<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.darkjedibrotherhood.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Idris+Adenn</id>
	<title>Wikipedia of the Dark Brotherhood, an online Star Wars Club - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.darkjedibrotherhood.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Idris+Adenn"/>
	<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/view/Special:Contributions/Idris_Adenn"/>
	<updated>2026-05-03T16:36:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200484</id>
		<title>Clan Title Census</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200484"/>
		<updated>2026-04-09T15:34:43Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Clan Vizsla – Ad Vizsla */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guidelines}}&lt;br /&gt;
The following is a record of all members of the [[Dark Jedi Brotherhood]] who have been granted clan [[title]]s by their respective unit and hold said title as of the most recent census update. Each clan elects its own title holders and determines the requirements to earn or lose said title. In the event that a clan is downgraded to house status, the members listed below may retain the clan title in name only.&lt;br /&gt;
&lt;br /&gt;
{{further|[[Title#Clan_Titles|Clan Titles]]}}&lt;br /&gt;
&lt;br /&gt;
This census is locked by the [[Deputy Grand Master]], currently {{DGM}}.&lt;br /&gt;
&lt;br /&gt;
===  [[Arcona|Clan Arcona]] - Arconae  ===&lt;br /&gt;
{{main|di Tenebrous Arconae}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (19)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:50|50]] – [[Mejas Doto]]&lt;br /&gt;
* [[dossier:1294|1294]] - [[James Lucius Arconae]]&lt;br /&gt;
* [[dossier:1279|1279]] - [[Strategos Thanatos Arconae]]&lt;br /&gt;
* [[dossier:6684|6684]] - [[Malidir Trepidus Erinos]]&lt;br /&gt;
* [[dossier:25|25]] - [[Timeros Caesus Entar]]&lt;br /&gt;
* [[dossier:8533|8533]] - [[Wuntila Arconae]]&lt;br /&gt;
* [[dossier:2555|2555]] - [[Nadrin Erinos Arconae]]&lt;br /&gt;
* [[dossier:1612|1612]] - [[Teroch Erinos]]&lt;br /&gt;
* [[dossier:10214|10214]] - [[Marick Arconae]]&lt;br /&gt;
* [[dossier:8341|8341]] - [[Baxir Vol]]&lt;br /&gt;
* [[dossier:8893|8893]] - [[Legorii]]&lt;br /&gt;
* [[dossier:6109|6109]] - [[Celahir Erinos]]&lt;br /&gt;
* [[dossier:91|91]] - [[Terran Koul]]&lt;br /&gt;
* [[dossier:14615|14615]] - [[Zujenia|Diyrian &amp;quot;Diy&amp;quot; Grivna]]&lt;br /&gt;
* [[dossier:13593|13593]] - [[Kordath Bleu|Stres&#039;tron&#039;garmis]]&lt;br /&gt;
* [[dossier:14877|14877]] - [[Lucine Vasano]]&lt;br /&gt;
* [[dossier:14782|14782]] - [[Tali Zorah|Tali Sroka]]&lt;br /&gt;
* [[dossier:14294|14294]] - [[Aiden Lee Deshra]]&lt;br /&gt;
* [[dossier:3607|3607]] - [[Mune Cinteroph]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Naga Sadow]] - Sadow  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Sadow}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (24)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:4782|4782]] - [[Ashura Isradia Sadow]]&lt;br /&gt;
* [[dossier:153|153]] – [[Astronicus Aurelius Sadow]]&lt;br /&gt;
* [[dossier:164|164]] - [[Jade Sadow]]&lt;br /&gt;
* [[dossier:195|195]] - Janos Silverwulf Sadow&lt;br /&gt;
* [[dossier:6169|6169]] - [[Malisane Sadow]]&lt;br /&gt;
* [[dossier:705|705]] - [[Manesh Sadow]]&lt;br /&gt;
* [[dossier:10901|10901]] - [[Methyas L&#039;eonheart]]&lt;br /&gt;
* [[dossier:3415|3415]] - [[Nekura Manji Keibatsu]]&lt;br /&gt;
* [[dossier:97|97]] – [[Malik Sadow]]&lt;br /&gt;
* [[dossier:4856|4856]] – [[Macron Goura Sadow]]&lt;br /&gt;
* [[dossier:3714|3714]] - [[Muz Ashen Keibatsu]]&lt;br /&gt;
* [[dossier:3944|3944]] - [[Kharon Daragon]]&lt;br /&gt;
* [[dossier:2270|2270]] - [[Tissaya Luna Argat]]&lt;br /&gt;
* [[dossier:176|176]] - [[Trevarus Caerick]] ([[Shan Long]])&lt;br /&gt;
* [[dossier:6059|6059]] - [[Shikyo Keibatsu]]&lt;br /&gt;
* [[dossier:10311|10311]] - [[Locke Sonjie]]&lt;br /&gt;
* [[dossier:7925|7925]] - [[Shi Long]]&lt;br /&gt;
* [[dossier:9811|9811]] - [[Teu]]&lt;br /&gt;
* [[dossier:10407|10407]] - [[Sanguinius Tsucyra]]&lt;br /&gt;
* [[dossier:14185|14185]] - [[Bentre Stahoes]]&lt;br /&gt;
* [[dossier: 6353|6353]] - [[Ashia Kagan Keibatsu]]&lt;br /&gt;
* [[dossier: 8106|8106]] - [[Kojiro Keibatsu]]&lt;br /&gt;
* [[dossier: 264|264]] - [[DarkHawk]]&lt;br /&gt;
* [[dossier: 14192|14192]] - [[Tasha&#039;Vel_Versea]]&lt;br /&gt;
* [[dossier: 9367|9367]] - [[Strask_Rurra&#039;bek]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Odan-Urr]] – Councillor of Urr ===&lt;br /&gt;
{{main|Councillors of Urr}}&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:9709|9709]] – [[Ji]]&lt;br /&gt;
* [[dossier:12049|12049]] – [[A&#039;lora Kituri]]&lt;br /&gt;
* [[dossier:7288|7288]] – [[Liam Torun]]&lt;br /&gt;
* [[dossier:3690|3690]] -- [[Solari]]&lt;br /&gt;
* [[dossier:6463|6463]] - [[Echo-1 Kintan Strider]]&lt;br /&gt;
* [[dossier:10057|10057]] - [[Aerwin Tribwell]]&lt;br /&gt;
* [[dossier:13009|13009]] - [[Mar Sûl]]&lt;br /&gt;
* [[dossier:146|146]] - [[Daniel Stephens|Daniel &amp;quot;Seraphol&amp;quot; Stephens]]&lt;br /&gt;
* [[dossier:13831|13831]] - [[Edgar Drachen]]&lt;br /&gt;
* [[dossier:14287|14287]] - [[Alethia Archenksova]]&lt;br /&gt;
* [[dossier:14377|14377]] - [[Len Iode]]&lt;br /&gt;
* [[dossier:10388|10388]] - [[Aura Ta&#039;var]]&lt;br /&gt;
* [[dossier:12656|12656]] - [[Revak Kur]]&lt;br /&gt;
* [[dossier:14751|14751]] - [[Essik Lyccane]]&lt;br /&gt;
* [[dossier:13830|13830]] - [[Turel Sorenn]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Plagueis]] – di Plagia  ===&lt;br /&gt;
{{main|di Plagia}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:5580|5580]] – [[Aabsdu Dupar]]&lt;br /&gt;
* [[dossier:9219|9219]] – [[Vivackus Kavon]]&lt;br /&gt;
* [[dossier:289|289]] -- [[Jonaleth Isradia]]&lt;br /&gt;
* [[dossier:6591|6591]] - [[Ky Terrak]]&lt;br /&gt;
* [[dossier:8734|8734]] - [[Yzarc Rellik Kaeth]]&lt;br /&gt;
* [[dossier:6642|6642]] - [[Valerian Orzon]]&lt;br /&gt;
* [[dossier:9059|9059]] – [[Tra&#039;an Reith]]&lt;br /&gt;
* [[dossier:7388|7388]] – [[Dacien Victae]]&lt;br /&gt;
* [[dossier:13299|13299]] – [[Kz&#039;set]]&lt;br /&gt;
* [[dossier:2632|2632]] - [[Selika Roh]]&lt;br /&gt;
* [[dossier:12761|12761]] - [[Teylas Ramar]]&lt;br /&gt;
* [[dossier:11513|11513]] - [[Furios Morega]]&lt;br /&gt;
* [[dossier:14964|14964]] - [[TuQ&#039;uan Varick]]&lt;br /&gt;
* [[dossier:14400|14400]] - [[Tahiri_Drakon_Night-Thorn]]&lt;br /&gt;
* [[dossier:9426|9426]] - [[Alaris Jinn]]&lt;br /&gt;
* [[dossier:13733|13733]] - [[Qormus Aquila]]&lt;br /&gt;
&lt;br /&gt;
===  [[Scholae Palatinae|Clan Scholae Palatinae]] – Legacy of Palpatine  ===&lt;br /&gt;
{{main|Legacy of Palpatine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Count: (23)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:3153|3153]] – [[Cuchulain Darkblade Palpatine]]&lt;br /&gt;
* [[dossier:3612|3612]] – [[Phoenix d&#039;Tana Palpatine]]&lt;br /&gt;
* [[dossier:288|288]] - [[Rhaub D&#039;ar Aghasett Palpatine]]&lt;br /&gt;
* [[dossier:11|11]] - [[Arania Lawakiro Palpatine]]&lt;br /&gt;
* [[dossier:3491|3491]] – [[RevengeX Palpatine]]&lt;br /&gt;
* [[dossier:1540|1540]] - [[Vail Aquillarum Unteminar]]&lt;br /&gt;
* [[dossier:205|205]] - [[Desio Predator Palpatine]]&lt;br /&gt;
* [[dossier:129|129]] - Natth a&#039;Niel Palpatine&lt;br /&gt;
* [[dossier:326|326]] - [[Valkas Tamalar Palpatine]]&lt;br /&gt;
* [[dossier:4601|4601]] - [[Dakari Kaeth Palpatine]]&lt;br /&gt;
* [[dossier:5101|5101]] - [[Thran Occasus]]&lt;br /&gt;
* [[dossier:2407|2407]] - [[Kell Dante]]&lt;br /&gt;
* [[dossier:7589|7589]] - [[Brent &amp;quot;Archangel&amp;quot; Ligur Victae]]&lt;br /&gt;
* [[dossier:9761|9761]] - [[Koryn Thraagus]]&lt;br /&gt;
* [[dossier:13700|13700]] - [[Lucyeth]]&lt;br /&gt;
* [[dossier:13880|13880]] - [[Lexiconus Qor]]&lt;br /&gt;
* [[dossier:10106|10106]] - [[Reiden]]&lt;br /&gt;
* [[dossier:4520|4520]] - [[Braecen Kaeth]]&lt;br /&gt;
* [[dossier:7370|7370]] - [[Rasilvenaira Kaeth StormRaven|Rasilvenaira StormRaven]]&lt;br /&gt;
* [[dossier:8405|8405]] - [[Rayne Victae|Rayne]]&lt;br /&gt;
* [[dossier:3783|3783]] - [[Idris Adenn]]&lt;br /&gt;
* [[dossier:711|711]] - [[Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&lt;br /&gt;
* [[dossier:3403|3403]] - Sykes Jade&lt;br /&gt;
&lt;br /&gt;
===  [[Taldryan|Clan Taldryan]] – Taldrya  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Taldryan}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (36)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:109|109]] – [[Kir Katarn|Kir Taldrya Katarn]]&lt;br /&gt;
* [[dossier:90|90]] – Mordin Malchia Taldrya&lt;br /&gt;
* [[dossier:6|6]] – [[Jac Cotelin|Jac Ae-Sequiera Cotelin Taldrya-Cantor]]&lt;br /&gt;
* [[dossier:83|83]] – [[Keirdagh Taldrya Cantor]]&lt;br /&gt;
* [[dossier:1770|1770]] – freshjive Taldrya&lt;br /&gt;
* [[dossier:111|111]] – William Flechette Taldrya Cantor&lt;br /&gt;
* [[dossier:84|84]] – [[Shadow Taldrya]]&lt;br /&gt;
* [[dossier:115|115]] – [[Sharad Taldrya Hett]]&lt;br /&gt;
* [[dossier:2706|2706]] – [[Aylin Sajark|Benevolent Taldrya Whiner]]&lt;br /&gt;
* [[dossier:295|295]] – [[Alanna Taldrya]]&lt;br /&gt;
* [[dossier:3383|3383]] – [[Dark Sabre Taldrya]]&lt;br /&gt;
* [[dossier:107|107]] – [[Andan Taldrya Marshall]]&lt;br /&gt;
* [[dossier:3342|3342]] – [[Duga Taldrya Arkarso]]&lt;br /&gt;
* [[dossier:4715|4715]] - [[Sithspawn Taldrya]]&lt;br /&gt;
* [[dossier:3931|3931]] - Chaosrain Taldrya&lt;br /&gt;
* [[dossier:332|332]] - [[Telaris &amp;quot;Mav&amp;quot; Cantor]]&lt;br /&gt;
* [[dossier:300|300]] - [[Nyssa &amp;quot;Bubbles&amp;quot; Taldrya]]&lt;br /&gt;
* [[dossier:136|136]] - [[SwipeR Taldrya]]&lt;br /&gt;
* [[dossier:3591|3591]] - NexusMage Taldrya&lt;br /&gt;
* [[dossier:7708|7708]] - [[Hel-Pa Taldrya Sklib]]&lt;br /&gt;
* [[dossier:4046|4046]] - [[Kraval Taldrya]]&lt;br /&gt;
* [[dossier:3729|3729]] - [[Vodo Biask Taldrya]]&lt;br /&gt;
* [[dossier:8355|8355]] - [[Vladet Taldrya Xavier]]&lt;br /&gt;
* [[dossier:3239|3239]] - [[Tarax Eosphoros Taldrya Kor]]&lt;br /&gt;
* [[dossier:43|43]] - [[Halcyon Taldrya]]&lt;br /&gt;
* [[dossier:9193|9193]] - [[Shaz&#039;air Taldrya]]&lt;br /&gt;
* [[dossier:4542|4542]] - [[Vardar Fen&#039;Amar Taldrya]]&lt;br /&gt;
* [[dossier:10701|10701]] - [[Rian Aslar]]&lt;br /&gt;
* [[dossier:8|8]] - [[Howlader]]&lt;br /&gt;
* [[dossier:299|299]] - [[Raistline Taldrya Majere]]&lt;br /&gt;
* [[dossier:14825|14825]] - [[Justinios Drake]]&lt;br /&gt;
* [[dossier:6393|6393]] - [[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama]]&lt;br /&gt;
* [[dossier:15685|15685]] - [[Appius Wight]]&lt;br /&gt;
* [[dossier:14505|14505]] - [[Aylin Sajark]]&lt;br /&gt;
* [[dossier:6643|6643]] - [[Cassandra Oriana Tyris]]&lt;br /&gt;
* [[dossier:5951|5951]] - [[Zentru&#039;la]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Vizsla]] – Ad Vizsla  ===&lt;br /&gt;
{{main|Ad Vizsla}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (10)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:13820|13820]] - [[Kenath Zoron]]&lt;br /&gt;
* [[dossier:14025|14025]] - [[Rulvak Qurroc]]&lt;br /&gt;
* [[dossier:13561|13561]] - [[Uji Tameike]]&lt;br /&gt;
* [[dossier:7640|7640]] - [[Mako Henymory]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
* [[dossier:15134|15134]] - Hector Von Ricmore&lt;br /&gt;
* [[dossier:8650|8650]] - [[Valhavoc]]&lt;br /&gt;
* [[dossier:3160|3160]] - [[Malodin&#039;Tater]]&lt;br /&gt;
* [[dossier:3411|3411]] - [[Jeax_Zirv|Azler]]&lt;br /&gt;
* [[dossier:17294|17294]] - [[Kora]]&lt;br /&gt;
* [[dossier:13944|13944]] - Kanal O&#039;neill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Titles]]&lt;br /&gt;
[[Category:Deputy Grand Master Policies]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200483</id>
		<title>Clan Title Census</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200483"/>
		<updated>2026-04-09T15:34:02Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Clan Naga Sadow - Sadow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guidelines}}&lt;br /&gt;
The following is a record of all members of the [[Dark Jedi Brotherhood]] who have been granted clan [[title]]s by their respective unit and hold said title as of the most recent census update. Each clan elects its own title holders and determines the requirements to earn or lose said title. In the event that a clan is downgraded to house status, the members listed below may retain the clan title in name only.&lt;br /&gt;
&lt;br /&gt;
{{further|[[Title#Clan_Titles|Clan Titles]]}}&lt;br /&gt;
&lt;br /&gt;
This census is locked by the [[Deputy Grand Master]], currently {{DGM}}.&lt;br /&gt;
&lt;br /&gt;
===  [[Arcona|Clan Arcona]] - Arconae  ===&lt;br /&gt;
{{main|di Tenebrous Arconae}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (19)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:50|50]] – [[Mejas Doto]]&lt;br /&gt;
* [[dossier:1294|1294]] - [[James Lucius Arconae]]&lt;br /&gt;
* [[dossier:1279|1279]] - [[Strategos Thanatos Arconae]]&lt;br /&gt;
* [[dossier:6684|6684]] - [[Malidir Trepidus Erinos]]&lt;br /&gt;
* [[dossier:25|25]] - [[Timeros Caesus Entar]]&lt;br /&gt;
* [[dossier:8533|8533]] - [[Wuntila Arconae]]&lt;br /&gt;
* [[dossier:2555|2555]] - [[Nadrin Erinos Arconae]]&lt;br /&gt;
* [[dossier:1612|1612]] - [[Teroch Erinos]]&lt;br /&gt;
* [[dossier:10214|10214]] - [[Marick Arconae]]&lt;br /&gt;
* [[dossier:8341|8341]] - [[Baxir Vol]]&lt;br /&gt;
* [[dossier:8893|8893]] - [[Legorii]]&lt;br /&gt;
* [[dossier:6109|6109]] - [[Celahir Erinos]]&lt;br /&gt;
* [[dossier:91|91]] - [[Terran Koul]]&lt;br /&gt;
* [[dossier:14615|14615]] - [[Zujenia|Diyrian &amp;quot;Diy&amp;quot; Grivna]]&lt;br /&gt;
* [[dossier:13593|13593]] - [[Kordath Bleu|Stres&#039;tron&#039;garmis]]&lt;br /&gt;
* [[dossier:14877|14877]] - [[Lucine Vasano]]&lt;br /&gt;
* [[dossier:14782|14782]] - [[Tali Zorah|Tali Sroka]]&lt;br /&gt;
* [[dossier:14294|14294]] - [[Aiden Lee Deshra]]&lt;br /&gt;
* [[dossier:3607|3607]] - [[Mune Cinteroph]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Naga Sadow]] - Sadow  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Sadow}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (24)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:4782|4782]] - [[Ashura Isradia Sadow]]&lt;br /&gt;
* [[dossier:153|153]] – [[Astronicus Aurelius Sadow]]&lt;br /&gt;
* [[dossier:164|164]] - [[Jade Sadow]]&lt;br /&gt;
* [[dossier:195|195]] - Janos Silverwulf Sadow&lt;br /&gt;
* [[dossier:6169|6169]] - [[Malisane Sadow]]&lt;br /&gt;
* [[dossier:705|705]] - [[Manesh Sadow]]&lt;br /&gt;
* [[dossier:10901|10901]] - [[Methyas L&#039;eonheart]]&lt;br /&gt;
* [[dossier:3415|3415]] - [[Nekura Manji Keibatsu]]&lt;br /&gt;
* [[dossier:97|97]] – [[Malik Sadow]]&lt;br /&gt;
* [[dossier:4856|4856]] – [[Macron Goura Sadow]]&lt;br /&gt;
* [[dossier:3714|3714]] - [[Muz Ashen Keibatsu]]&lt;br /&gt;
* [[dossier:3944|3944]] - [[Kharon Daragon]]&lt;br /&gt;
* [[dossier:2270|2270]] - [[Tissaya Luna Argat]]&lt;br /&gt;
* [[dossier:176|176]] - [[Trevarus Caerick]] ([[Shan Long]])&lt;br /&gt;
* [[dossier:6059|6059]] - [[Shikyo Keibatsu]]&lt;br /&gt;
* [[dossier:10311|10311]] - [[Locke Sonjie]]&lt;br /&gt;
* [[dossier:7925|7925]] - [[Shi Long]]&lt;br /&gt;
* [[dossier:9811|9811]] - [[Teu]]&lt;br /&gt;
* [[dossier:10407|10407]] - [[Sanguinius Tsucyra]]&lt;br /&gt;
* [[dossier:14185|14185]] - [[Bentre Stahoes]]&lt;br /&gt;
* [[dossier: 6353|6353]] - [[Ashia Kagan Keibatsu]]&lt;br /&gt;
* [[dossier: 8106|8106]] - [[Kojiro Keibatsu]]&lt;br /&gt;
* [[dossier: 264|264]] - [[DarkHawk]]&lt;br /&gt;
* [[dossier: 14192|14192]] - [[Tasha&#039;Vel_Versea]]&lt;br /&gt;
* [[dossier: 9367|9367]] - [[Strask_Rurra&#039;bek]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Odan-Urr]] – Councillor of Urr ===&lt;br /&gt;
{{main|Councillors of Urr}}&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:9709|9709]] – [[Ji]]&lt;br /&gt;
* [[dossier:12049|12049]] – [[A&#039;lora Kituri]]&lt;br /&gt;
* [[dossier:7288|7288]] – [[Liam Torun]]&lt;br /&gt;
* [[dossier:3690|3690]] -- [[Solari]]&lt;br /&gt;
