Mind Trick, Suppression, Illusion, Telepathy, Terror, and Force Interrogation. The higher a character’s Resolve is, relative to an attack/threat Skill or Force Power, the less effective the attack's result is in conjunction with that character's skills. Only in the scenario of an extreme disparity in ability could Resolve outright prevent the onset of an ability.

Resolve +0: Basic willpower. You can resist the temptations of eating something unhealthy in favor of something healthy. Unless you're really really hungry. Sticks and stones can break your bones, but so can words.

Resolve +1: Idle threats bounce off of you, but a clear threat of danger can give you pause. Conflict between allies and foes alike won’t stress you out, as long as they don’t stretch out for an extended period of time.

Resolve +2: You can fend off stronger temptations such as substance addiction for short periods of time. You can keep calm while someone fires a blaster next to your ear on a battlefield or on the noisy bridge of a capital ship.

Resolve +3: You could quit an addictive substance by willpower alone. Words are wind.

Resolve +4: Your character can face down an angry rancor, in its den, without so much as blinking, and can think clearly on any battlefield, whether the odds are in your favor or not.

Resolve +5: You have been fighting a losing battle for weeks, but can still stand in the middle of a warzone facing a superior foe that outnumbers you 10-1 and has you surrounded without losing heart, and carry on the fight.

Related Feats: Barabel: Defensive Measures, Battle Mind I, Battle Mind II, Battle Mind III, Channel I, Channel II, Channel III, Envoy's Will, Is That The Best You Got?, Ivory Tower, La Resistance I, La Resistance I, La Resistance I, La Resistance II, Nine Out of Ten, Steel Curtain, This Is Where We Fight!, You Killed My Father, Prepare To Die, Zealot, and Zygerrian: Victory or Death

Prerequisites: None

2013/07/20 / 2023/11/30
Intimidation

Your character's ability to force a target into acting a certain way, be it based on your demeanor or your reputation. Intimidation does not typically cause an individual to actively believe something different, it simply forces that individual into a course of action out of fear for their own survival and well being. Initially, this skill would allow an individual to bully a mentally weak target into an action he or she is hesitant to take, while subsequent levels of the skill allows an intimidator to coerce more unwilling targets into action or giving up sensitive information. This skill acts as a counterpart to Charm, which deals with influencing others through understanding and diplomacy rather than aggression and coercion. The success of this skill depends on a target’s Resolve.

Intimidation +0: You know that the promise of danger can sway others into action, but not enough to fashion those threats into a weapon of your own.

Intimidation +1: You have learned the effectiveness of threats towards individuals and the use of appearance in order to gain cooperation from others. While it can be useful against the weak minded, it would take longer than is worthwhile to influence others. You struggle to get good information out of others during interrogations.

Intimidation +2: Not only do you understand the effectiveness of physical threats towards an individual and non-verbal aggression, you also can leverage fairly apparent external factors like a nearby ally. Given enough uninterrupted time with a target, you can poke and prod until the cracks begin to form without actually having to follow through on your threats.

Intimidation +3: You have reached an efficiency with threats that is almost routine. You can gauge the weaknesses of a target and leverage their fears in just the right way to get your desired outcome in most situations. It is a mundane task to influence those of weaker minds, and it's only a matter of time for those of stronger wills once you find something to exploit. You may not be able to crack seasoned agents or spies into giving up valuable secrets, but you can extract most other information from them.

Intimidation +4: At this level, an experienced individual can weave threats, both physical and implied, like an emotional terrorist. You are skilled at knowing just what weakness to poke, which expression to wear, and how much leverage to apply in order to get the desired result from even a strong-willed target. You can crack seasoned agents or spies to give up valuable information.

Intimidation +5: No longer merely experienced, you have mastered the nuances involved in weaving any kind of threat to gain your desired results from a target. Even the smallest of openings can be touched upon and pried wide open to your methods, surgically applying leverage to the right weakness. You can extract the darkest, most sensitive secrets from the most hardened of spies.

