Feats, inspired by the same-named system in tabletop systems like Dungeons & Dragons, Pathfinder, and other d20-based systems, are ways to represent additional facets and capabilities your character has, without necessarily being things that make sense to be scaling levels of competency. The benefits Feats give are not standardized, and are subject to the rulings of whatever GM may be present and running any given event or interaction, but GMs are strongly encouraged to give them some kind of effect should they become relevant.
More so than Expertise, Feats are meant to be somewhat free-form. There will likely never be a full, comprehensive list of Feats, but there are a number that we have defined.
Feats are applied for and approved just like Masteries and Expertise. Like with Expertise, new Feats can be proposed.
Each player character starts with two (2) feats representing their journey through life up until the point of arriving in the game world, and it is recommended and expected that these beginning feats will fit the “Fluff” category mentioned above. Feat slots are unlocked at a rate of one for every 3 ranks of Expertise and once a character gains their Mastery (3☆), totaling to eight (8) at maximum. GMs may also rarely grant PC’s feats as rewards for events or plotlines, and bonus feats granted in this way do not count towards this cap — though this will be discussed amongst Staff first, and consideration will be taken for any existing GM-granted feats.
While the RP implication of most feats should be fairly clear, any ‘mechanical' benefit they provide within the various Dice systems used by GMs is somewhat up to interpretation by said GMs.
| Total Expertise Points | Feat Slots Gained |
| 0 (Fresh Character) | 2, for Fluff |
| 1-3 | +1 |
| 4-6 | +1 |
| 7-9 | +1 |
| 10-12 | +1 |
|
13-15 |
+1 |
|
Mastery (3☆) |
+1 |
All characters may enter play with two (2) Fluff feats.
Fluff feats are meant to represent flavorful qualities or details about your character that may not necessarily be overly impactful or beneficial in events, but still provide context and roleplay. These are encouraged to be things like small quirks, hobbies, simple or non-heroic life skills, mundane professions, and other “background” details. Unlike most other Feats or fields of Expertise, these can also be relatively broad in scope, or as specific as you like.
Fluff Feats are also uniquely non-exclusive. That is to say, if one character has “Painter” as a Fluff feat, that doesn't mean that another character who does not have that feat cannot paint. Rather, Fluff feats imply a degree of thematic focus, meaning that it is an important enough facet of a character to be worth investing in by giving it one of these slots. It is highly encouraged that players “play up” their characters' Fluff feat when appropriate, and emphasize them in roleplay. They are here for flavor, like seasonings in a dish.
Generally, Fluff feats are not expected to give bonuses, but a GM or another player may well decide to take them into account if they do somehow apply to a given situation. For example, if a GM is running an event involving a ballroom dance and your character has a feat like “Dancer,” the GM may decide that your character can shine particularly well during those scenes and give you bonuses of some form.
Fluff feats have no prerequisites and do not require application or approval; however, Staff may determine whether or not a feat qualifies as Fluff, or if it is impactful enough to warrant approval. Some qualities that are not suitable for Fluff Feats include things like sexuality, gender identity, and mental or physical disorders or disabilities.
The following table is a set of examples. Out of all the categories of Feats, Fluff Feats are the least concrete by design, and so a definitive list isn't necessary. Players are encouraged to come up with their own Fluff feats to help define and flesh out their characters.