* [[dossier:6463|6463]] - [[Echo-1 Kintan Strider]]&lt;br /&gt;
* [[dossier:10057|10057]] - [[Aerwin Tribwell]]&lt;br /&gt;
* [[dossier:13009|13009]] - [[Mar Sûl]]&lt;br /&gt;
* [[dossier:146|146]] - [[Daniel Stephens|Daniel &amp;quot;Seraphol&amp;quot; Stephens]]&lt;br /&gt;
* [[dossier:13831|13831]] - [[Edgar Drachen]]&lt;br /&gt;
* [[dossier:14287|14287]] - [[Alethia Archenksova]]&lt;br /&gt;
* [[dossier:14377|14377]] - [[Len Iode]]&lt;br /&gt;
* [[dossier:10388|10388]] - [[Aura Ta&#039;var]]&lt;br /&gt;
* [[dossier:12656|12656]] - [[Revak Kur]]&lt;br /&gt;
* [[dossier:14751|14751]] - [[Essik Lyccane]]&lt;br /&gt;
* [[dossier:13830|13830]] - [[Turel Sorenn]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Plagueis]] – di Plagia  ===&lt;br /&gt;
{{main|di Plagia}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:5580|5580]] – [[Aabsdu Dupar]]&lt;br /&gt;
* [[dossier:9219|9219]] – [[Vivackus Kavon]]&lt;br /&gt;
* [[dossier:289|289]] -- [[Jonaleth Isradia]]&lt;br /&gt;
* [[dossier:6591|6591]] - [[Ky Terrak]]&lt;br /&gt;
* [[dossier:8734|8734]] - [[Yzarc Rellik Kaeth]]&lt;br /&gt;
* [[dossier:6642|6642]] - [[Valerian Orzon]]&lt;br /&gt;
* [[dossier:9059|9059]] – [[Tra&#039;an Reith]]&lt;br /&gt;
* [[dossier:7388|7388]] – [[Dacien Victae]]&lt;br /&gt;
* [[dossier:13299|13299]] – [[Kz&#039;set]]&lt;br /&gt;
* [[dossier:2632|2632]] - [[Selika Roh]]&lt;br /&gt;
* [[dossier:12761|12761]] - [[Teylas Ramar]]&lt;br /&gt;
* [[dossier:11513|11513]] - [[Furios Morega]]&lt;br /&gt;
* [[dossier:14964|14964]] - [[TuQ&#039;uan Varick]]&lt;br /&gt;
* [[dossier:14400|14400]] - [[Tahiri_Drakon_Night-Thorn]]&lt;br /&gt;
* [[dossier:9426|9426]] - [[Alaris Jinn]]&lt;br /&gt;
* [[dossier:13733|13733]] - [[Qormus Aquila]]&lt;br /&gt;
&lt;br /&gt;
===  [[Scholae Palatinae|Clan Scholae Palatinae]] – Legacy of Palpatine  ===&lt;br /&gt;
{{main|Legacy of Palpatine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Count: (23)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:3153|3153]] – [[Cuchulain Darkblade Palpatine]]&lt;br /&gt;
* [[dossier:3612|3612]] – [[Phoenix d&#039;Tana Palpatine]]&lt;br /&gt;
* [[dossier:288|288]] - [[Rhaub D&#039;ar Aghasett Palpatine]]&lt;br /&gt;
* [[dossier:11|11]] - [[Arania Lawakiro Palpatine]]&lt;br /&gt;
* [[dossier:3491|3491]] – [[RevengeX Palpatine]]&lt;br /&gt;
* [[dossier:1540|1540]] - [[Vail Aquillarum Unteminar]]&lt;br /&gt;
* [[dossier:205|205]] - [[Desio Predator Palpatine]]&lt;br /&gt;
* [[dossier:129|129]] - Natth a&#039;Niel Palpatine&lt;br /&gt;
* [[dossier:326|326]] - [[Valkas Tamalar Palpatine]]&lt;br /&gt;
* [[dossier:4601|4601]] - [[Dakari Kaeth Palpatine]]&lt;br /&gt;
* [[dossier:5101|5101]] - [[Thran Occasus]]&lt;br /&gt;
* [[dossier:2407|2407]] - [[Kell Dante]]&lt;br /&gt;
* [[dossier:7589|7589]] - [[Brent &amp;quot;Archangel&amp;quot; Ligur Victae]]&lt;br /&gt;
* [[dossier:9761|9761]] - [[Koryn Thraagus]]&lt;br /&gt;
* [[dossier:13700|13700]] - [[Lucyeth]]&lt;br /&gt;
* [[dossier:13880|13880]] - [[Lexiconus Qor]]&lt;br /&gt;
* [[dossier:10106|10106]] - [[Reiden]]&lt;br /&gt;
* [[dossier:4520|4520]] - [[Braecen Kaeth]]&lt;br /&gt;
* [[dossier:7370|7370]] - [[Rasilvenaira Kaeth StormRaven|Rasilvenaira StormRaven]]&lt;br /&gt;
* [[dossier:8405|8405]] - [[Rayne Victae|Rayne]]&lt;br /&gt;
* [[dossier:3783|3783]] - [[Idris Adenn]]&lt;br /&gt;
* [[dossier:711|711]] - [[Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&lt;br /&gt;
* [[dossier:3403|3403]] - Sykes Jade&lt;br /&gt;
&lt;br /&gt;
===  [[Taldryan|Clan Taldryan]] – Taldrya  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Taldryan}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (36)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:109|109]] – [[Kir Katarn|Kir Taldrya Katarn]]&lt;br /&gt;
* [[dossier:90|90]] – Mordin Malchia Taldrya&lt;br /&gt;
* [[dossier:6|6]] – [[Jac Cotelin|Jac Ae-Sequiera Cotelin Taldrya-Cantor]]&lt;br /&gt;
* [[dossier:83|83]] – [[Keirdagh Taldrya Cantor]]&lt;br /&gt;
* [[dossier:1770|1770]] – freshjive Taldrya&lt;br /&gt;
* [[dossier:111|111]] – William Flechette Taldrya Cantor&lt;br /&gt;
* [[dossier:84|84]] – [[Shadow Taldrya]]&lt;br /&gt;
* [[dossier:115|115]] – [[Sharad Taldrya Hett]]&lt;br /&gt;
* [[dossier:2706|2706]] – [[Aylin Sajark|Benevolent Taldrya Whiner]]&lt;br /&gt;
* [[dossier:295|295]] – [[Alanna Taldrya]]&lt;br /&gt;
* [[dossier:3383|3383]] – [[Dark Sabre Taldrya]]&lt;br /&gt;
* [[dossier:107|107]] – [[Andan Taldrya Marshall]]&lt;br /&gt;
* [[dossier:3342|3342]] – [[Duga Taldrya Arkarso]]&lt;br /&gt;
* [[dossier:4715|4715]] - [[Sithspawn Taldrya]]&lt;br /&gt;
* [[dossier:3931|3931]] - Chaosrain Taldrya&lt;br /&gt;
* [[dossier:332|332]] - [[Telaris &amp;quot;Mav&amp;quot; Cantor]]&lt;br /&gt;
* [[dossier:300|300]] - [[Nyssa &amp;quot;Bubbles&amp;quot; Taldrya]]&lt;br /&gt;
* [[dossier:136|136]] - [[SwipeR Taldrya]]&lt;br /&gt;
* [[dossier:3591|3591]] - NexusMage Taldrya&lt;br /&gt;
* [[dossier:7708|7708]] - [[Hel-Pa Taldrya Sklib]]&lt;br /&gt;
* [[dossier:4046|4046]] - [[Kraval Taldrya]]&lt;br /&gt;
* [[dossier:3729|3729]] - [[Vodo Biask Taldrya]]&lt;br /&gt;
* [[dossier:8355|8355]] - [[Vladet Taldrya Xavier]]&lt;br /&gt;
* [[dossier:3239|3239]] - [[Tarax Eosphoros Taldrya Kor]]&lt;br /&gt;
* [[dossier:43|43]] - [[Halcyon Taldrya]]&lt;br /&gt;
* [[dossier:9193|9193]] - [[Shaz&#039;air Taldrya]]&lt;br /&gt;
* [[dossier:4542|4542]] - [[Vardar Fen&#039;Amar Taldrya]]&lt;br /&gt;
* [[dossier:10701|10701]] - [[Rian Aslar]]&lt;br /&gt;
* [[dossier:8|8]] - [[Howlader]]&lt;br /&gt;
* [[dossier:299|299]] - [[Raistline Taldrya Majere]]&lt;br /&gt;
* [[dossier:14825|14825]] - [[Justinios Drake]]&lt;br /&gt;
* [[dossier:6393|6393]] - [[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama]]&lt;br /&gt;
* [[dossier:15685|15685]] - [[Appius Wight]]&lt;br /&gt;
* [[dossier:14505|14505]] - [[Aylin Sajark]]&lt;br /&gt;
* [[dossier:6643|6643]] - [[Cassandra Oriana Tyris]]&lt;br /&gt;
* [[dossier:5951|5951]] - [[Zentru&#039;la]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Vizsla]] – Ad Vizsla  ===&lt;br /&gt;
{{main|Ad Vizsla}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (10)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:13820|13820]] - [[Kenath Zoron]]&lt;br /&gt;
* [[dossier:14025|14025]] - [[Rulvak Qurroc]]&lt;br /&gt;
* [[dossier:13561|13561]] - [[Uji Tameike]]&lt;br /&gt;
* [[dossier:7640|7640]] - [[Mako Henymory]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
* [[dossier:15134|15134]] - Hector Von Ricmore&lt;br /&gt;
* [[dossier:8650|8650]] - [[Valhavoc]]&lt;br /&gt;
* [[dossier:3160|3160]] - [[Malodin&#039;Tater]]&lt;br /&gt;
* [[dossier:3411|3411]] - [[Jeax_Zirv|Azler]]&lt;br /&gt;
* [[dossier:17294|17294]] - [[Kora]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Titles]]&lt;br /&gt;
[[Category:Deputy Grand Master Policies]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200425</id>
		<title>Clan Title Census</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200425"/>
		<updated>2026-04-07T02:11:19Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Clan Scholae Palatinae – Legacy of Palpatine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guidelines}}&lt;br /&gt;
The following is a record of all members of the [[Dark Jedi Brotherhood]] who have been granted clan [[title]]s by their respective unit and hold said title as of the most recent census update. Each clan elects its own title holders and determines the requirements to earn or lose said title. In the event that a clan is downgraded to house status, the members listed below may retain the clan title in name only.&lt;br /&gt;
&lt;br /&gt;
{{further|[[Title#Clan_Titles|Clan Titles]]}}&lt;br /&gt;
&lt;br /&gt;
This census is locked by the [[Deputy Grand Master]], currently {{DGM}}.&lt;br /&gt;
&lt;br /&gt;
===  [[Arcona|Clan Arcona]] - Arconae  ===&lt;br /&gt;
{{main|di Tenebrous Arconae}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (19)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:50|50]] – [[Mejas Doto]]&lt;br /&gt;
* [[dossier:1294|1294]] - [[James Lucius Arconae]]&lt;br /&gt;
* [[dossier:1279|1279]] - [[Strategos Thanatos Arconae]]&lt;br /&gt;
* [[dossier:6684|6684]] - [[Malidir Trepidus Erinos]]&lt;br /&gt;
* [[dossier:25|25]] - [[Timeros Caesus Entar]]&lt;br /&gt;
* [[dossier:8533|8533]] - [[Wuntila Arconae]]&lt;br /&gt;
* [[dossier:2555|2555]] - [[Nadrin Erinos Arconae]]&lt;br /&gt;
* [[dossier:1612|1612]] - [[Teroch Erinos]]&lt;br /&gt;
* [[dossier:10214|10214]] - [[Marick Arconae]]&lt;br /&gt;
* [[dossier:8341|8341]] - [[Baxir Vol]]&lt;br /&gt;
* [[dossier:8893|8893]] - [[Legorii]]&lt;br /&gt;
* [[dossier:6109|6109]] - [[Celahir Erinos]]&lt;br /&gt;
* [[dossier:91|91]] - [[Terran Koul]]&lt;br /&gt;
* [[dossier:14615|14615]] - [[Zujenia|Diyrian &amp;quot;Diy&amp;quot; Grivna]]&lt;br /&gt;
* [[dossier:13593|13593]] - [[Kordath Bleu|Stres&#039;tron&#039;garmis]]&lt;br /&gt;
* [[dossier:14877|14877]] - [[Lucine Vasano]]&lt;br /&gt;
* [[dossier:14782|14782]] - [[Tali Zorah|Tali Sroka]]&lt;br /&gt;
* [[dossier:14294|14294]] - [[Aiden Lee Deshra]]&lt;br /&gt;
* [[dossier:3607|3607]] - [[Mune Cinteroph]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Naga Sadow]] - Sadow  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Sadow}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (24)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:4782|4782]] - [[Ashura Isradia Sadow]]&lt;br /&gt;
* [[dossier:153|153]] – [[Astronicus Aurelius Sadow]]&lt;br /&gt;
* [[dossier:164|164]] - [[Jade Sadow]]&lt;br /&gt;
* [[dossier:195|195]] - Janos Silverwulf Sadow&lt;br /&gt;
* [[dossier:6169|6169]] - [[Malisane Sadow]]&lt;br /&gt;
* [[dossier:705|705]] - [[Manesh Sadow]]&lt;br /&gt;
* [[dossier:10901|10901]] - [[Methyas L&#039;eonheart]]&lt;br /&gt;
* [[dossier:3415|3415]] - [[Nekura Manji Keibatsu]]&lt;br /&gt;
* [[dossier:97|97]] – [[Malik Sadow]]&lt;br /&gt;
* [[dossier:4856|4856]] – [[Macron Goura Sadow]]&lt;br /&gt;
* [[dossier:3714|3714]] - [[Muz Ashen Keibatsu]]&lt;br /&gt;
* [[dossier:3944|3944]] - [[Kharon Daragon]]&lt;br /&gt;
* [[dossier:2270|2270]] - [[Tissaya Luna Argat]]&lt;br /&gt;
* [[dossier:176|176]] - [[Trevarus Caerick]] ([[Shan Long]])&lt;br /&gt;
* [[dossier:6059|6059]] - [[Shikyo Keibatsu]]&lt;br /&gt;
* [[dossier:10311|10311]] - [[Locke Sonjie]]&lt;br /&gt;
* [[dossier:7925|7925]] - [[Shi Long]]&lt;br /&gt;
* [[dossier:9811|9811]] - [[Teu]]&lt;br /&gt;
* [[dossier:10407|10407]] - [[Sanguinius Tsucyra]]&lt;br /&gt;
* [[dossier:14185|14185]] - [[Bentre Stahoes]]&lt;br /&gt;
* [[dossier: 6353|6353]] - [[Ashia Kagan Keibatsu]]&lt;br /&gt;
* [[dossier: 8106|8106]] - [[Kojiro Keibatsu]]&lt;br /&gt;
* [[dossier: 264|264]] - [[DarkHawk]]&lt;br /&gt;
* [[dossier: 14192|14192]] - [[Tasha&#039;Vel_Versea]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Odan-Urr]] – Councillor of Urr ===&lt;br /&gt;
{{main|Councillors of Urr}}&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:9709|9709]] – [[Ji]]&lt;br /&gt;
* [[dossier:12049|12049]] – [[A&#039;lora Kituri]]&lt;br /&gt;
* [[dossier:7288|7288]] – [[Liam Torun]]&lt;br /&gt;
* [[dossier:3690|3690]] -- [[Solari]]&lt;br /&gt;
* [[dossier:6463|6463]] - [[Echo-1 Kintan Strider]]&lt;br /&gt;
* [[dossier:10057|10057]] - [[Aerwin Tribwell]]&lt;br /&gt;
* [[dossier:13009|13009]] - [[Mar Sûl]]&lt;br /&gt;
* [[dossier:146|146]] - [[Daniel Stephens|Daniel &amp;quot;Seraphol&amp;quot; Stephens]]&lt;br /&gt;
* [[dossier:13831|13831]] - [[Edgar Drachen]]&lt;br /&gt;
* [[dossier:14287|14287]] - [[Alethia Archenksova]]&lt;br /&gt;
* [[dossier:14377|14377]] - [[Len Iode]]&lt;br /&gt;
* [[dossier:10388|10388]] - [[Aura Ta&#039;var]]&lt;br /&gt;
* [[dossier:12656|12656]] - [[Revak Kur]]&lt;br /&gt;
* [[dossier:14751|14751]] - [[Essik Lyccane]]&lt;br /&gt;
* [[dossier:13830|13830]] - [[Turel Sorenn]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Plagueis]] – di Plagia  ===&lt;br /&gt;
{{main|di Plagia}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:5580|5580]] – [[Aabsdu Dupar]]&lt;br /&gt;
* [[dossier:9219|9219]] – [[Vivackus Kavon]]&lt;br /&gt;
* [[dossier:289|289]] -- [[Jonaleth Isradia]]&lt;br /&gt;
* [[dossier:6591|6591]] - [[Ky Terrak]]&lt;br /&gt;
* [[dossier:8734|8734]] - [[Yzarc Rellik Kaeth]]&lt;br /&gt;
* [[dossier:6642|6642]] - [[Valerian Orzon]]&lt;br /&gt;
* [[dossier:9059|9059]] – [[Tra&#039;an Reith]]&lt;br /&gt;
* [[dossier:7388|7388]] – [[Dacien Victae]]&lt;br /&gt;
* [[dossier:13299|13299]] – [[Kz&#039;set]]&lt;br /&gt;
* [[dossier:2632|2632]] - [[Selika Roh]]&lt;br /&gt;
* [[dossier:12761|12761]] - [[Teylas Ramar]]&lt;br /&gt;
* [[dossier:11513|11513]] - [[Furios Morega]]&lt;br /&gt;
* [[dossier:14964|14964]] - [[TuQ&#039;uan Varick]]&lt;br /&gt;
* [[dossier:14400|14400]] - [[Tahiri_Drakon_Night-Thorn]]&lt;br /&gt;
* [[dossier:9426|9426]] - [[Alaris Jinn]]&lt;br /&gt;
* [[dossier:13733|13733]] - [[Qormus Aquila]]&lt;br /&gt;
&lt;br /&gt;
===  [[Scholae Palatinae|Clan Scholae Palatinae]] – Legacy of Palpatine  ===&lt;br /&gt;
{{main|Legacy of Palpatine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Count: (23)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:3153|3153]] – [[Cuchulain Darkblade Palpatine]]&lt;br /&gt;
* [[dossier:3612|3612]] – [[Phoenix d&#039;Tana Palpatine]]&lt;br /&gt;
* [[dossier:288|288]] - [[Rhaub D&#039;ar Aghasett Palpatine]]&lt;br /&gt;
* [[dossier:11|11]] - [[Arania Lawakiro Palpatine]]&lt;br /&gt;
* [[dossier:3491|3491]] – [[RevengeX Palpatine]]&lt;br /&gt;
* [[dossier:1540|1540]] - [[Vail Aquillarum Unteminar]]&lt;br /&gt;
* [[dossier:205|205]] - [[Desio Predator Palpatine]]&lt;br /&gt;
* [[dossier:129|129]] - Natth a&#039;Niel Palpatine&lt;br /&gt;
* [[dossier:326|326]] - [[Valkas Tamalar Palpatine]]&lt;br /&gt;
* [[dossier:4601|4601]] - [[Dakari Kaeth Palpatine]]&lt;br /&gt;
* [[dossier:5101|5101]] - [[Thran Occasus]]&lt;br /&gt;
* [[dossier:2407|2407]] - [[Kell Dante]]&lt;br /&gt;
* [[dossier:7589|7589]] - [[Brent &amp;quot;Archangel&amp;quot; Ligur Victae]]&lt;br /&gt;
* [[dossier:9761|9761]] - [[Koryn Thraagus]]&lt;br /&gt;
* [[dossier:13700|13700]] - [[Lucyeth]]&lt;br /&gt;
* [[dossier:13880|13880]] - [[Lexiconus Qor]]&lt;br /&gt;
* [[dossier:10106|10106]] - [[Reiden]]&lt;br /&gt;
* [[dossier:4520|4520]] - [[Braecen Kaeth]]&lt;br /&gt;
* [[dossier:7370|7370]] - [[Rasilvenaira Kaeth StormRaven|Rasilvenaira StormRaven]]&lt;br /&gt;
* [[dossier:8405|8405]] - [[Rayne Victae|Rayne]]&lt;br /&gt;
* [[dossier:3783|3783]] - [[Idris Adenn]]&lt;br /&gt;
* [[dossier:711|711]] - [[Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&lt;br /&gt;
* [[dossier:3403|3403]] - Sykes Jade&lt;br /&gt;
&lt;br /&gt;
===  [[Taldryan|Clan Taldryan]] – Taldrya  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Taldryan}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (36)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:109|109]] – [[Kir Katarn|Kir Taldrya Katarn]]&lt;br /&gt;
* [[dossier:90|90]] – Mordin Malchia Taldrya&lt;br /&gt;
* [[dossier:6|6]] – [[Jac Cotelin|Jac Ae-Sequiera Cotelin Taldrya-Cantor]]&lt;br /&gt;
* [[dossier:83|83]] – [[Keirdagh Taldrya Cantor]]&lt;br /&gt;
* [[dossier:1770|1770]] – freshjive Taldrya&lt;br /&gt;
* [[dossier:111|111]] – William Flechette Taldrya Cantor&lt;br /&gt;
* [[dossier:84|84]] – [[Shadow Taldrya]]&lt;br /&gt;
* [[dossier:115|115]] – [[Sharad Taldrya Hett]]&lt;br /&gt;
* [[dossier:2706|2706]] – [[Aylin Sajark|Benevolent Taldrya Whiner]]&lt;br /&gt;
* [[dossier:295|295]] – [[Alanna Taldrya]]&lt;br /&gt;
* [[dossier:3383|3383]] – [[Dark Sabre Taldrya]]&lt;br /&gt;
* [[dossier:107|107]] – [[Andan Taldrya Marshall]]&lt;br /&gt;
* [[dossier:3342|3342]] – [[Duga Taldrya Arkarso]]&lt;br /&gt;
* [[dossier:4715|4715]] - [[Sithspawn Taldrya]]&lt;br /&gt;
* [[dossier:3931|3931]] - Chaosrain Taldrya&lt;br /&gt;
* [[dossier:332|332]] - [[Telaris &amp;quot;Mav&amp;quot; Cantor]]&lt;br /&gt;
* [[dossier:300|300]] - [[Nyssa &amp;quot;Bubbles&amp;quot; Taldrya]]&lt;br /&gt;
* [[dossier:136|136]] - [[SwipeR Taldrya]]&lt;br /&gt;
* [[dossier:3591|3591]] - NexusMage Taldrya&lt;br /&gt;
* [[dossier:7708|7708]] - [[Hel-Pa Taldrya Sklib]]&lt;br /&gt;
* [[dossier:4046|4046]] - [[Kraval Taldrya]]&lt;br /&gt;