Related Feats: A Warrior's Call, Bad Cop, Explosive Chicken, Fear Will Keep Them In Line, Go Ahead, Make My Day, Golden Envoy Presence, Good Cop, Is That The Best You Got?, Let Them Hate, So Long As They Fear, Resistance Is Futile, Silver Tongue I, Silver Tongue II, Silver Tongue III, Spoken Probing, You May Have Heard Of Me, and Zeltron: Sun's Getting Real Low

Prerequisites: None

2013/07/20 / 2023/11/08
Deception

A character's skill in manipulating the truth, crafting convincing lies, and deceiving others for various purposes. This skill encompasses the art of lying and convincing others of false information. While Stealth covers deceiving another’s senses to avoid detection, Deception involves deceiving others with spoken falsehoods.

Deception +0: You can tell white lies, but can clam up if called on the spot.

Deception +1: You can tell convincing lies, but they will unravel under heavy scrutiny. You know how to keep a straight face when you need to.

Deception +2: You know that the best lies are simple in nature. You have an understanding of how subtle shifts in body language and tone can help you transform into an identity you’ve created.

Deception +3: Lying is second nature. With enough time and preparation, you can get into “character” and stay there. You have better control of your mannerisms and quirks and know how to maintain or adjust them as needed.

Deception +4: Your Clanmates won’t play Sabaac with you anymore. You can bluff your way to victory with a low pair.

Deception +5: You can create and fall into a character on the spot, and maintain it for a month if needed. The only time people doubt the things you say is when you want them to doubt you.

Related Feats: Behind Enemy Lines, Bothan: Sabacc Face, Buttons are Buttons, Classic Misdirection, Cry No More, Disarming Smile, Drunken Master, Falleen: Simply Irresistible, Fly Casual I, Fly Casual II, Fly Casual III, Fosh: Mockingbird, Go Ahead, Make My Day, Golden Envoy Presence, Hapan: Distilled Beauty, Just Ones and Zeroes, Kernel of Truth, Khil: Musical Words, Linguistic Liar, Ryn: Made'ya'look, Shake What Your Mama Gave Ya, Sociopath, The Pen is Mightier, Thingamajig, To The Pain, and Umbaran: Devil's Dance

Prerequisites: None

2023/11/08 / 2023/11/08
Stealth

Measures an individual’s aptitude for moving discreetly, avoiding detection, and utilizing the shadows to their advantage. This skill encompasses silent movement, concealment, disguise, and the ability to operate unseen in various situations. The success of Stealth is dependent on the target’s Perception skill.

Stealth +0: You know that it’s probably a bad idea to wear bright orange jumpsuits if you want to sneak up on people in an urban environment.

Stealth +1: You have a basic understanding of avoiding an enemy’s cone of vision to avoid detection. With enough time, you can find a hiding place that takes a while to find. You can put together a simple disguise that might pass at first glance, and keep a small blaster hidden inside a large coat.

Stealth +2: You have a basic understanding of light and shadow, and have become competent at using darkness to avoid detection even when someone is looking in your direction. You can create simple distractions to make things easier. Your footsteps are quiet at your normal walking speed. Your disguises have become more complex and hold up under closer scrutiny.

Stealth +3: Your understanding of light, shadow and colour deepens, and you are able to blend in with a variety of backgrounds. You can conceal larger weapons on your person, and can perform more complicated actions like running and climbing without making too much noise. You can put together a disguise that could fool even your close allies.

Stealth +4: You barely make a sound even when performing acrobatic manoeuvres and landing from height. You can find the optimal hiding place instantly to avoid detection. With time and preparation, you can disguise yourself as a particular person, even to that person’s friends.

Stealth +5: A master of the shadows, you go where you please and no one notices. Your movements are silent, and you can smuggle anything anywhere. Your disguises are visually foolproof even under intense scrutiny.

Related Feats: Cardboard Box, Chameleon I, Chameleon II, Chameleon III, Eagle Eye, Hero Landing, Lightfooted, and Silent Blade

Prerequisites: None

2023/11/08 / 2023/11/08
Charm

An individual's ability to positively influence others by power of the spoken word. Starting from convincing a single individual to do something they might have done anyway, an individual progresses in this skill to become adept at leveraging the power of the spoken word to diffuse heated arguments in high-stakes political situations. Progression in this skill also comes with the ability to understand others’ motivations, needs and wants. This skill acts as a counterpart to Intimidation, which deals with influencing others through aggression and coercion rather than understanding and diplomacy. The success of this skill depends on a target’s Resolve.

Charm +0: You can maintain polite and friendly conversations with others but struggle to persuade anyone to do anything they wouldn’t already do.

Charm +1: You have a better understanding of people's emotions and can identify common ground in conversations, though persuading others may require more effort. You can haggle prices to a small degree.