| Feat | Description |
| Accountant | Before coming to the Mytaranor sector - or perhaps even now - you worked as an accountant. Spreadsheets and bank statements are your lifeblood. |
| Dancer | You are a particularly good dancer, whatever kind of dance you may be good at. Be it ballet, ballroom dancing, or breakdancing, you can impress. |
| Double-Jointed | You're double-jointed! Maybe you delight in weirding out your friends with what your thumbs can do, or maybe you can turn your feet backwards. |
| Ex-Slave | At some point in your past, you were bought and sold as chattel by some unsavory people. It has left you deeply scarred, mentally or physically… or both. |
| Gambler | You have a betting problem. Whether it's races, cards, or going to casinos, you have a history with gambling - and you know its ins and outs. |
| Linguist | Whether professionally or not, you are skilled with languages. You might know a lot of languages, or you might focus particularly on the minutia of a few. |
| Obsession | There is something with which you are utterly obsessed, and it dominates your waking mind. Maybe you're a super-fan of a fringe holodrama. |
| Painter | You can create lovely works of art with paint on canvas. |
| Whittler | You have a knack for taking blade to wood and carving out something interesting, useful, or decorative. |
Specialization Feats are tied directly to a field of Expertise and represent a character having put focus into that specific field, allowing them greater capability toward those ends. Unlike Ability Feats, which might have a rank of a particular expertise as a prerequisite but represent a specific ability or skill, Specialization Feats are about expanding on a character's Expertise and what they can do with it. They are how a broad field is narrowed down.
Not all fields of Expertise have specializations. Although it is common for players to request Expertise (or masteries, in the past) with a particular focus, not all of these are fit to be Specializations. For example, if you wanted to take Expertise in Enhance Attribute with a particular focus on Agility or Speed, you are free to do so, but this is not worthy of a Specialization feat - you can simply voluntarily roleplay your character concentrating on that aspect of the expertise, perhaps appending a parenthetical note to represent this.
Often when an Expertise has Specializations available at its first Rank, players may choose one for free when they first put a point into said Expertise without consuming a Feat slot to do so; these cases will be specifically declared in the Expertise descriptions when applicable. For example, a character putting a point into Medical expertise would be able to choose between the Field Medic or Doctor specializations, or a budding Pilot could choose to become a Starship Pilot or a Planetary Vehicle Pilot. In these cases, a character's Specialization within their Expertise will be reflected in the Expertise's name listed on their sheet in some clear way (e.g. Medical Doctor, Starship Pilot, Droidcraft Engineer). Some Specializations require a higher rank within their given Expertise, reflecting a greater degree of experience or skill to enter such a field.
A character may choose to take more than one Specialization within an Expertise, but any Specialization after the first (if the first was available for free at the beginning) requires taking that Specialization as a Feat.
For an idea of what Specializations are already defined, see the table of Common Available Expertise on the previous page.
This category of Feats represents abilities, powers, skills, or knowledge that a character might possess outside of or in relation to expertise, without being expertise in and of themselves. These Feats are explicitly beneficial in that they give the character some kind of capability they would not otherwise have.
The following table includes currently established Feats of this category, as well as whatever prerequisites they might have.
| Feat | Restrictions | Prerequisites | Description |
| Alchemical Grafting | Sith Alchemy 2 | You can enable yourself or others to recover from serious injuries or limb loss by replacing the lost tissue, but the replacement is wrong somehow. Malformed, discolored, maybe even seeming like something that belongs on another creature. | |
|
Art of the Small |
Mentored |
Force Sense 2 |
Related to Altus Sopor, this is the ability to refine your senses and perception down to miniscule, even microscopic levels, allowing the user to perceive and manipulate things with extreme precision. With Buried Presence expertise, this can also allow the user to ‘shrink’ their aura in the Force and become much harder to detect. |
|
Beskar Smithing |
Rare, Mentored |
Smithing 2 |
You have learned the techniques and traditions behind smithing and forging items from the fabled Mandalorian Iron, Beskar. |
|
Cleansing Forge |
Mentored |