* [[dossier:3729|3729]] - [[Vodo Biask Taldrya]]&lt;br /&gt;
* [[dossier:8355|8355]] - [[Vladet Taldrya Xavier]]&lt;br /&gt;
* [[dossier:3239|3239]] - [[Tarax Eosphoros Taldrya Kor]]&lt;br /&gt;
* [[dossier:43|43]] - [[Halcyon Taldrya]]&lt;br /&gt;
* [[dossier:9193|9193]] - [[Shaz&#039;air Taldrya]]&lt;br /&gt;
* [[dossier:4542|4542]] - [[Vardar Fen&#039;Amar Taldrya]]&lt;br /&gt;
* [[dossier:10701|10701]] - [[Rian Aslar]]&lt;br /&gt;
* [[dossier:8|8]] - [[Howlader]]&lt;br /&gt;
* [[dossier:299|299]] - [[Raistline Taldrya Majere]]&lt;br /&gt;
* [[dossier:14825|14825]] - [[Justinios Drake]]&lt;br /&gt;
* [[dossier:6393|6393]] - [[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama]]&lt;br /&gt;
* [[dossier:15685|15685]] - [[Appius Wight]]&lt;br /&gt;
* [[dossier:14505|14505]] - [[Aylin Sajark]]&lt;br /&gt;
* [[dossier:6643|6643]] - [[Cassandra Oriana Tyris]]&lt;br /&gt;
* [[dossier:5951|5951]] - [[Zentru&#039;la]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Vizsla]] – Ad Vizsla  ===&lt;br /&gt;
{{main|Ad Vizsla}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (10)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:13820|13820]] - [[Kenath Zoron]]&lt;br /&gt;
* [[dossier:14025|14025]] - [[Rulvak Qurroc]]&lt;br /&gt;
* [[dossier:13561|13561]] - [[Uji Tameike]]&lt;br /&gt;
* [[dossier:7640|7640]] - [[Mako Henymory]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
* [[dossier:15134|15134]] - Hector Von Ricmore&lt;br /&gt;
* [[dossier:8650|8650]] - [[Valhavoc]]&lt;br /&gt;
* [[dossier:3160|3160]] - [[Malodin&#039;Tater]]&lt;br /&gt;
* [[dossier:3411|3411]] - [[Jeax_Zirv|Azler]]&lt;br /&gt;
* [[dossier:17294|17294]] - [[Kora]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Titles]]&lt;br /&gt;
[[Category:Deputy Grand Master Policies]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200171</id>
		<title>Clan Title Census</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Clan_Title_Census&amp;diff=200171"/>
		<updated>2026-03-18T02:35:55Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Clan Vizsla – Ad Vizsla */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guidelines}}&lt;br /&gt;
The following is a record of all members of the [[Dark Jedi Brotherhood]] who have been granted clan [[title]]s by their respective unit and hold said title as of the most recent census update. Each clan elects its own title holders and determines the requirements to earn or lose said title. In the event that a clan is downgraded to house status, the members listed below may retain the clan title in name only.&lt;br /&gt;
&lt;br /&gt;
{{further|[[Title#Clan_Titles|Clan Titles]]}}&lt;br /&gt;
&lt;br /&gt;
This census is locked by the [[Deputy Grand Master]], currently {{DGM}}.&lt;br /&gt;
&lt;br /&gt;
===  [[Arcona|Clan Arcona]] - Arconae  ===&lt;br /&gt;
{{main|di Tenebrous Arconae}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (19)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:50|50]] – [[Mejas Doto]]&lt;br /&gt;
* [[dossier:1294|1294]] - [[James Lucius Arconae]]&lt;br /&gt;
* [[dossier:1279|1279]] - [[Strategos Thanatos Arconae]]&lt;br /&gt;
* [[dossier:6684|6684]] - [[Malidir Trepidus Erinos]]&lt;br /&gt;
* [[dossier:25|25]] - [[Timeros Caesus Entar]]&lt;br /&gt;
* [[dossier:8533|8533]] - [[Wuntila Arconae]]&lt;br /&gt;
* [[dossier:2555|2555]] - [[Nadrin Erinos Arconae]]&lt;br /&gt;
* [[dossier:1612|1612]] - [[Teroch Erinos]]&lt;br /&gt;
* [[dossier:10214|10214]] - [[Marick Arconae]]&lt;br /&gt;
* [[dossier:8341|8341]] - [[Baxir Vol]]&lt;br /&gt;
* [[dossier:8893|8893]] - [[Legorii]]&lt;br /&gt;
* [[dossier:6109|6109]] - [[Celahir Erinos]]&lt;br /&gt;
* [[dossier:91|91]] - [[Terran Koul]]&lt;br /&gt;
* [[dossier:14615|14615]] - [[Zujenia|Diyrian &amp;quot;Diy&amp;quot; Grivna]]&lt;br /&gt;
* [[dossier:13593|13593]] - [[Kordath Bleu|Stres&#039;tron&#039;garmis]]&lt;br /&gt;
* [[dossier:14877|14877]] - [[Lucine Vasano]]&lt;br /&gt;
* [[dossier:14782|14782]] - [[Tali Zorah|Tali Sroka]]&lt;br /&gt;
* [[dossier:14294|14294]] - [[Aiden Lee Deshra]]&lt;br /&gt;
* [[dossier:3607|3607]] - [[Mune Cinteroph]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Naga Sadow]] - Sadow  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Sadow}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (24)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:4782|4782]] - [[Ashura Isradia Sadow]]&lt;br /&gt;
* [[dossier:153|153]] – [[Astronicus Aurelius Sadow]]&lt;br /&gt;
* [[dossier:164|164]] - [[Jade Sadow]]&lt;br /&gt;
* [[dossier:195|195]] - Janos Silverwulf Sadow&lt;br /&gt;
* [[dossier:6169|6169]] - [[Malisane Sadow]]&lt;br /&gt;
* [[dossier:705|705]] - [[Manesh Sadow]]&lt;br /&gt;
* [[dossier:10901|10901]] - [[Methyas L&#039;eonheart]]&lt;br /&gt;
* [[dossier:3415|3415]] - [[Nekura Manji Keibatsu]]&lt;br /&gt;
* [[dossier:97|97]] – [[Malik Sadow]]&lt;br /&gt;
* [[dossier:4856|4856]] – [[Macron Goura Sadow]]&lt;br /&gt;
* [[dossier:3714|3714]] - [[Muz Ashen Keibatsu]]&lt;br /&gt;
* [[dossier:3944|3944]] - [[Kharon Daragon]]&lt;br /&gt;
* [[dossier:2270|2270]] - [[Tissaya Luna Argat]]&lt;br /&gt;
* [[dossier:176|176]] - [[Trevarus Caerick]] ([[Shan Long]])&lt;br /&gt;
* [[dossier:6059|6059]] - [[Shikyo Keibatsu]]&lt;br /&gt;
* [[dossier:10311|10311]] - [[Locke Sonjie]]&lt;br /&gt;
* [[dossier:7925|7925]] - [[Shi Long]]&lt;br /&gt;
* [[dossier:9811|9811]] - [[Teu]]&lt;br /&gt;
* [[dossier:10407|10407]] - [[Sanguinius Tsucyra]]&lt;br /&gt;
* [[dossier:14185|14185]] - [[Bentre Stahoes]]&lt;br /&gt;
* [[dossier: 6353|6353]] - [[Ashia Kagan Keibatsu]]&lt;br /&gt;
* [[dossier: 8106|8106]] - [[Kojiro Keibatsu]]&lt;br /&gt;
* [[dossier: 264|264]] - [[DarkHawk]]&lt;br /&gt;
* [[dossier: 14192|14192]] - [[Tasha&#039;Vel_Versea]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Odan-Urr]] – Councillor of Urr ===&lt;br /&gt;
{{main|Councillors of Urr}}&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:9709|9709]] – [[Ji]]&lt;br /&gt;
* [[dossier:12049|12049]] – [[A&#039;lora Kituri]]&lt;br /&gt;
* [[dossier:7288|7288]] – [[Liam Torun]]&lt;br /&gt;
* [[dossier:3690|3690]] -- [[Solari]]&lt;br /&gt;
* [[dossier:6463|6463]] - [[Echo-1 Kintan Strider]]&lt;br /&gt;
* [[dossier:10057|10057]] - [[Aerwin Tribwell]]&lt;br /&gt;
* [[dossier:13009|13009]] - [[Mar Sûl]]&lt;br /&gt;
* [[dossier:146|146]] - [[Daniel Stephens|Daniel &amp;quot;Seraphol&amp;quot; Stephens]]&lt;br /&gt;
* [[dossier:13831|13831]] - [[Edgar Drachen]]&lt;br /&gt;
* [[dossier:14287|14287]] - [[Alethia Archenksova]]&lt;br /&gt;
* [[dossier:14377|14377]] - [[Len Iode]]&lt;br /&gt;
* [[dossier:10388|10388]] - [[Aura Ta&#039;var]]&lt;br /&gt;
* [[dossier:12656|12656]] - [[Revak Kur]]&lt;br /&gt;
* [[dossier:14751|14751]] - [[Essik Lyccane]]&lt;br /&gt;
* [[dossier:13830|13830]] - [[Turel Sorenn]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Plagueis]] – di Plagia  ===&lt;br /&gt;
{{main|di Plagia}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (16)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:5580|5580]] – [[Aabsdu Dupar]]&lt;br /&gt;
* [[dossier:9219|9219]] – [[Vivackus Kavon]]&lt;br /&gt;
* [[dossier:289|289]] -- [[Jonaleth Isradia]]&lt;br /&gt;
* [[dossier:6591|6591]] - [[Ky Terrak]]&lt;br /&gt;
* [[dossier:8734|8734]] - [[Yzarc Rellik Kaeth]]&lt;br /&gt;
* [[dossier:6642|6642]] - [[Valerian Orzon]]&lt;br /&gt;
* [[dossier:9059|9059]] – [[Tra&#039;an Reith]]&lt;br /&gt;
* [[dossier:7388|7388]] – [[Dacien Victae]]&lt;br /&gt;
* [[dossier:13299|13299]] – [[Kz&#039;set]]&lt;br /&gt;
* [[dossier:2632|2632]] - [[Selika Roh]]&lt;br /&gt;
* [[dossier:12761|12761]] - [[Teylas Ramar]]&lt;br /&gt;
* [[dossier:11513|11513]] - [[Furios Morega]]&lt;br /&gt;
* [[dossier:14964|14964]] - [[TuQ&#039;uan Varick]]&lt;br /&gt;
* [[dossier:14400|14400]] - [[Tahiri_Drakon_Night-Thorn]]&lt;br /&gt;
* [[dossier:9426|9426]] - [[Alaris Jinn]]&lt;br /&gt;
* [[dossier:13733|13733]] - [[Qormus Aquila]]&lt;br /&gt;
&lt;br /&gt;
===  [[Scholae Palatinae|Clan Scholae Palatinae]] – Legacy of Palpatine  ===&lt;br /&gt;
{{main|Legacy of Palpatine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Total Count: (23)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:3153|3153]] – [[Cuchulain Darkblade Palpatine]]&lt;br /&gt;
* [[dossier:3612|3612]] – [[Phoenix d&#039;Tana Palpatine]]&lt;br /&gt;
* [[dossier:288|288]] - [[Rhaub D&#039;ar Aghasett Palpatine]]&lt;br /&gt;
* [[dossier:11|11]] - [[Arania Lawakiro Palpatine]]&lt;br /&gt;
* [[dossier:3491|3491]] – [[RevengeX Palpatine]]&lt;br /&gt;
* [[dossier:1540|1540]] - [[Vail Aquillarum Unteminar]]&lt;br /&gt;
* [[dossier:205|205]] - [[Desio Predator Palpatine]]&lt;br /&gt;
* [[dossier:129|129]] - Natth a&#039;Niel Palpatine&lt;br /&gt;
* [[dossier:326|326]] - [[Valkas Tamalar Palpatine]]&lt;br /&gt;
* [[dossier:4601|4601]] - [[Dakari Kaeth Palpatine]]&lt;br /&gt;
* [[dossier:5101|5101]] - [[Thran Occasus]]&lt;br /&gt;
* [[dossier:2407|2407]] - [[Kell Dante]]&lt;br /&gt;
* [[dossier:7589|7589]] - [[Brent &amp;quot;Archangel&amp;quot; Ligur Victae]]&lt;br /&gt;
* [[dossier:9761|9761]] - [[Koryn Thraagus]]&lt;br /&gt;
* [[dossier:13700|13700]] - [[Lucyeth]]&lt;br /&gt;
* [[dossier:13880|13880]] - [[Lexiconus Qor]]&lt;br /&gt;
* [[dossier:10106|10106]] - [[Reiden]]&lt;br /&gt;
* [[dossier:4520|4520]] - [[Braecen Kaeth]]&lt;br /&gt;
* [[dossier:7370|7370]] - [[Rasilvenaira Kaeth StormRaven|Rasilvenaira StormRaven]]&lt;br /&gt;
* [[dossier:8405|8405]] - [[Rayne Victae|Rayne]]&lt;br /&gt;
* [[dossier:3783|3783]] - [[Idris Adenn]]&lt;br /&gt;
* [[dossier:711|711]] - [[Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&lt;br /&gt;
&lt;br /&gt;
===  [[Taldryan|Clan Taldryan]] – Taldrya  ===&lt;br /&gt;
{{main|Sons &amp;amp; Daughters of Taldryan}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (36)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:109|109]] – [[Kir Katarn|Kir Taldrya Katarn]]&lt;br /&gt;
* [[dossier:90|90]] – Mordin Malchia Taldrya&lt;br /&gt;
* [[dossier:6|6]] – [[Jac Cotelin|Jac Ae-Sequiera Cotelin Taldrya-Cantor]]&lt;br /&gt;
* [[dossier:83|83]] – [[Keirdagh Taldrya Cantor]]&lt;br /&gt;
* [[dossier:1770|1770]] – freshjive Taldrya&lt;br /&gt;
* [[dossier:111|111]] – William Flechette Taldrya Cantor&lt;br /&gt;
* [[dossier:84|84]] – [[Shadow Taldrya]]&lt;br /&gt;
* [[dossier:115|115]] – [[Sharad Taldrya Hett]]&lt;br /&gt;
* [[dossier:2706|2706]] – [[Aylin Sajark|Benevolent Taldrya Whiner]]&lt;br /&gt;
* [[dossier:295|295]] – [[Alanna Taldrya]]&lt;br /&gt;
* [[dossier:3383|3383]] – [[Dark Sabre Taldrya]]&lt;br /&gt;
* [[dossier:107|107]] – [[Andan Taldrya Marshall]]&lt;br /&gt;
* [[dossier:3342|3342]] – [[Duga Taldrya Arkarso]]&lt;br /&gt;
* [[dossier:4715|4715]] - [[Sithspawn Taldrya]]&lt;br /&gt;
* [[dossier:3931|3931]] - Chaosrain Taldrya&lt;br /&gt;
* [[dossier:332|332]] - [[Telaris &amp;quot;Mav&amp;quot; Cantor]]&lt;br /&gt;
* [[dossier:300|300]] - [[Nyssa &amp;quot;Bubbles&amp;quot; Taldrya]]&lt;br /&gt;
* [[dossier:136|136]] - [[SwipeR Taldrya]]&lt;br /&gt;
* [[dossier:3591|3591]] - NexusMage Taldrya&lt;br /&gt;
* [[dossier:7708|7708]] - [[Hel-Pa Taldrya Sklib]]&lt;br /&gt;
* [[dossier:4046|4046]] - [[Kraval Taldrya]]&lt;br /&gt;
* [[dossier:3729|3729]] - [[Vodo Biask Taldrya]]&lt;br /&gt;
* [[dossier:8355|8355]] - [[Vladet Taldrya Xavier]]&lt;br /&gt;
* [[dossier:3239|3239]] - [[Tarax Eosphoros Taldrya Kor]]&lt;br /&gt;
* [[dossier:43|43]] - [[Halcyon Taldrya]]&lt;br /&gt;
* [[dossier:9193|9193]] - [[Shaz&#039;air Taldrya]]&lt;br /&gt;
* [[dossier:4542|4542]] - [[Vardar Fen&#039;Amar Taldrya]]&lt;br /&gt;
* [[dossier:10701|10701]] - [[Rian Aslar]]&lt;br /&gt;
* [[dossier:8|8]] - [[Howlader]]&lt;br /&gt;
* [[dossier:299|299]] - [[Raistline Taldrya Majere]]&lt;br /&gt;
* [[dossier:14825|14825]] - [[Justinios Drake]]&lt;br /&gt;
* [[dossier:6393|6393]] - [[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama]]&lt;br /&gt;
* [[dossier:15685|15685]] - [[Appius Wight]]&lt;br /&gt;
* [[dossier:14505|14505]] - [[Aylin Sajark]]&lt;br /&gt;
* [[dossier:6643|6643]] - [[Cassandra Oriana Tyris]]&lt;br /&gt;
* [[dossier:5951|5951]] - [[Zentru&#039;la]]&lt;br /&gt;
&lt;br /&gt;
===  [[Clan Vizsla]] – Ad Vizsla  ===&lt;br /&gt;
{{main|Ad Vizsla}}&lt;br /&gt;
&lt;br /&gt;
Total Count: (10)&lt;br /&gt;
&lt;br /&gt;
* [[dossier:13820|13820]] - [[Kenath Zoron]]&lt;br /&gt;
* [[dossier:14025|14025]] - [[Rulvak Qurroc]]&lt;br /&gt;
* [[dossier:13561|13561]] - [[Uji Tameike]]&lt;br /&gt;
* [[dossier:7640|7640]] - [[Mako Henymory]]&lt;br /&gt;
* [[dossier:15002|15002]] - [[Masahiro Haku]]&lt;br /&gt;
* [[dossier:15134|15134]] - Hector Von Ricmore&lt;br /&gt;
* [[dossier:8650|8650]] - [[Valhavoc]]&lt;br /&gt;
* [[dossier:3160|3160]] - [[Malodin&#039;Tater]]&lt;br /&gt;
* [[dossier:3411|3411]] - [[Jeax_Zirv|Azler]]&lt;br /&gt;
* [[dossier:17294|17294]] - [[Kora]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Titles]]&lt;br /&gt;
[[Category:Deputy Grand Master Policies]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=199219</id>
		<title>CS Guide: Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=199219"/>
		<updated>2026-01-07T21:58:51Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Adding Thisspiasian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS_TOC}}&lt;br /&gt;
{{Quote|In our efforts, we have learned that life is not rare. Rather, given a chance, &#039;&#039;life will occur&#039;&#039;. It is tenacious, aggressive—it seems to crave existence.|[[starwars:Tem Eliss|Tem Eliss]], [[starwars:sentientologist|sentientologist]]}}&lt;br /&gt;
&lt;br /&gt;
Species in Star Wars are a big deal. Their existence is something that separates the Lore from other Science Fiction, where even if a culture is only mentioned once, people will flock to try and create characters from it. &lt;br /&gt;
&lt;br /&gt;
= Policies =&lt;br /&gt;
To view the formal policy used for adding Species to the Character Sheet System, please see the [[Species_Approval_Guidelines|Species Approval Policy]].&lt;br /&gt;
&lt;br /&gt;
== Hybrids ==&lt;br /&gt;
Hybrid species are incredibly rare, but have been known to appear in Canon content. For example, Humans and Twi&#039;leks have born hybrid children in the Clone Wars animated series. &lt;br /&gt;
&lt;br /&gt;
Currently we only accept species that are designated as “Near-Human” to be capable of creating a hybrid together. The way our system works is you still need to designate the dominant species in the Character Creation Tool. Then in the Physical Description Field you can indicate physical traits found from the other species. &lt;br /&gt;
&lt;br /&gt;
As species feats have been removed, this means your character gains the benefit of any traits from both parents being a viable thing for that character. This means if one parent’s species can see in the UV spectrum, you are free to claim that for your character. This also means that you can opt to not have abilities that one of the parents have providing the other parent don’t have that ability. &lt;br /&gt;
&lt;br /&gt;
Hybrids only allow for the combining of &#039;&#039;&#039;two&#039;&#039;&#039; species in this manner, and both &#039;&#039;&#039;must&#039;&#039;&#039; be from the approved species list.  &lt;br /&gt;
&lt;br /&gt;
For more specific details for incorporating a Hybrid selection for your character, refer to the Species section of the [[Character Sheet Approval Guidelines]].&lt;br /&gt;
&lt;br /&gt;
In short: &lt;br /&gt;
* A hybrid Species must indicate the &#039;&#039;Primary Species&#039;&#039; due to how the CS system works. &lt;br /&gt;
* A hybrid Species can have cosmetic elements of their &#039;&#039;Secondary Species&#039;&#039; worked into their Physical Description.&lt;br /&gt;
* A hybrid Species can only have &#039;&#039;&#039;two species&#039;&#039;&#039; utilized.  Both of these species &#039;&#039;&#039;must&#039;&#039;&#039; be from the list below. &lt;br /&gt;
* Hybrids can only be created by &#039;&#039;&#039;two Near-Human&#039;&#039;&#039; species. &lt;br /&gt;
&lt;br /&gt;
= Species =&lt;br /&gt;