Charm +2: You can come into a volatile situation and diffuse it with some effort, able to sway both sides of a debate. You can regularly convince people to change their opinion on something.

Charm +3: You can negotiate, empathize, and charm your way to mutually satisfying conclusions with ease. You can convince people to do things that they were once strongly against. Conflict de-escalation and mediation have become your forte.

Charm +4: A shrewd negotiator, an expert diplomat and a charismatic salesman: you hold the floor in high-power meetings. Able to navigate complex situations with multiple sides wanting different things, you find common ground and mutually beneficial solutions. Your debating skills can lead people to doubt their core beliefs

Charm +5: You sell sand on Tatooine. Anakin Skywalker is your best customer.

Related Feats: Bad Cop, Built Bridges, Crooked Smile, Cry No More, Fear Will Keep Them In Line, Fosh: Mockingbird, Golden Envoy Presence, Good Cop, I Know That Feel, Bro, Nagai: Soothing Siren, Silver Tongue I, Silver Tongue II, Silver Tongue III, Sociopath, The Pen is Mightier, True Colors, Your Reputation Precedes You, and Zeltron: Sun's Getting Real Low

Prerequisites: None

2023/11/08 / 2023/11/08
Lightsaber

An individual's skill in Lightsaber Combat. This is a specialized skill needed to unlock the true potential of lightsaber combat via their dedicated forms. This skill must be trained (minimum of +1) to be used and cannot be used untrained. The ability to deflect and redirect blaster bolt fire is tied to this skill but is only usable by those who are full on force wielders.

Lightsaber +0: You cannot wield a lightsaber beyond pressing the activation button and flailing it around.

Lightsaber +1: Basic understanding of how to wield a weightless weapon and the opening patterns of your respective Form(s). You have some ability to deflect incoming blaster bolts away from your body.

Lightsaber +2: An advanced understanding of wielding a lightsaber, and how to demonstrate the core fundamentals and principles of your respective Form(s). With concentration, you can deflect multiple blaster bolts away from your body.

Lightsaber +3: You’ve mastered the fundamentals and principles of your respective Form(s). You can consistently defend yourself from blaster-wielding opponents, deflecting bolts away from your body. With concentration, you can redirect an incoming bolt to a target of your choosing accurately.

Lightsaber +4: You are a Master of your respective Form(s). You can more freely redirect blaster bolts in combat.

Lightsaber +5: Masters come to you for advice and training. You can accurately send blaster bolts coming from any direction on the battlefield.

Related Feats: Deflect This, Dun Moch, Familiar Steel, It's Called Style, Precise Slice, Proficiency I, Proficiency II, Proficiency III, Sokan, Trakata, and Whip It Good

Prerequisites: None

2013/07/20 / 2023/10/13
Martial Arts

An individual's Martial Arts prowess. This skill must be trained (minimum of +1) to use.

Martial Arts +0: “Stop trying to hit me and hit me.” You can throw punches and kicks, but not with any style or form behind them. Brawler and raw mechanics.

Martial Arts +1: You have an understanding of the basic patterns and principles of your respective Form(s).

Martial Arts +2: You have an understanding of the more advanced patterns and principles of your respective Form(s).

Martial Arts +3: You’ve earned your Black Belt and have mastered the core techniques of your respective Form(s).

Martial Arts +4: Sifu, Sensei, Mentor. People seek you out for you knowledge and ability in your respective Form(s).

Martial Arts +5: Master. A master of your respective Form(s), teachers seek you out to better their understanding and ability(s).

Related Feats: Drunken Master, Grab Them By The Horns, Hippocratic, Jar'Kai, Petranaki, Shockboxing, and Sleeping Rancor

Prerequisites: None

2013/07/20 / 2023/07/28
Operations

Most vehicles, especially large-scale ones, have a wide array of systems that need to be watched, managed, and maintained for the vehicle to properly function. The management and usage of these systems typically finds itself as a dedicated terminal station on the vehicle. These stations include life support, propulsion systems, communication, weapons, and sensors. The Operations Skill is an individual’s ability to work at these various positions as part of a larger crew to maintain the functioning of the vehicle as a whole. As an individual’s ability grows in this skill they can even lead the efforts of others as the complex interactions between these systems become mastered.