Force Healing 2 AND Purification 2 |
An advanced technique that can be applied to either Healing or Purification, combining aspects of other methods into a singular, complete framework. |
|
Curato Nirvana |
Mentored |
Force Healing 3 |
The ability to sustain a consistent, constant state of minor self-healing - though this is disrupted by significant action and anything requiring concentration. |
|
Dark Transfer |
|
Force Drain 1 |
You can, in a sense, heal another person, restoring some life force and stamina to them - but unlike the Force Healing of the Light side, this comes with a cost. The life force you bestow must come from yourself, so even as you give life, you are still taking it. |
|
Deadly Sight |
Rare |
Dark Side |
Your hatred is so potent that your very gaze can cause harm to those you fix with your baleful glare, within a limited range. |
|
EVA Operative |
|
|
Trained in extravehicular activity (EVA), you excel at maneuvering and performing tasks in environments that necessitate a bulky, sealed enviro-suit, such as for performing external repairs on structures or craft in the vacuum of space or deep underwater. |
| Floor It! | Pilot 1 | From Zero to Sixty in no time flat. You're able to coax the greatest speed possible out of your vehicle in a very short time, but doing so might cause some wear and tear. | |
|
Force Bond |
Rare, Paired |
|
You have a particular bond in the Force with another person, allowing you to sense their presence and communicate through the Force more easily than normal. Both characters must apply and be approved for this feat. |
| Force Cloak | Rare, Mentored | Buried Presence 1, Light Side | The ability to make oneself invisible through the Force. |
|
Force Resistance |
Mentored |
Light Side |
You've been trained to have a resilience to Force abilities used against you, and to use the Force yourself to weaken or partially nullify Force-based effects targeting you. |
|
Forgeworks Operation |
|
Any Smithing 1 |
Mastery in forgeworks operation enables smiths to efficiently operate and manage forges, furnaces, and other metalworking equipment, facilitating the crafting and shaping of metal into various forms and structures. |
| Inner Tranquility | Light Side | Whether this is a constant state or if you have a method to ground yourself, you have achieved a state of serenity and mental-emotional balance that offers you a degree of resistance to the corruptive, deleterious influence of ambient or weaponized Dark Side taint. | |
|
Instinctive Astrogation |
Rare |
Astrogation 1 |
You have the rare Force ability to feel your way through Astrogation calculations rather than using charts and pre-set routes. The Force itself guides you… although you are not infallible. |
| Juggernaut | Endure Pain 2 AND Depths of Rage 2 | Through sheer rage and force of will, you can ignore otherwise debilitating injuries that most others would succumb to. | |
| Mechu-Deru | Rare, Mentored | Sith Alchemy 1 AND Engineering 1 | You have learned to infuse machinery and computer systems with the Dark Side. |
| Mental Fortress | Mentored | Through cerebral exercises, mental conditioning, and practice, you have learned to resist mental intrusion through sheer focus and will. This takes concentration, and will not save you if you are caught by surprise. | |
| Morichro | Force Healing 3 | A Force power used to induce a deep, comatose state of stasis in oneself or another. | |
|
Necromancy |
Rare, Mentored |
Sith Sorcery 1 |
You have learned to how to bring life back to those who have died… or rather, unlife. Through rituals, you can create undead servants. The amount and strength of these servants increases as your expertise does. |
|
Observant |
|
Investigation 1 or Force Sense 1 |
You are more aware of your surroundings than most. You may pick up smaller details about your environment or people around you. |
|
Primal Bond |
|
Creature Handling 3 (Force Only) |
While within a limited range, you can experience the same senses as your beast. The further away they are, the more focus is required. |
| Shatterpoint | Rare, Mentored | Force Sense 3 | The ability to sense or even see structural weakpoints in objects and people alike, allowing one to exploit them to great effect. |
| Sith Language (ur-Kittât) | Mentored | While anyone could try to translate from a reference text, you have actually learned the accursed Sith Tongue and can read and speak it proficiently. | |
| Swoop Racer | Planetary Pilot 1 | You know speed, you're particularly capable on a swoop bike or other racing vehicle, and you know how to take turns hot and fast without crashing... usually. | |
| Sandpeople Language / Sandpeople Sign | Rare, Mentored | Tusken Raiders, Sandpeople, Ghorfa - whatever name you know them by, you know how to communicate with them with their own language, either verbally or through signing, and may even attempt to interpret their ancient petroglyphs. |