== Aleena ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Aleena&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_aleena.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Love adventure&lt;br /&gt;
* Wide mouth&lt;br /&gt;
* Large eyes&lt;br /&gt;
* Fast metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Aleena&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Aleena were short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena&#039;s bodies were long compared to their short arms and stubby legs. They possessed exceptional reflexes as well as a fast metabolism which allowed them to convert food into energy very rapidly in order to escape predators on their harsh home planet.&lt;br /&gt;
|height=0.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Anzati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Anzati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_anzat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Proboscis&lt;br /&gt;
* Bulbous noses&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
* Regenerates quicker&lt;br /&gt;
* Prone to substance abuse&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Anzat&lt;br /&gt;
|blurb=The Anzati were Human in appearance, with bulbous noses, flared nostrils, and grayish-hued skin. Two tentacle-like proboscises curl out and extended from their cheeks, and can be retracted to blend better with Humans. &lt;br /&gt;
|height=1.5 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Arkanian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Arkanian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_arkanian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Infravision&lt;br /&gt;
* Eyes sensitive to sources of extreme heat&lt;br /&gt;
* Extreme intelligence&lt;br /&gt;
* Four clawed digits&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Arkanian (language)|Arkanian]]&lt;br /&gt;
|blurb=The Arkanians were a Near-Human species which resided primarily on the frozen planet of [[starwars:Arkania|Arkania]] in the Perave system of the [[starwars:Colonies/Legends|Colonies]] region of the galaxy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Barabel ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Barabel&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_barabel.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two stomachs&lt;br /&gt;
* Dark scales&lt;br /&gt;
* Immune to blaster’s stun&lt;br /&gt;
* Able to shed tail&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Needle sharp teeth&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Barabel (language)|Barabel]]&lt;br /&gt;
|blurb=Barabels were a species of sentient cold-blooded reptilians native to the dark, murky world [[starwars:Barab I|Barab I]]. A highly aggressive and territorial species, Barabels who traveled off their homeworld often found work as [[starwars:Fringer|fringers]] or soldiers.&lt;br /&gt;
|height=1.9 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Besalisk ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Besalisk&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_besalisk.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four Arms&lt;br /&gt;
* Inflatable Wattle&lt;br /&gt;
* Bony Headcrest&lt;br /&gt;
* Large Build&lt;br /&gt;
* Wide Mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Besalisk&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Besalisk were a four-armed sentient species. They were known for having strong primary arms, and weaker secondary arms. With a thick body type, an inflatable wattle, and a bony, three-pronged head crest, they were hard to miss in a crowd. &lt;br /&gt;
|height=1.88 to 2.36 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bothan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bothan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_bothan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Mood-sensitive fur&lt;br /&gt;
* Craves intrigue and subterfuge&lt;br /&gt;
* Tapered pointed ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Bothese|Bothese]]&lt;br /&gt;
|blurb=Bothans were furry mammalian anthropoids, about 1.5 meters tall. Hailing from [[starwars:Bothawui|Bothawui]] and several colonies, Bothans differed in facial appearance and body structure with canine, feline, and equine features. They were known for being master politicians and spies, craving intrigue and subterfuge.&lt;br /&gt;
|height=1.4 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bpfasshi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bpfasshi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_bpfasshi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Distrust for Jedi&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Tattoos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Bpfasshi were Near-Humans native to Bpfassh.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cathar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cathar&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cathar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Feline&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Loyal, passionate, tempermental&lt;br /&gt;
* Keen sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Catharese|Catharese]]&lt;br /&gt;
|blurb=The Cathar were a species of feline, bipedal humanoids native to [[starwars:Cathar|Cathar]], a planet of savannahs and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Chiss ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Chiss&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_chiss.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Glowing red eyes&lt;br /&gt;
* Above-average night vision&lt;br /&gt;
* Rapid maturity&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cheunh|Cheunh]]&lt;br /&gt;
|blurb=The Chiss were a tall, blue-skinned Near-Human civilization from the planet [[starwars:Csilla|Csilla]] in the [[starwars:Unknown Regions|Unknown Regions]].&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Clawdite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Clawdite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_clawdite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Shape shifting ability&lt;br /&gt;
* Green to yellow skin hues&lt;br /&gt;
* Yellow slitted eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Clawdite (language)|Clawdite]]&lt;br /&gt;
|blurb=Clawdites were a humanoid sentient species native to the planet of [[starwars:Zolan|Zolan]]. They were one of the few shape-shifting species in the galaxy, and were sometimes referred to as Changelings.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Coynite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Coynite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_coynite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairy&lt;br /&gt;
* Shaggy mane&lt;br /&gt;
* Forehead ridges&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Wide flared noses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Coynite language|Coyn]]&lt;br /&gt;
|blurb=Coynites were large bipeds, and typically quite strong. They had fine gold, white, or black hair over their entire bodies. Their heads were crowned with a shaggy mane, with bony forehead ridges in place of eyebrows. Their faces possessed protruding chins, wide, flared noses, and deep-set eyes. They possessed clawed hands.&lt;br /&gt;
|height=2.0 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cragmoloid ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cragmoloid&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cragmoloid .png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Trunk&lt;br /&gt;
* Tusks&lt;br /&gt;
* Flappy Ears&lt;br /&gt;
* Tall and Large&lt;br /&gt;
* Red Eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cragii|Cragii]]&lt;br /&gt;
|blurb=Cragmoloids were large bipedals pachydermoids. With long manipulative trunks, two to four tusks, clawed fingers, and clawed toes, they are a proud honor-bound species, with heavy emphasis on caring for their “clan”. They have thick skin, ranging from grey to pink, beady red eyes, and large flappy ears. &lt;br /&gt;
|height=2.5 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dashade ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dashade&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dashade.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin&lt;br /&gt;
* Powerful claws&lt;br /&gt;
* Partial Force-resistance&lt;br /&gt;
* Radiation resistance&lt;br /&gt;
* Dissipates heat&lt;br /&gt;
* Lamprey-like mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dashadi|Dashadi]]&lt;br /&gt;
|blurb=Dashade were tall reptilians with dark skin, lamprey-like mouths, and powerful claws. They were resistant to radiation. They also had an ability to dissipate heat which made them hard to detect using standard life-form sensors.&lt;br /&gt;
|height=1.7 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Devaronian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Devaronian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_devaronian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Red, brown, green or white skin&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Two horns (male)&lt;br /&gt;
* Bald (male)&lt;br /&gt;
* Hair (female)&lt;br /&gt;
* Two dark circles on forehead (female)&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Devaronese/Canon|Devaronese]]&lt;br /&gt;
|blurb=Devaronians are a sentient species from the planet [[starwars:Devaron|Devaron]]. They exhibit great sexual dimorphism, with the males being bald and sporting horns, and the hornless females displaying a full head of hair.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dowutin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dowutin &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dowutin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Massive&lt;br /&gt;
* Chin horns&lt;br /&gt;
* Tusk-like nails&lt;br /&gt;
* Long-lived (500 years)&lt;br /&gt;
* Never stops growing&lt;br /&gt;
* Earthy skin tones&lt;br /&gt;
* Great strength&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dowuta|Dowuta]]&lt;br /&gt;
|blurb=The Dowutin are a large race of humanoids native to the planet of [[starwars:Dowut|Dowut]] in the Core Worlds. They were aggressive-looking with chin horns, large claws and thick skin, usually brown. They were long-lived and it was said that they never stop growing. They were often solitary creatures who took pride in their great strength.&lt;br /&gt;
|height=2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Draethos ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Draethos&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_draethos.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple skin&lt;br /&gt;
* Large teeth outside of mouth&lt;br /&gt;
* Interstitial webbing between fingers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Limited telepathy&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Draethos (language)|Draethos]]&lt;br /&gt;
|blurb=Draethos were a predatory humanoid species from the planet [[starwars:Draethos (planet)|Draethos]], notable for their long natural lifespans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dug ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dug&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:DugSpecies.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Abrasive  &lt;br /&gt;
* Long snouts  &lt;br /&gt;
* Walk with arms&lt;br /&gt;
* Fleshy tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Dug&lt;br /&gt;
|blurb=The Dug, from the planet Malastare, are a unique species. Possessing four similar limbs with dextrous “fingers”, the Dug walk using their upper limbs and use their lower limbs to hold and grasp things, giving them an inverted appearance to how most species operate. They have fleshy tendrils on their face, much like a mustache, on their elongated faces, as well as loose folds of skin. &lt;br /&gt;
|height=1 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Duros ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Duros&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_duros.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gifted explorers&lt;br /&gt;
* Adventurous and socially gregarious&lt;br /&gt;
* Blue-green skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Long, thin and noseless faces&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Durese|Durese]]&lt;br /&gt;
|blurb=The Duros were a species of teal-skinned, reptilian humanoids who were gifted explorers, and often became spacers or traders. &lt;br /&gt;
|height=1.7 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Echani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Echani&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_echani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Combat-focused society&lt;br /&gt;
* All Echani share a very similar appearance&lt;br /&gt;
* Light hair&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Silver eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Echani were a Near-Human species that hailed from [[starwars:Eshan|Eshan]]. All Echani looked remarkably similar and relied on observing body movements and combat to express themselves and distinguish each other.&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Elomin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Elomin&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_elomin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Skin tones range from bright pink to dark purple&lt;br /&gt;
* Horned appearance&lt;br /&gt;
* Very different body organs&lt;br /&gt;
* Obsessed with personal hygiene&lt;br /&gt;
* Driven to create order from chaos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Elomin&lt;br /&gt;
|blurb=The Elomin were a species that hailed from the planet [[starwars:Elom (planet)|Elom]]. Their children matured rapidly, and they were obsessed with finding order in all things as well as personal hygiene.&lt;br /&gt;
|height=1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Epicanthix ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Epicanthix&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_epicanthix.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 130 years&lt;br /&gt;
* Distinct eye folds&lt;br /&gt;
* Natural tan&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Brown/green eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Epicant&lt;br /&gt;
|blurb=The Epicanthix were tall, muscular, dark-haired Near-Humans native to the [[starwars:Outer Rim Territories|Outer Rim Territories]] world of [[starwars:Panatha|Panatha]], in the [[starwars:Pacanth Reach|Pacanth Reach]]. They possessed a genetic immunity to Force-aided mental tricks, and were known as conquerors and warriors.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Evereni ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Evereni&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_evereni.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Slate Grey Skin&lt;br /&gt;
* Dark Grey Blood, &lt;br /&gt;
* Black Eyes&lt;br /&gt;
* Claws&lt;br /&gt;
* Sharp Teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Evereni&lt;br /&gt;
|blurb=The Evereni were a humanoid species distinguished by their slate-gray skin, elongated bones, and thick, dark gray blood. Their coal-black eyes possessed superior night vision compared to humans, though they required a brief adjustment period in darkness. While possessing remarkable physical resilience, Evereni were vulnerable to extreme cold. They were characterized by sharp black claws and sharp white teeth. A notable sign of aging in Evereni was the appearance of red streaks in their hair. They had a distinct ability to see or hear the spirit of those they had a strong connection to.&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ewok ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ewok&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet ewok.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furry&lt;br /&gt;
* Short&lt;br /&gt;