Operations +0: You understand that multiple systems are needed to make large vehicles fully operational. You can relay information from a terminal about those systems to others, but attempting to do anything with it is beyond you.

Operations +1: You know the basics of the common and critical systems found on large vehicles well enough that you can help keep the vehicle functional. Specialized systems still require assistance from others. Officers are clear and direct with you in their commands while operational.

Operations +2: You know the common and critical systems quite well, and can utilize more complicated or specialized systems after orienting yourself with them. Officers know that you can be left alone while the vehicle is operational.

Operations +3: You have a keen understanding of all the various systems used in different kinds of large vehicles. You can maintain your own station and keep it running at peak efficiency. You can additionally step in as an Officer in moments of low stress and urgency for the vehicle.

Operations +4: With a deeper understanding of these systems, you can oversee several different ones simultaneously. You know how to help command others at their stations to ensure they reach higher efficiency.

Operations +5: You are a master of vehicle systems. You can effortlessly maintain multiple different systems from a single terminal. You can oversee the entire crew needed for the vehicle to function in the moment just as easily as taking a stroll in the park.

Related Feats: Buttons are Buttons and Unoperations

Prerequisites: None

2021/02/10 / 2021/02/10
Piloting

An individual’s ability to identify, control, and operate the movement of any vehicle. This ranges from starfighters to Capital Ships, and speeder bikes to walkers. Any vehicle capable of being steered and controlled falls in this category. An individual would also have a basic understanding of how to engage and use the weaponry on the vehicle relative to their Skill level. The Piloting Skill also covers a character’s effectiveness in using jetpacks and jetboots.

Piloting +0: You can operate transport vehicles like speeder bikes and jetpacks. You understand the basic concepts of what kind of movements a given vehicle should be able to make, and what kind of movements it shouldn’t be able to make.

Piloting +1: You know the general basics of how to move a vehicle around in three dimensions: accelerate, brake, turn, rotate. You can use this to execute basic maneuvers and coordinate with separate vehicles around you. You can track a small number of enemies while engaged in combat.

Piloting +2: With familiar vehicles, you are capable of executing more difficult maneuvers. You understand the technical requirements needed for a vehicle to run and can communicate with support crews about how it is functioning. Unfamiliar vehicles give a momentary pause for you to orient yourself to their controls.

Piloting +3: You have a keen understanding of the popular vehicles used in the galaxy. You can pull off stunts that seasoned pilots would tip their hat to. You understand the finer details of what is required for a vehicle to run, allowing you to better communicate with support crews. You can more easily track multiple enemies while engaged in combat.

Piloting +4: Even seasoned pilots are jealous of how easily you can pick up how to operate an unfamiliar vehicle. Considered an “Ace” by fellow pilots, you can handle complex maneuvers both solo and as part of a squad. You have no issues providing suggestions to support crews about how to improve the functionality of your vehicle.

Piloting +5: Even the “Ace” pilots come to you for advice. You know the ins and outs of any vehicle you come across. The most complex of maneuvers come as easy as breathing. Coordinating in large squads of others is no issue, and you are capable of tracking the locations of many enemies at once.

Related Feats: Do A Barrel Roll!, Home Into The Black, Hot LZ, Right Between The Lines, Rising Phoenix , Smooth Operator I, Smooth Operator II, Smooth Operator III, Spinning Is A Good Trick, They Came From Behind, Use The Force, Luke I, Use The Force, Luke II, Who Needs A Tech?, and You Got a Bogey On Your Tail

Prerequisites: None

2021/02/10 / 2021/02/10
Mechanics

The ability for an individual to understand the hardware functions and ministrations of computers, droids, and gadgets. The ability to repair, build, deconstruct and rebuild machines and to tinker with their designs and functions. Beginning with a basic understanding of what different circuits and functions on a computer, droid, and gadget do, this skill allows an individual to eventually take that knowledge and transform it into repairing and rebuilding machines in increasingly disparate states of repair.

Mechanics +0: You know where to find a machine’s maintenance panels.

Mechanics +1: Basic failures and minor damage can be fixed fairly quickly, but more advanced tasks are beyond you without the proper tools.

Mechanics +2: Given time, you can restore full functionality to damaged computers, droids, and gadgets.

Mechanics +3: You could run your own shop if you felt so inclined. You need less time and can repair more heavily damaged computers, droids, and gadgets with the right tools and smaller more simple machines with less than ideal tools.