* Acute sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ewokese|Ewokese]]&lt;br /&gt;
|blurb=Ewoks are a diminutive, furry, bipedal species from the forest moon of [[starwars:Endor|Endor]]. Their fur ranges from shades of white and brown to black, and they have two fingers and an opposable thumb. They are omnivores with an acute sense of smell, and are more comfortable in primitive forest environments than modern locales.&lt;br /&gt;
|height=1 meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Falleen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Falleen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_falleen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Cold-blooded (green)&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Seductive pheromones&lt;br /&gt;
* Facial and spine ridges&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Falleen&lt;br /&gt;
|blurb=The Falleen were the indigenous reptilian mammalian sentient species of the planet Falleen.&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Feeorin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Feeorin&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_feeorin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespan&lt;br /&gt;
* Head and Face tendrils&lt;br /&gt;
* Volatile Temperament&lt;br /&gt;
* Unique metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Feeorin&lt;br /&gt;
|blurb=The Feeorin were a species of tall reptilian humanoids whose original homeworld is unknown. They were known for the tendrils that hung from their face and head, with multi-hundred-year lifespans.&lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Firrerreo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Firrerreo&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:Firrerreo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gold-colored, shifting silvery skin&lt;br /&gt;
* Two-tone hair&lt;br /&gt;
* Animalistic features, including canine teeth and behavior&lt;br /&gt;
* High-protein diet&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
|blurb= Firrerreo were a Near-Human species from the planet Firrerre. They were notable for their two-toned hair, gold-colored skin, and animalistic features. Their skin is known to shift to a silvery tone when angered or frightened. &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Firrerreo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Fosh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Fosh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_fosh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two Antennae  &lt;br /&gt;
* Mood-sensitive Colorful Feathers  &lt;br /&gt;
* Red Eyes  &lt;br /&gt;
* Convex Face  &lt;br /&gt;
* Beak-like Mouth  &lt;br /&gt;
* Force-sensitive Lacrimal Glands  &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Fosh&lt;br /&gt;
|blurb=Fosh were bird-like creatures with four-fingered talon-like hands that have evolved from wings.They had frail bodies which lead to their shy nature and avoidance of conflict. Like other Avian species, these people are very agile and can use their digitigrade and flay-toed feet to jump easily. The Fosh have colorful feathers, namely observed upon their head, which have been seen to change with moods. Green for inquisitiveness, thoughtfulness, or amusement. Orange for happiness. Blue for apathy, Gray for anger, disgust, irritation, or seriousness. &lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gamorrean ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gamorrean&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gamorrean.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Porcine&lt;br /&gt;
* Strong&lt;br /&gt;
* Large Upturned Snouts&lt;br /&gt;
* Jowls with Upturned Tusks&lt;br /&gt;
* Green Skin&lt;br /&gt;
* Thick Hairless Skin&lt;br /&gt;
* Five Digits and Thumbs&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gamorrean (language)|Gamorrean]]&lt;br /&gt;
|blurb=The [[starwars:Gamorreans|Gamorreans]] are a sentient pig-like humanoid from the planet [[starwars: Gamorr|Gamorr]]. While many of them lack intelligence, they more than makeup for it through size and strength. Having a voracious appetite for warfare, their clans are constantly at war with one another as they vie for dominance over their rivals. Typically seen as henchmen or mercenaries, their physicality should never be underestimated. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gand ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gand&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gand.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two subspecies - Breathers or Lungless&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
* Can regrow lost limbs&lt;br /&gt;
* Three fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gand (language)|Gand]]&lt;br /&gt;
|blurb=The Gand were a sentient species of humanoids that [[starwars:Xenobiologist|xenobiologists]] believed to have evolved from an insect genus that inhabited the ammonia-gas planet of [[starwars:Gand (planet)|Gand]]. Several physical varieties of the species existed, differing from one another in the structure of the head and the texture and color of the exoskeleton&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gungan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gungan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gungan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Distinctive pronunciation of basic&lt;br /&gt;
* Extendable tongues&lt;br /&gt;
* Long ears&lt;br /&gt;
* Short lives - avg. 65 years&lt;br /&gt;
|languages=&lt;br /&gt;
* [[starwars:Gungan Basic|Gungan Basic]]&lt;br /&gt;
|blurb=Gungans were a species of amphibious humanoids that hailed from the oceans of [[starwars:Naboo|Naboo]]. They came from a largely isolationist society that relied on ‘growing’ organic technology and working with animals. &lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hapan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hapan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_hapan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* More attractive than the average Human&lt;br /&gt;
* Nightblind&lt;br /&gt;
* Aristocratic&lt;br /&gt;
* Matriarchal culture&lt;br /&gt;
* Isolated, xenophobic culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Hapan (language)|Hapan]]&lt;br /&gt;
|blurb=Hapan refers to the Near-Human natives of the [[starwars:Hapes Cluster|Hapes Cluster]] that were ruled by a male-dominant pirate gang. After being wiped out by the Jedi in 4,000 BBY, they adopted a matriarchal society under a “Queen Mother”. Isolated from the rest of the galaxy in the outer rim, Hapan were selectively bred over generations, resulting in above average beauty for both men and women.&lt;br /&gt;
|height=1.5–2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harch ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Harch&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_harch.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Six arms&lt;br /&gt;
* Six Eyes&lt;br /&gt;
* Spider Inspired&lt;br /&gt;
* Greyscale and Brown Fur&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
|languages=&lt;br /&gt;
* Harch&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Harches were a six armed humanoid spider-type species native to the planet Secundus Ando. They had six red eyes and covered in a fine hair that was typically greyscale but occasionally brown. This hair grew from their tough exoskeleton. They preferred to eat liquid proteins.  &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Herglic ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Herglic &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_herglic.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hulking build, no neck&lt;br /&gt;
* Wide mouth, serrated teeth&lt;br /&gt;
* Blowhole&lt;br /&gt;
* Three-fingers&lt;br /&gt;
* Cartilaginous shoulders&lt;br /&gt;
* Slick skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Herglese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Herglics were a sentient species of hulking aliens with slick skin, no neck and cartilaginous shoulders. They had a wide mouth, tiny eyes, and a blowhole their language often utilized along with breathing. Mistreatment by the Galactic Empire misplaced many, some who took refuge on Level 1782, Coruscant. With a galaxy not built for them, many have developed sensitivity about their size.&lt;br /&gt;
|height=1.7–2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Human&lt;br /&gt;
|classification=Human&lt;br /&gt;
|image=[[File:character_sheet_human.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale to dark brown skin tones&lt;br /&gt;
* Wide spectrum of hair color&lt;br /&gt;
* Wide spectrum of eye color&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Humans, taxonomically referred to as Homo sapiens, were the galaxy&#039;s most numerous and politically dominant sentient species with millions of major and minor colonies galaxy-wide. Believed to have originated on the galactic capital of [[starwars:Coruscant|Coruscant]], they could be found anywhere, engaged in many different pursuits.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hutt ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hutt&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_hutt.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Slugs&lt;br /&gt;
* Stubby Arms&lt;br /&gt;
* Thick Skin&lt;br /&gt;
* Great Strength&lt;br /&gt;
* Large Mouth and Eyes&lt;br /&gt;
* 3 Lungs&lt;br /&gt;
|languages=&lt;br /&gt;
* Huttese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Hutts are a species of massive sentient slug-like creatures. They have two stubby arms, no legs, a massive mouth, three lungs, and giant eyes. Native to Varl, and more commonly seen as from Nal Hutta, the Hutts are widely known for their ties to the criminal underworld, as their Grant Hutt Council ran and oversaw the Hutt Clan crime syndicate. &lt;br /&gt;
|height=3 - 3.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Iktotchi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Iktotchi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_iktotchi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough skin&lt;br /&gt;
* Regenerative horns&lt;br /&gt;
* Innate telepathy and precognition&lt;br /&gt;
* Large hands&lt;br /&gt;
* Stoic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Iktotchese&lt;br /&gt;
|blurb=The Iktotchi were a species of horned humanoids that hailed from the harsh, windy moon of [[starwars:Iktotch|Iktotch]]. They were a stoic species that possessed a natural affinity for precognitive dreams and telepathy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ithorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ithorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ithorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long, curving neck&lt;br /&gt;
* T-shaped head&lt;br /&gt;
* Two mouths&lt;br /&gt;
* Four throats&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ithorese/Legends|Ithorese]]&lt;br /&gt;
|blurb=The Ithorian were a species of mammalian herbivores native to the planet [[starwars:Ithor|Ithor]]. They had long curving necks and T-shaped heads, as well as two mouths and four throats allowing them to speak in stereo and violently expel air from their lungs. &lt;br /&gt;
|height=1.8 to 2.3 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaleesh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaleesh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kaleesh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Reddish brown, scaly skin&lt;br /&gt;
* Four digit hands with two opposable thumbs&lt;br /&gt;
* Almost always wear masks&lt;br /&gt;
* Thermal pits under eyes&lt;br /&gt;
* Superior olfactory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaleesh (language)|Kaleesh]]&lt;br /&gt;
|blurb=The Kaleesh were reptilian humanoids that hailed from the planet [[starwars:Kalee|Kalee]]. They were rarely seen without masks, and lived in a spiritual and war-like culture, where war was seen as an essential part of life.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaminoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaminoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Kaminoan species.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale skin in tones of white, purple or blue&lt;br /&gt;
* Tall, spindly, slender build, uniform between genders&lt;br /&gt;
* Elongated necks&lt;br /&gt;
* Large eyes with large black sclera and radiant irises&lt;br /&gt;
* Males have head-crests, while females are entirely bald&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaminoan_(language)|Kaminoan]]&lt;br /&gt;
|blurb=Kaminoans were slender, towering, pale-skinned humanoids whose oblong heads sat atop elongated neck bones that allowed them limited flexibility. They had two large, almond-shaped black eyes with white pupils. Male Kaminoans had fin-like crests atop their heads, while females were completely bald and wore unique head crescents. &lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kel Dor ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kel Dor&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kel_dor.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four-fingered hands&lt;br /&gt;
* Can survive in a vacuum&lt;br /&gt;
* Black/silver eyes&lt;br /&gt;
* Peach to crimson skin&lt;br /&gt;
* Extra-sensory organs with small tusks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kel Dor (language)|Kel Dor]]&lt;br /&gt;
|blurb=The Kel Dorians were a species hailing from [[starwars:Dorin|Dorin]]. Naturally breathing helium and Dorin gas, they wear breathing masks that cover their eyes and nostrils. &lt;br /&gt;
|height=1.4 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kessurian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kessurian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kessurian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Keen Hearing&lt;br /&gt;
* Montrals&lt;br /&gt;
* Elongated pointed ears&lt;br /&gt;
* Nub Horns&lt;br /&gt;
* Red Skin&lt;br /&gt;
* Light Mottled Skin Pattern&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kessurian&lt;br /&gt;
|blurb=Kessurians are humanoid sentient species of red skin with elongated pointed ears and horn-like montrals above their ears. They have smaller nubs of horns just above their eyes and below their large montrals. Due to their ears and montrals, they are noted to have a keen sense of hearing much more sensitive than humans. The skin on their ears, montrals, cheeks, and foreheads have a mottled appearance with lighter spots compared to the rest of their skin. Hair and eye color are typically brown or grey. Male Kessurian are able to grow facial hair.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Khil ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Khil&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_khil.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairless&lt;br /&gt;
* No jaws&lt;br /&gt;
* Face tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Khilese|Khilese]]&lt;br /&gt;
|blurb=The Khil are a sentient species native to the planet [[starwars:Belnar|Belnar]] and were one of the earliest members of the Republic. They were known for their distinctive face tendrils.&lt;br /&gt;
|height=1.2-2 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kiffar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kiffar&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kiffar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Varied skin hues&lt;br /&gt;
* Distinct facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Kiffar are a species of Near-Humans from the planet [[starwars:Kiffu|Kiffu]]. As such, they were sometimes mistakenly called &amp;quot;Kiffu.&amp;quot;&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kushiban ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kushiban&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kushiban.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lagomorphic&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Survivalist&lt;br /&gt;