Mechanics +4: You can make all but the most badly damaged machines work again, even with less than ideal parts.

Mechanics +5: With random components, you can create or rebuild a computer, droid, or gadget from scratch. With the right parts, you can repair anything with circuitry to operational levels.

Related Feats: Artistic Machinery, Hotfix I , Hotfix II, Hotfix III, I Can Fix That I, I Can Fix That II, I Can Fix That III, In A Pinch, Junker I, Junker II, Junker III, Jury-rig I, Jury-rig II, Jury-rig III, Mechu-deru I, Mechu-deru II, Mechu-deru III, Sephi: Tinkerer, Thingamajig, and Who Needs A Tech?

Prerequisites: None

2013/07/20 / 2021/02/10
Survival

An individual's ability to stay alive in otherwise difficult environments. This relates directly to the arts of scavenging, hunting, resourcefulness, bushcraft, and local area navigation. Starting with a basic understanding of what is required to continue living, as an individual progresses in this skill they will become more adept at acquiring the necessities of survival in even the most inhospitable of climates where others would otherwise perish.

Survival +0: Moss grows on the north side of the tree... or something like that. Basic common sense and resourcefulness.

Survival +1: You know which berries are good to eat and which ones will give you a tummy ache. You can string a basic trap, but good luck catching anything more than a pheasant. You know the basics of directions based on the movement of the sun(s).

Survival +2: You can hunt small game and set traps, have a good knowledge of common environments, make simple tools, and with the right supplies, you can survive on your own for some time.

Survival +3: You have a working knowledge of how to survive on your own with limited supplies. You can hunt game, set traps, and have a healthy knowledge of most environments you may encounter.

Survival +4: You’ve wrestled a wild Vornskr barehanded and turned its pelt into makeshift clothing.

Survival +5: You can survive on your own, on an unknown planet, with no supplies and no water. Nature provides and you know how to use its resources to survive indefinitely off-grid.

Related Feats: Elusive Prey, Just A Flesh Wound I, Just A Flesh Wound II, Walk Like An Ewok, Woodland Ranger, and Zealot

Prerequisites: None

2013/07/20 / 2021/02/10
Perception

An individual’s ability to read and notice their surroundings via passive observation. This Skill emphasizes your character’s attention to detail without aid from the Force, as well as how effectively they can notice slight changes in their surroundings. It is useful for quickly noticing a nearby threat, noticing a muffled shout, picking up on the particular clothing worn by someone across the room, or even the slight changes in body language when weighing the truth of someone’s words.

Perception +0: You can tell when a painting is crooked on a wall, or something obvious is out of place. You can tell when someone is trying to sell you something you probably don’t need.

Perception +1: You can unravel how most magic tricks or sleights-of-hand work, and tend to be aware of the finer details in the world happening around you.

Perception +2: You can tell when someone is deceiving you without any Force divination and can notice things others do not after studying something with your full attention.

Perception +3: Details paint a larger picture of understanding and heighten your awareness of your surroundings. Very little escapes your notice when you are focused.

Perception +4: Even the smallest detail can reveal pertinent information, and even the best actors have problems hiding their “tells”.

Perception +5: You can see through even the best poker-face with only a quick glance. Nothing goes over your head; your reflexes are too fast.

Related Feats: Arkanian: Infrared Vision, Assess The Situation, Constant Vigilance, Daredevil, Diamond Cutter, Draethos: As Far As I Can See, Eagle Eye, Envoy Intuition, Improvise, Adapt, Overcome, I See What You Did There, I've Got A Bad Feeling About This, Kaleesh: Warm Reception, Keen Eye I, Keen Eye II, Keen Eye III, Keen Mind I, Keen Mind II, Keen Mind III, Lip Reader, On The Trail I, On The Trail II, On The Trail III, Parkour!, Rodian: Infrared Vision, Seeking I, Seeking II, Seeking III, They Came From Behind, True Colors, and Woodland Ranger

Prerequisites: None

2013/07/20 / 2021/02/10
Investigation

An individual’s ability to detect and discover clues or specific objects via an active search. This Skill also reflects the ability to “connect the dots” between different objects. Initially, this Skill resembles something akin to rummaging, but with training, it can become a quick and powerful tool. It can be used to detect everything from inconsistencies in credit transfers to finding biological samples at a crime scene. This Skill revolves around a focused, in-depth search and not a passive perception of the area around the individual.