* Long Ears and Tail&lt;br /&gt;
* Mood Fur&lt;br /&gt;
* Cute Appearance&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kushiban&lt;br /&gt;
|blurb=Kushiban were sentient lagomorphs with two big ears and mood fur covering their bodies. This mood fur was white when the Kushiban were at peace, and changed colors according to their mood. This feature, however, is not fixed as the Kushiban is also capable of changing the color of its fur at will to nearly any color it chooses. Because of their claws, they are capable of climbing up steep walls and are natural hunters. They are also capable of standing on their hind legs, bringing them to nearly the same height as a humanoid.&lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kyuzo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kyuzo&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kyuzo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Green, orange, olive, or pinkish skin&lt;br /&gt;
* Four- or five-digit hands&lt;br /&gt;
* Strong leg muscles&lt;br /&gt;
* Fast reflexes&lt;br /&gt;
* Compound or slit-shaped pupil eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kyuzo&lt;br /&gt;
|blurb=The Kyuzo are a species of lanky, bipedal humanoids with quick reflexes that originated from the Outer Rim world of Phatrong.  They have a strong martial history and placed a high value on justice and honor.  This led to them being sought out for jobs as mercenaries, bounty hunters, and law enforcement personnel.  One notable member of this species was the bounty hunter Embo, who was one of the most skilled bounty hunters during the time of the Clone Wars.&lt;br /&gt;
|height=1.5 - 2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lasat ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lasat&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lasat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gray or purple skin&lt;br /&gt;
* Dark purple hair&lt;br /&gt;
* Impressive height&lt;br /&gt;
* Green eyes&lt;br /&gt;
* Digitigrade legs, prehensile toes, large finger pads&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lasat&lt;br /&gt;
|blurb=Lasats were a humanoid sentient species native to the Outer Rim world of [[starwars:Lasan|Lasan]], though the species originated from the Wild Space planet [[starwars:Lira San|Lira San]].&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lepi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lepi&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lepi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Lanky&lt;br /&gt;
* Buck Teeth&lt;br /&gt;
* Large Ears&lt;br /&gt;
* Thin whiskers&lt;br /&gt;
* Blue, White, Dark Green, Gray&lt;br /&gt;
Green, or White Fur&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lepese&lt;br /&gt;
|blurb=Lepi were a species of tall, lanky bipedal humanoids with an anthropomorphic rabbit-like appearance, sporting a fur-covered body, large ears, buck teeth, and thin whiskers.&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lonto ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lonto&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_lonto.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale Green Skin&lt;br /&gt;
* Brown or Black Hair&lt;br /&gt;
* Blue Eyes&lt;br /&gt;
* Plant Growth&lt;br /&gt;
* Pointed Ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Lonto&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Lonto were a humanoid species. Their pale green skin showed dark lines, mimicking tree bark. They had blue eyes, and dark toned hair. With a natural affinity for the Force, they could use it to grow plants, especially effective at growing tragia leaves which could be used for healing themselves and others. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lurmen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lurmen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lurmen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Resemble lemurs  &lt;br /&gt;
* Large yellow-orange eyes  &lt;br /&gt;
* Small nose and mouth  &lt;br /&gt;
* Fur ranging from light to dark grey or brown  &lt;br /&gt;
* Long prehensile tails  &lt;br /&gt;
* Culturally pacifistic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lurmen&lt;br /&gt;
|blurb= Lurmen were a small sentient humanoid species native to the Outer Rim world of [[starwars:Mygeeto|Mygeeto]]. They are notable for resembling lemurs and for being largely a pacifist species. &lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miraluka ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Miraluka&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_miraluka.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Physically blind&lt;br /&gt;
* Can ‘see’ through the Force&lt;br /&gt;
* Emotionally calm, deliberative nature&lt;br /&gt;
* Sensitive to the moods of those around them&lt;br /&gt;
* Always Force-sensitive, to varying degrees&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Miralukese&lt;br /&gt;
|blurb=The Miraluka were a species of blind, Force-sensitive Near-Humans that hailed from the planet [[starwars:Alpheridies|Alpheridies]]. They often wore coverings to hide their vestigial eye sockets.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mirialan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mirialan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_mirialan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Flexible and agile&lt;br /&gt;
* Geometric Tattoos&lt;br /&gt;
* Stratified society &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Mirialan&lt;br /&gt;
|blurb=Mirialans were a species of near-Humans native to the planet [[starwars:Mirial|Mirial]]. Their appearance varied from yellow-green skin tones to paler skin very similar to many Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mon Calamari ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mon Calamari&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_mon_calamari.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Bulbous eyes&lt;br /&gt;
* Salmon-coloured skin&lt;br /&gt;
* Webbed hands, excellent swimmers&lt;br /&gt;
* Unique vision spectrum&lt;br /&gt;
* Knowledgable about traps&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Mon Calamarian|Mon Calamarian]]&lt;br /&gt;
|blurb=The Mon Calamari (also known as Calamari, Calamarians, Mon Cal, Mon Calamarians, or rarely Mon Cala) were one of the sentient species indigenous to the world of [[starwars:Dac|Dac]].&lt;br /&gt;
|height=1.3 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Muun ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Muun&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_muun.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall, gaunt&lt;br /&gt;
* Thin waist, fingers, body&lt;br /&gt;
* Elongated, hairless head&lt;br /&gt;
* Long arms and legs&lt;br /&gt;
* Mathmatical skills&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Muun_(language)|Muun]]&lt;br /&gt;
|blurb=Muun were tall, gaunt humanoids with thin bodies and hairless, elongated heads. Their skin, ranging from pasty-white to pale pink and even gray, made them doubly recognizable, as did their unusually flat features. Hailing from the mineral-rich world of [[starwars:Muunilinst|Muunilinst]], their mathematical acumen made them prized bankers and statisticians throughout the galaxy.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nagai ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nagai&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_nagai.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall with gaunt features&lt;br /&gt;
* Pale Skin and Dark Hair&lt;br /&gt;
* Fast Reflexes&lt;br /&gt;
* Soothing and Hypnotic Voices&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nagaian|Nagaian]]&lt;br /&gt;
|blurb=The Nagai were a sentient near-Human species from Nagi. Tall, lean, often gaunt, they were still considered attractive, with pale skin and black hair. While seen as frail, they were very dexterous with fast reflexes and high agility. Disciplined, the Nagai were known for their high sense of honor, as well as their soothing voices. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nautolan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nautolan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_nautolan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Excellent swimmers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Head tresses&lt;br /&gt;
* Strong sense of smell&lt;br /&gt;
* Lidless eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nautila|Nautila]]&lt;br /&gt;
|blurb=The Nautolans are an amphibious species from the planet [[starwars:Glee Anselm|Glee Anselm]], known for their lidless eyes and dreadlock-like head tentacles. Their skin was usually a shade of green. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Neti ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Neti&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_neti.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Bark-like skin&lt;br /&gt;
* Shapeshifting&lt;br /&gt;
* Photosynthesis&lt;br /&gt;
* Sentient plants&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Neti (language)|Neti]]&lt;br /&gt;
|blurb=The Neti were a species of shapeshifting sentient plants first encountered on the planet of [[starwars:Ryyk|Ryyk]]. Some called them Ryyk because of the planet&#039;s name. &lt;br /&gt;
|height=3.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Noghri ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Noghri&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_noghri.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Steel gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Hairless&lt;br /&gt;
* Advanced olfactory abilities&lt;br /&gt;
* Claws&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Honoghran|Honoghran]]&lt;br /&gt;
|blurb=Noghri were a primitive humanoid species. They had steely gray or blue skin, and were extremely skilled assassins due to their abilities in stealth and hand-to-hand combat. Despite their small size, they were efficient killing machines, with claws, fangs, and a sense of smell so acute that they could smell one&#039;s bloodline.&lt;br /&gt;
|height=1.4 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Omwati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Omwati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_omwati.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Bird-like appearance&lt;br /&gt;
* Lithe&lt;br /&gt;
* Fragile bodies&lt;br /&gt;
* Heads covered in feathery threads&lt;br /&gt;
* Beaks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Omwatese|Omwatese]]&lt;br /&gt;
|blurb=The Omwati were lithe Near-Humans with blue skin and a bird-like appearance. They had a crown of feathers on their heads, spindly fingers, and beaks for mouths. They were native to the planet Omwat and were known for their intellect and natural talent for science, engineering, and music. Omwati children had incredibly pliant minds that, with the proper training, could retain data and be educated beyond the threshold of most other sentient species.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ongree ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ongree&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ongree.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Brownish skin&lt;br /&gt;
* Flexible eyestalks&lt;br /&gt;
* “Upside-down” appearance&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
* Tentacled beards&lt;br /&gt;
* Three-fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ongreenen&lt;br /&gt;
|blurb=Ongree were an amphibious sentient species characterized by yellowish or brownish skin and elongated, tapered heads. Two flexible eyestalks protruded from either side of an Ongree&#039;s head, allowing them to see an object from many angles.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pantoran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pantoran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_pantoran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple hair&lt;br /&gt;
* Yellow eyes&lt;br /&gt;
* Cold-resistant&lt;br /&gt;
* Yellow facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Pantorans were a sentient species native to [[starwars:Pantora|Pantora]], a moon orbiting the planet [[starwars:Orto Plutonia|Orto Plutonia]]. At first glance, they only differed from the otherwise similar Humans in their blue skin and yellow eyes.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pau&#039;an ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pau&#039;an&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-pauan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furrowed, gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Preference for raw meat&lt;br /&gt;
* Sharp, jagged teeth&lt;br /&gt;
* Hypersensitive hearing&lt;br /&gt;
* Centuries-long lifespan&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Utapese&lt;br /&gt;
|blurb=Pau&#039;ans were gaunt, long-limbed humanoids from [[starwars:Utapau|Utapau]]. They had sunken black eyes, sharp teeth, and gray skin marked by vertical furrows, as well as ear-disks. They are known as the &amp;quot;Ancients&amp;quot; due to their long life-span.&lt;br /&gt;
|height=1.90 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quarren ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Quarren&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_quarren.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Squid-like heads&lt;br /&gt;
* Tentacled faces&lt;br /&gt;
* Orange leathery skin&lt;br /&gt;
* Gills&lt;br /&gt;
* Two fang-like teeth&lt;br /&gt;
* Aquatic&lt;br /&gt;
* Spray ink&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Quarrenese&lt;br /&gt;
|blurb=The Quarren, or Qarren, were one of several aquatic sentient species from the planet Dac, called by off-worlders Mon Calamari. The Quarren shared their homeworld with the [[Species#Mon Calamari|Mon Calamari]], another sentient species hailing from Dac. The Quarren had many conflicts and a tense relationship with the Mon Calamari.&lt;br /&gt;
|height=1.7 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rattataki ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rattataki&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_rattataki.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* White skin&lt;br /&gt;
* Bald heads&lt;br /&gt;
* Gladiatorial culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Rattataki&lt;br /&gt;
|blurb=The Rattataki were a Near-Human species characterized by their chalk-white skin and bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of [[starwars:Rattatak|Rattatak]], which involved extensive gladiatorial combat. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rodian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rodian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_rodian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue-green skin tones&lt;br /&gt;
* Multifaceted eyes&lt;br /&gt;
* Rough skin&lt;br /&gt;
* Infravision&lt;br /&gt;
* Bad natural body odor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Rodese|Rodese]]&lt;br /&gt;
|blurb=Rodians are a reptilian humanoid species native to [[starwars:Rodia|Rodia]] in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians are infamous for their violent culture, which sprang from the difficulties of life in the jungles of their homeworld.&lt;br /&gt;
|height=1.6 meters &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ryn ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ryn&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_ryn.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Prehensile tail&lt;br /&gt;
* White hair&lt;br /&gt;
* Clean freaks&lt;br /&gt;
* Gray or blue Skin&lt;br /&gt;
* Performers&lt;br /&gt;
* Nomadic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ryn (language)|Ryn]]&lt;br /&gt;