Investigation +0: Common awareness of things happening around you.

Investigation +1: You understand the importance of observation without obstruction. You are more careful of the subtle nuances that can be observed and where they can lead, but it takes time and effort to form the connections.

Investigation +2: Your 'educated guess' success rate has improved, demonstrating your ability to connect the dots of a scene, or multiple instances of evidence you've looked over. You can put together the puzzle pieces, given enough time, and reliably produce an accurate result.

Investigation +3: You see the strands that connect events, and can follow those from point to point. It takes you relatively little time to piece together seemingly unconnected points of interest and form the bigger picture. CorSec would pay a decent living wage for your employ.

Investigation +4: When the so-called experts aren't enough, you're the one who gets the call. It is a relatively simple matter for you to piece together clues and connections as if weaving a complex tapestry. The world is full of hints, and you know the right places to look.

Investigation +5: The world is a loom before you, and you are the weaver at its helm. Everything has a place, everything is connected, and you see those connections as easily as if you were tracing a child's connect-the-dots artwork.

Related Feats: Assess The Situation, Envoy Intuition, Keen Eye I, Keen Eye II, Keen Eye III, On The Trail I, On The Trail II, On The Trail III, Spoken Probing, and Stay A While And Listen

Prerequisites: None

2013/07/20 / 2021/02/10
Creature Handling

An individual's ability to “handle” (interact, mount, and ride) a creature. It also measures the individual’s level of empathy and understanding when interpreting a creature's intent or actions.

Creatures are classified as either: Domesticated, Tameable, or Untameable, with the individual’s Skill level offering different degrees of control and proficiency in relation to the creature's respective classification.

Creature Handling +0: With great focus and determination, you can handle a creature that is Domesticated with mixed success.

Creature Handling +1: You can handle Domesticated creatures with frequent success, and Tameable creatures with great focus and determination.

Creature Handling +2: You can handle Domesticated creatures without fail, and Tameable creatures with mixed success.

Creature Handling +3: You can handle Domesticated creatures without fail, and Tameable creatures with frequent success. Untameable creatures will begin to entertain your attempts at control depending on their environment.

Creature Handling +4: You can handle any creature that is Domesticated or Tameable without fail, and maintain the behavior of an Untameable creature with unbroken focus and determination.

Creature Handling +5: You can handle any creature that is Domesticated or Tameable without fail, and manage the behavior of an Untameable creature as long as you are by their side.

Related Feats: Creature Affinity I, Creature Affinity II, Grab Them By The Horns, I Controlled Them Like Animals, Just The Two Of Us I, Just The Two Of Us II, and Just The Two Of Us III

Prerequisites: None

2013/07/20 / 2019/05/03
Slugthrowers

Covers the understanding and technical applications of firearms that use an explosive chemical to launch a solid projectile (a "slug") at high velocity. Unlike Blasters, the more primitive slugs cannot be deflected or redirected by a lightsaber. When a slug makes contact with a lightsaber blade it simply melts, and the remaining embers can potentially land on the lightsaber-wielder's hands or face.

Slugthrowers +0: You can point and shoot, but any hits are lucky shots at best.

Slugthrowers +1: You are skilled with one slugthrower weapon type and can line up a shot in fair weather and hit your mark. You can track moving targets but have a harder time hitting them when in battle.

Slugthrowers +2: You are skilled with two slugthrower weapon types. You can effortlessly track targets and draw beads on them in fair weather and in battle. Accuracy decreases in rough weather.

Slugthrowers +3: You are familiar with all slugthrower weapon types but are an expert with one in particular. You have countless contest trophies to show off for your ability to hit targets from a wide variety of ranges and angles. Rough weather is an annoyance but nothing you can’t handle with enough patience and time.

Slugthrowers +4: Any slugthrower weapon type is an instrument of death in your hand. You rarely miss a shot, even in rough weather, the middle of a war, or with distractions all around you.

Slugthrowers +5: You can spell your name on a target board without looking, hungover.

Related Feats: Down Scope, Guns Akimbo, It's Called Style, Medley I, Medley II, Medley III, No Scope, Pistol-cuffs, Proficiency I, Proficiency II, Proficiency III, Quick Draw, Run And Gun, and Trick Shots

Prerequisites: None

2013/07/20 / 2019/03/16
Stamina

Measures how long an individual can maintain their peak Athletic ability and full Might. It weighs how well your character maintains their stamina through obstacles like fatigue and non-inhibiting wounds (doesn’t prevent proper functioning), maintaining their level of physical stamina over a period of time despite feeling pain or tiredness.

Stamina +0: Daily activity is a breeze, but you often find yourself winded after trying to chase down an escaped nerf or otherwise physically exerting yourself. You find most non-inhibiting wounds difficult to push past.

Stamina +1: You’ve gotten yourself into basic shape and can easily run up and down stairs all day or go for a run through an obstacle course. Your physical skills will deteriorate if you don’t get enough rest between skirmishes, but you can still maintain your stamina despite superficial, non-inhibiting wounds.

Stamina +2: On par with a seasoned military soldier. You go on long-distance runs daily and rarely get winded unless under heavy duress or wounded. You can come out of a bar-room brawl panting but are able to keep going about your daily activities. Lack of sleep and non-inhibiting wounds will catch up with you after a short time.

Stamina +3: You can function at the peak of your abilities when battered and on as little as an hour or so of sleep each night. You can maintain your physical abilities even with moderate, non-inhibiting wounds, and can finish a marathon panting but able to function after some down time.

Stamina +4: After finishing running a marathon, you are ready to run another. Even with non-inhibiting wounds, you can keep pushing your body with little sleep, and it will take a while for it to catch up with you.

Stamina +5: Even with severe, non-inhibiting wounds, you can push your body without need for rest. You can maintain your full athleticism and strength even in the 11th hour of the 7th day.

Related Feats: Aleena: Bite Size, Crystal Ascendant: Unstoppable Force, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Second Skin I, Second Skin II, Surge I, Surge II, Surge III, Technocrat, The Thrill, and Ugnaught: It's Off To Work We Go

Prerequisites: None

2013/07/20 / 2018/10/08
Might

Measure an individual's capacity for raw feats of physical strength. Might represents the force that can be applied towards moving, throwing, or otherwise displacing matter when uninjured, well rested, or otherwise in peak condition. It is indicative of the force behind attacks as well as labor oriented tasks.

Might +0: You can go about the daily activity of interacting with objects like boxes, bags, or weapons. Anything that you can get a grip on can be moved, lifted, or thrown, but heavy objects relative to your body weight will cause strain. Untrained attacks won't do much beyond annoy others when full force is applied.

Might +1: You are able to lift large boxes, carry heavy bags and know the basics of leveraging your physicality for optimal output. Untrained attacks will hurt but not disorient an opponent.

Might +2: Heavy boxes, bags, and large objects such as metal chairs offer little difficulty and you know exactly how to leverage your physicality with enough preparation. Untrained attacks will leave an unprotected opponent shaken when full force is applied.

Might +3: You can handle heavy objects like tables and weights with ease and you can leverage your physicality in the heat of the moment. Untrained attacks will leave an unprotected opponent disoriented when full force is applied.

Might +4: You can, with enough effort and time, perform superhuman feats of strength and leverage your physicality at all times. Untrained attacks will leave an unprotected opponent knocked out when full force is applied.

Might +5: Superhuman feats of strength are commonplace, leaving an impression of raw power and full control over your physicality. Untrained attacks will leave an unprotected opponent with broken bones when full force is applied.

Related Feats: Aleena: Bite Size, Flex This Hard, Freight Train, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Technocrat, and Wookiee: Let the Wookiee Win

Prerequisites: None

2013/07/20 / 2018/01/16
Tactics

Measures the core competencies needed to successfully command larger scale military units be they fleets or armies. This includes a sufficient base of knowledge on and application of: allied and enemy capabilities, common strategies and tactics and how to employ them.

Tactics +0: “Shoot back you idiots!” You understand the basics strategies of war and conflict and know what it takes to pull them off... in theory. In practice, it often comes down to the skill of the troops under your command and a bit of luck.

Tactics +1: You have seen your share of battles, and are versed in the more popular strategies used in war and conflict and can employ them to varying degrees of success.

Tactics +2: You know how to draw on past experiences and apply them to your current situations. Your have studied war and conflict to not only execute strategy in real time, but to counter the strategies of your opponents with high percentages of success, even without the ideal troops for the strategy.