|blurb=The Ryn were an uncommon humanoid species, with prehensile tails, beak-like noses, long fingers, and white hair. Known for their ability in the performing arts, they roam the galaxy as nomads.&lt;br /&gt;
|height=&lt;br /&gt;
1.4-1.8 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sakiyan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sakiyan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sakiyan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin, ranging from black to deep red, purple or green&lt;br /&gt;
* Slit-like pupils&lt;br /&gt;
* Oversized brain, allowing enhanced senses&lt;br /&gt;
* Hairless&lt;br /&gt;
* Good tolerance of temperature extremes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Sakiyan&lt;br /&gt;
|blurb=Sakiyans are a species native to [[starwars:Sakiya|Saki]], in the Sakiyan system. They evolved from predatory animals and have highly developed brains, giving them enhanced senses.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Selonian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Selonian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_selonian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Resemble otters&lt;br /&gt;
* Long and slender build&lt;br /&gt;
* Small black eyes&lt;br /&gt;
* Angular muzzles with long teeth&lt;br /&gt;
* Fur in black or brown hues&lt;br /&gt;
* Thick and powerful tails&lt;br /&gt;
* Community-oriented culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Selonian &lt;br /&gt;
|blurb=The reclusive, otter-like Selonians originate from underground cave networks on the ocean world of [[starwars:Selonia|Selonia]]. With a society structured like eusocial insects, the males and fertile females are rarities protected by the significantly more populous infertile females, who prioritize community safety.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sephi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sephi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sephi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 200 years&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Distinctive hairlines&lt;br /&gt;
* Pale purple or pinkish skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Sephi were a species of humanoids indigenous to [[starwars:Thustra|Thustra]]. Although they had been members of the Galactic Republic and friends of the Jedi Order for centuries, King [[starwars:Alaric (Sephi)|Alaric]] of the Sephi sided with the [[starwars:Confederacy of Independent Systems|Confederacy of Independent Systems]] during the Clone Wars.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shaevalian ==&lt;br /&gt;
Shaevalian were a Brotherhood-created species from the early days of the club. As several members have characters that were this species, they were allowed to keep them, however no new characters may be created using this species. It is kept listed here for reference.&lt;br /&gt;
&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shaevalian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_shaevalian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespans: ~250 years&lt;br /&gt;
* Reach maturity only at age 60&lt;br /&gt;
* Strong constitution&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Dark eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Thyrsian (language)|Thyrsian]]&lt;br /&gt;
|blurb=Shaevalians are a humanoid subspecies that evolved from the [[starwars:Echani|Echani]] race. This is Dark Brotherhood created species.&lt;br /&gt;
|height=1.9-2.1 meters&lt;br /&gt;
|isGrandfathered=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shani&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_shani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Various skin tones, usually in shades of green.&lt;br /&gt;
* Multi-coloured feathered hair.&lt;br /&gt;
* Facial lines (sometimes silver).&lt;br /&gt;
* Snake-like jaws that are able to unhinge.&lt;br /&gt;
* Sharp teeth.&lt;br /&gt;
* Long, pointed tongue.&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shani&lt;br /&gt;
|blurb=Shani are a feathered species of reptilians. Their plumes of long, multi-coloured feathers, facial lines, and vibrant skin tones make them easily recognizable. Able to unhinge their jaws in a snake-like fashion, their tongues are pointed and their teeth sharp.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shistavanen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shistavanen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-shistavanen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Yellow/Red eyes&lt;br /&gt;
* Long, pointed teeth&lt;br /&gt;
* Clawed hands and feet&lt;br /&gt;
* Predatory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shistavanen&lt;br /&gt;
|blurb=Shistavenen were sentient fur-covered bipeds from Uvena. They had wolflike faces, clawed paws, and yellow or red eyes. &lt;br /&gt;
|height=1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Skakoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Skakoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS-Skakoan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue, Green and Purple Skin color&lt;br /&gt;
* No lips&lt;br /&gt;
* Short Noses&lt;br /&gt;
* Small, thin, light pink or black eyes&lt;br /&gt;
* Could only breath hydrogen sulfide&lt;br /&gt;
* Required a pressure suit to survive off their home planet&lt;br /&gt;
* Average Lifespan of 90-110 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Skakoverbal&lt;br /&gt;
|blurb=The Skakoan species are a slug-like humanoid race known for their pressure suits and amoral nature. Due to the hydrogen sulfide atmosphere of their home planet, Skako Minor, which is dangerous to non Skakoans, they are a very isolated race. This atmosphere has required them to wear a specialized pressure suit to survive outside of their homeworld. Skakoans are not often seen outside their home planet but those who are typically are either skilled technicians or scientists. &lt;br /&gt;
|height=1.4-2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sullustan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sullustan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-sullustan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large black eyes&lt;br /&gt;
* Large round ears&lt;br /&gt;
* Facial jowls&lt;br /&gt;
* Innate sense of direction&lt;br /&gt;
* Extremely sensitive hearing&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Sullustese|Sullustese]]&lt;br /&gt;
|blurb=The Sullustan were a diminutive species of humanoids with distinctive features native to the subterranean world of [[starwars:Sullust|Sullust]]. They had large, black eyes with facial jowls called dewflaps and large, rounded ears. They were experts at manufacturing, scientific and technological development, and economics.&lt;br /&gt;
|height= 1 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Thisspiasian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Thisspiasian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character_sheet_Thisspiasian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Green or Orange skin&lt;br /&gt;
* White, Brown and Orange Hair&lt;br /&gt;
* Blue eyes&lt;br /&gt;
* Snakelike bodies&lt;br /&gt;
* 4 Arms, often hid a pair under their clothes&lt;br /&gt;
|height= 2.0 meters&lt;br /&gt;
|blurb= The Thisspiasian were a serpentine species notable for their long snake like tails, four arms, and long hair growth. They were native to the planet [[starwars:Thisspias|Thisspias]] in the Expansion region between the Inner Rim and Mid Rim. The Thisspiassian were long time supporters of the Republic, having joined in its founding over 20,000 years ago. Their constitutional monarchy, the Blood Monarchy, persisted over the 20,000 years; lasting until it was dissolved by the Galactic Empire.&lt;br /&gt;
|languages=* Basic&lt;br /&gt;
* [[starwars:Thisspiasian_(language)|Thisspiasian]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character_sheet_togorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-Covered&lt;br /&gt;
* Back-jointed legs&lt;br /&gt;
* Moves gracefully&lt;br /&gt;
* Speaks with a sibilant voice&lt;br /&gt;
* Large Tail&lt;br /&gt;
|height= 1.6-3.0 meters&lt;br /&gt;
|blurb= Togorians were a species of large, feline beings with short fur of various shades and back-jointed legs who were native to the planet [[starwars:Togoria|Togoria]] . Togorians were also known for their strong sense of honour.&lt;br /&gt;
|languages=* Basic&lt;br /&gt;
* [[starwars:Togorian_(language)|Togorian]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togruta ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togruta&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_togruta.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Echolocation&lt;br /&gt;
* Montrals&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* White stripe patterns&lt;br /&gt;
* Sharp canine teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Togruti|Togruti]]&lt;br /&gt;
|blurb=The Togruta were a carnivorous humanoid species from the planet [[starwars:Shili|Shili]]. The species exhibited head-tails which were similar to those of [[Species#Twi.E2.80.99lek|Twi&#039;leks]]. Togruta were also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trandoshan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Trandoshan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_trandoshan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* See in infrared&lt;br /&gt;
* Big and strong&lt;br /&gt;
* Limited regeneration&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dosh|Dosh]]&lt;br /&gt;
|blurb=Trandoshans, or T&#039;doshok in Dosh, are large, bipedal reptilian humanoids from the planet of [[starwars:Trandosha|Trandosha]], or Dosha. They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs, albeit slowly, and were anatomically built heavier and stronger than most humanoids.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Twi’lek ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Twi’lek&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_twilek.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* Multiple stomachs&lt;br /&gt;
* Ear “cones” or humanoid ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Twi%27leki|Twi&#039;leki]]&lt;br /&gt;
|blurb=Twi&#039;leks, sometimes referred to disparagingly as &amp;quot;Tail-heads,&amp;quot; were an omnivorous humanoid species originating from the planet [[starwars:Ryloth|Ryloth]].&lt;br /&gt;
|height=1.6 to 2.4 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ugnaught ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ugnaught&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS_Ugnaught.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink skin&lt;br /&gt;
* Upturned, porcine nose&lt;br /&gt;
* Thick, layered jowls&lt;br /&gt;
* Tusks&lt;br /&gt;
* Pale hair&lt;br /&gt;
* Long-lived (200 years)&lt;br /&gt;
* Hard-working&lt;br /&gt;
* Resilient&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ugnaught&lt;br /&gt;
|blurb=The Ugnaught were a diminutive race of porcine humanoids native to Gentes in the Outer Rim Territories. Their upturned, porcine noses and the thick layers of jowls comprise their most recognizable features. Some of them even had tusks. Short in stature, they had a reputation as industrious and loyal, making them sought-after workers. As a result, they were often sold into slavery.&lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Umbaran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Umbaran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_umbaran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Can see ultraviolet spectrum&lt;br /&gt;
* Extremely pale skin&lt;br /&gt;
* Caste-based society&lt;br /&gt;
* Secretive and highly manipulative&lt;br /&gt;
* Dark sense of humor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Umbaran (language)|Umbaran]]&lt;br /&gt;
|blurb=The Umbaran were a gaunt species of Near-Humans with extremely pale skin, sunken eyes and a cold, calculating stare. They hailed from [[starwars:Umbara|Umbara]], a planet shrouded in twilight, that held an intricate caste-based society where only the social elite were permitted off-world.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Verpine ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Verpine&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_verpine.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Chitinous exoskeletons&lt;br /&gt;
* Hermaphrodite&lt;br /&gt;
* Innate “radio”&lt;br /&gt;
* Hive mind&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Verpine&lt;br /&gt;
|blurb=Verpine are thin bipedal insectoids. Unlike many insectoids, Verpine have only four limbs (two arms and two legs), though there were instances of Verpine growing vestigial wings.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weequay==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Weequay&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:weequay.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough, leathery skin&lt;br /&gt;
* Frill along jowls&lt;br /&gt;
* Dark eyes&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Weequay were a species of sentient humanoids native to the desert world of [[starwars:Sriluur|Sriluur]]. With tough, leathery skin, they were well suited for the harsh conditions of their homeworld. This same trait granted them a natural resistance to a blaster’s stun, in turn making them particularly apt thugs. As such, many Weequay are found in the employ of Hutt crimelords, serving as bodyguards and bounty hunters.&lt;br /&gt;
|height=1.89 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Wookiee ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Wookiee&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_wookiee.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Hairy&lt;br /&gt;
* Great strength&lt;br /&gt;
* Short tempers&lt;br /&gt;
* Loyal&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Shyriiwook|Shyriiwook]]&lt;br /&gt;
|blurb=The Wookiees, whose name for themselves translated to the People of the Trees, were a species of tall, hairy humanoids that were inhabitants of the planet [[starwars:Kashyyyk|Kashyyyk]].&lt;br /&gt;
&#039;&#039;&#039;Although they can learn to understand other languages, like Galactic Basic, they are physically unable to speak them.&#039;&#039;&#039;&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zabrak ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zabrak&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zabrak.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Vestigial horns on head&lt;br /&gt;
* Varying skin tones: browns, reds, ebony &lt;br /&gt;
* Facial tattoos &lt;br /&gt;
* Resistant to pain&lt;br /&gt;
* Secondary heart &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Zabraki|Zabraki]]&lt;br /&gt;
|blurb=The Zabraks are a carnivorous Near-Human species native to [[starwars:Iridonia|Iridonia]]. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zelosian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zelosian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_zelosian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Chlorophyll instead of blood&lt;br /&gt;
* Emerald green eyes&lt;br /&gt;
* Blind in darkness&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Zelosian&lt;br /&gt;
|blurb=Zelosians were outwardly identical to Humans, but all had emerald green eyes and a type of chlorophyll sap instead of blood. They frequently were misidentified as Near-Humans. Although well-known galaxy-wide as skilled horticulturists, few realized the Zelosians were not Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zeltron ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zeltron&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zeltron.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink to red skin tones&lt;br /&gt;
* Red or blue hair&lt;br /&gt;
* Feels emotions of others strongly&lt;br /&gt;