Tactics +3: You understand the difference between spending lives under your command, and wasting them. You have a keen understanding of complex strategies employed in war and conflict, have studied the maneuvers and techniques employed throughout history, and can mix them with your own experiences to craft new strategies that others may not have come up with yet.

Tactics +4: You have watched and rewatched holovids of every major conflict in Galactic History (but don’t ask about the reasons behind those conflicts, since, that’s for history nerds) and can modify them to create your own unique strategies that often leave enemy commanders flat-footed.

Tactics +5: You know how to hold an enemy army at bay when outnumbered 5:1. Your name has been mentioned in the same breath as Ackbar, Pellaeon, and Bel Iblis. But not Thrawn, obviously.

Related Feats: Improvise, Adapt, Overcome, Resistance Is Futile, Unrelenting Offensive, Unyielding Defense, and Yes, I Said Closer

Prerequisites: None

2015/08/08 / 2017/11/29
Intellect

Measures an individual’s ability to use logical reasoning to problem solve, think abstractly and comprehend complex ideas or schemes. Intellect often manifests itself as your character’s wit, and how apt you are at applying knowledge and learning from experience.

Intellect +0: Rubix cubes are challenging, but basic problems can be troubleshooted as long as you can look it up on the holonet. You can occasionally land a good, “that’s what she said” joke.

Intellect +1: You can solve a rubix cube when concentrating and the daily crossword puzzles are a cinch. Your home is filled with many leather bound books and you’ve read them all, and can apply your collective knowledge fairly well in conversation.

Intellect +2: Rubix cubes are boring, and you can complete them without much effort. With enough time, you can figure out complex puzzles and riddles.

Intellect +3: You have a sharp tongue and can fire off quips off the hip. You enjoy arguing technicalities with lawyers, and have a knack for deciphering puzzles and riddles.

Intellect +4: Your mind should be classified as a deadly weapon. You can decipher even the most complex of riddles, and have made lawyers cower before your ability to interject your knowledge into a debate.

Intellect +5: You’ve spent hours arguing the difference between being “naked” and “nude”. Lawyers won’t even engage you in discussion, and you are no longer invited to trivia nights with your clanmates because you can answer all the questions before they are even finished.

Related Feats: Checkmate I, Checkmate II, Checkmate III, Diamond Cutter, Golden Envoy Aptitude, Golden Envoy Wit, Ivory Tower, Keen Mind I, Keen Mind II, Keen Mind III, Kernel of Truth, Omwati: Riddle Me This, The Pen is Mightier, and Well Read

Prerequisites: None

2013/07/20 / 2017/11/29
Medicine

An individual's understanding of physiology, anatomy, cell structure and various systems (such as nerves, digestive, and vascular) on their native species. Through experience, one can learn how to treat subjects of multiple races beyond his or her own as well as expand his or her knowledge in how best to treat different types of injuries. Medicine not only grants the ability to heal, but the ability to harm as well- an expert in medicine will know what cures poison, but can use the very same knowledge to accelerate or even create their own poison.

Medicine +0: You know the importance of hydration, how to execute the heimlich maneuver, and that it is important to keep blood on the inside of your body, not the outside.

Medicine +1: You know basic First Aid and CPR, and you can spot the common symptoms of the well known illnesses and injuries of the Galaxy. You can clean a wound and apply stitches, but only in a safe environment.

Medicine +2: Your medical training allows you to bring your skills into the field. You are able to treat species that are anatomically similar to your own, clean and treat wounds, apply stitches, and recognize toxins.

Medicine +3: You have a working anatomical understanding of the more popular species in the Galaxy and how to diagnose and treat a wide range of illnesses and injuries. You can apply your knowledge of anatomy to inflicting pain on bones, muscles, or pressure points.

Medicine +4: Like an advanced surgeon, you can successfully amputate a limb on the battlefield without worry of infection. You can effectively treat most humanoid species and apply knowledge of anatomy to mend or cause harm.

Medicine +5: Cutting edge research physician / surgeon, you discover cures to rare diseases and invent new surgical techniques. You are able to diagnose and treat all but the rarest of humanoid species in the Galaxy, and can do so in the middle of an active war zone without so much as flinching.

Related Feats: Blood Bath, Hippocratic, Just A Flesh Wound I, Just A Flesh Wound II, Steady Hands I, Steady Hands II, Steady Hands III, Xenobiology I, Xenobiology II, and Xenobiology III

Prerequisites: None

2013/07/20 / 2017/11/29