* Alleged pheremones&lt;br /&gt;
* Second liver &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Zeltrons were a Near-Human species, made physically distinctive by their skin which ranged in shade from light pink to deep red, and hair that could be red or blue. Their exotic appearance made them appealing to most other species, a fact aided by their alleged pheromones.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zygerrian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zygerrian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet zygerrian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pointed, bestial ears&lt;br /&gt;
* Furred faces&lt;br /&gt;
* Long, pointed canine teeth&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Bony spurs on faces&lt;br /&gt;
* Hair ranging from pink or blue to browns, grays, and reds&lt;br /&gt;
* Blue, yellow, green, silver eyes &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [https://starwars.fandom.com/wiki/Zygerrian_(language) Zygerrian]&lt;br /&gt;
|blurb=The Zygerrians were a humanoid species from [https://starwars.fandom.com/wiki/Zygerria Zygerria]. They built a powerful empire by selling their slaves and were well-known for their long history of violence, war, and slavery, which the Zygerrians viewed as a natural order of life.  They had angular features, large, pointed ears atop their heads, clawed fingers, bony spurs on their foreheads — and on chins in males — and sometimes furred faces. &lt;br /&gt;
|height=1.70-1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Thisspiasian.png&amp;diff=199218</id>
		<title>File:Character sheet Thisspiasian.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Character_sheet_Thisspiasian.png&amp;diff=199218"/>
		<updated>2026-01-07T21:58:34Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: == Summary ==
Category: Images-Non HumansCategory: Images-Thisspiasian Category:Images-Species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category: Images-Non Humans]][[Category: Images-Thisspiasian]] [[Category:Images-Species]]&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Vipersmall.png&amp;diff=199165</id>
		<title>File:Vipersmall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Vipersmall.png&amp;diff=199165"/>
		<updated>2025-12-22T02:35:36Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Idris Adenn uploaded a new version of File:Vipersmall.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Starships]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=199129</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=199129"/>
		<updated>2025-11-22T21:40:37Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* That New Fang (25 ABY) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:92758|&#039;&#039;The Viper Fang&#039;&#039;]] Kom&#039;rk-class Fighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:Kom%27rk-class_fighter/transport|Kom&#039;rk-class Fighter]] known as &#039;&#039;The Viper Fang&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:Vipersmall.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:Kom%27rk-class_fighter/transport|Kom&#039;rk-class Fighter]]. Despite its age and disrepair, the fighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The fighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
[[File:Rath-Oligard.png|thumb|250px|right|Rath Oligard - Leader of the Collective]]&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
[[File:Dandoran full.png|thumb|250px|right|Dandoran]]&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
[[File:TheEtherealRealm.png|thumb|250px|right|The Ethereal Realm]]&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the Kom&#039;rk-class Fighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|12}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]][[Category:Written with AI Assistance]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:Vipersmall.png&amp;diff=199128</id>
		<title>File:Vipersmall.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:Vipersmall.png&amp;diff=199128"/>
		<updated>2025-11-22T21:39:11Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: == Summary ==
Category:Images-Starships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Starships]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=199127</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=199127"/>
		<updated>2025-11-22T20:37:27Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:92758|&#039;&#039;The Viper Fang&#039;&#039;]] Kom&#039;rk-class Fighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:Kom%27rk-class_fighter/transport|Kom&#039;rk-class Fighter]] known as &#039;&#039;The Viper Fang&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:Kom%27rk-class_fighter/transport|Kom&#039;rk-class Fighter]]. Despite its age and disrepair, the fighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The fighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
[[File:Rath-Oligard.png|thumb|250px|right|Rath Oligard - Leader of the Collective]]&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
[[File:Dandoran full.png|thumb|250px|right|Dandoran]]&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
[[File:TheEtherealRealm.png|thumb|250px|right|The Ethereal Realm]]&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the Kom&#039;rk-class Fighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|12}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]][[Category:Written with AI Assistance]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=199126</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=199126"/>
		<updated>2025-11-22T20:36:52Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: ship updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:92758|&#039;&#039;The Viper Fang&#039;&#039;]] Kom&#039;rk-class Fighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:Kom%27rk-class_fighter/transport|Kom&#039;rk-class Fighter]] known as &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:Kom%27rk-class_fighter/transport|Kom&#039;rk-class Fighter]]. Despite its age and disrepair, the fighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The fighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
[[File:Rath-Oligard.png|thumb|250px|right|Rath Oligard - Leader of the Collective]]&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
[[File:Dandoran full.png|thumb|250px|right|Dandoran]]&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
[[File:TheEtherealRealm.png|thumb|250px|right|The Ethereal Realm]]&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the Kom&#039;rk-class Fighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|12}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]][[Category:Written with AI Assistance]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=198960</id>
		<title>CS Guide: Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=198960"/>
		<updated>2025-11-06T06:25:53Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Harch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS_TOC}}&lt;br /&gt;
{{Quote|In our efforts, we have learned that life is not rare. Rather, given a chance, &#039;&#039;life will occur&#039;&#039;. It is tenacious, aggressive—it seems to crave existence.|[[starwars:Tem Eliss|Tem Eliss]], [[starwars:sentientologist|sentientologist]]}}&lt;br /&gt;
&lt;br /&gt;
Species in Star Wars are a big deal. Their existence is something that separates the Lore from other Science Fiction, where even if a culture is only mentioned once, people will flock to try and create characters from it. &lt;br /&gt;
&lt;br /&gt;
= Policies =&lt;br /&gt;
To view the formal policy used for adding Species to the Character Sheet System, please see the [[Species_Approval_Guidelines|Species Approval Policy]].&lt;br /&gt;
&lt;br /&gt;
== Hybrids ==&lt;br /&gt;
Hybrid species are incredibly rare, but have been known to appear in Canon content. For example, Humans and Twi&#039;leks have born hybrid children in the Clone Wars animated series. &lt;br /&gt;
&lt;br /&gt;
Currently we only accept species that are designated as “Near-Human” to be capable of creating a hybrid together. The way our system works is you still need to designate the dominant species in the Character Creation Tool. Then in the Physical Description Field you can indicate physical traits found from the other species. &lt;br /&gt;
&lt;br /&gt;
As species feats have been removed, this means your character gains the benefit of any traits from both parents being a viable thing for that character. This means if one parent’s species can see in the UV spectrum, you are free to claim that for your character. This also means that you can opt to not have abilities that one of the parents have providing the other parent don’t have that ability. &lt;br /&gt;
&lt;br /&gt;
Hybrids only allow for the combining of &#039;&#039;&#039;two&#039;&#039;&#039; species in this manner, and both &#039;&#039;&#039;must&#039;&#039;&#039; be from the approved species list.  &lt;br /&gt;
&lt;br /&gt;
For more specific details for incorporating a Hybrid selection for your character, refer to the Species section of the [[Character Sheet Approval Guidelines]].&lt;br /&gt;
&lt;br /&gt;
In short: &lt;br /&gt;
* A hybrid Species must indicate the &#039;&#039;Primary Species&#039;&#039; due to how the CS system works. &lt;br /&gt;
* A hybrid Species can have cosmetic elements of their &#039;&#039;Secondary Species&#039;&#039; worked into their Physical Description.&lt;br /&gt;
* A hybrid Species can only have &#039;&#039;&#039;two species&#039;&#039;&#039; utilized.  Both of these species &#039;&#039;&#039;must&#039;&#039;&#039; be from the list below. &lt;br /&gt;
* Hybrids can only be created by &#039;&#039;&#039;two Near-Human&#039;&#039;&#039; species. &lt;br /&gt;
&lt;br /&gt;
= Species =&lt;br /&gt;
== Aleena ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Aleena&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_aleena.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Love adventure&lt;br /&gt;
* Wide mouth&lt;br /&gt;
* Large eyes&lt;br /&gt;
* Fast metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Aleena&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Aleena were short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena&#039;s bodies were long compared to their short arms and stubby legs. They possessed exceptional reflexes as well as a fast metabolism which allowed them to convert food into energy very rapidly in order to escape predators on their harsh home planet.&lt;br /&gt;
|height=0.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Anzati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Anzati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_anzat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Proboscis&lt;br /&gt;
* Bulbous noses&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
* Regenerates quicker&lt;br /&gt;
* Prone to substance abuse&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Anzat&lt;br /&gt;
|blurb=The Anzati were Human in appearance, with bulbous noses, flared nostrils, and grayish-hued skin. Two tentacle-like proboscises curl out and extended from their cheeks, and can be retracted to blend better with Humans. &lt;br /&gt;
|height=1.5 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Arkanian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Arkanian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_arkanian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Infravision&lt;br /&gt;
* Eyes sensitive to sources of extreme heat&lt;br /&gt;
* Extreme intelligence&lt;br /&gt;
* Four clawed digits&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Arkanian (language)|Arkanian]]&lt;br /&gt;
|blurb=The Arkanians were a Near-Human species which resided primarily on the frozen planet of [[starwars:Arkania|Arkania]] in the Perave system of the [[starwars:Colonies/Legends|Colonies]] region of the galaxy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Barabel ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Barabel&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_barabel.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two stomachs&lt;br /&gt;
* Dark scales&lt;br /&gt;
* Immune to blaster’s stun&lt;br /&gt;
* Able to shed tail&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Needle sharp teeth&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Barabel (language)|Barabel]]&lt;br /&gt;
|blurb=Barabels were a species of sentient cold-blooded reptilians native to the dark, murky world [[starwars:Barab I|Barab I]]. A highly aggressive and territorial species, Barabels who traveled off their homeworld often found work as [[starwars:Fringer|fringers]] or soldiers.&lt;br /&gt;
|height=1.9 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Besalisk ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Besalisk&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_besalisk.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four Arms&lt;br /&gt;
* Inflatable Wattle&lt;br /&gt;
* Bony Headcrest&lt;br /&gt;
* Large Build&lt;br /&gt;
* Wide Mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Besalisk&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Besalisk were a four-armed sentient species. They were known for having strong primary arms, and weaker secondary arms. With a thick body type, an inflatable wattle, and a bony, three-pronged head crest, they were hard to miss in a crowd. &lt;br /&gt;
|height=1.88 to 2.36 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bothan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bothan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_bothan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Mood-sensitive fur&lt;br /&gt;
* Craves intrigue and subterfuge&lt;br /&gt;
* Tapered pointed ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Bothese|Bothese]]&lt;br /&gt;
|blurb=Bothans were furry mammalian anthropoids, about 1.5 meters tall. Hailing from [[starwars:Bothawui|Bothawui]] and several colonies, Bothans differed in facial appearance and body structure with canine, feline, and equine features. They were known for being master politicians and spies, craving intrigue and subterfuge.&lt;br /&gt;
|height=1.4 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bpfasshi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bpfasshi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_bpfasshi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Distrust for Jedi&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Tattoos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Bpfasshi were Near-Humans native to Bpfassh.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cathar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cathar&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cathar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Feline&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Loyal, passionate, tempermental&lt;br /&gt;
* Keen sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Catharese|Catharese]]&lt;br /&gt;
|blurb=The Cathar were a species of feline, bipedal humanoids native to [[starwars:Cathar|Cathar]], a planet of savannahs and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Chiss ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Chiss&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_chiss.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Glowing red eyes&lt;br /&gt;
* Above-average night vision&lt;br /&gt;
* Rapid maturity&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cheunh|Cheunh]]&lt;br /&gt;
|blurb=The Chiss were a tall, blue-skinned Near-Human civilization from the planet [[starwars:Csilla|Csilla]] in the [[starwars:Unknown Regions|Unknown Regions]].&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Clawdite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Clawdite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_clawdite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Shape shifting ability&lt;br /&gt;
* Green to yellow skin hues&lt;br /&gt;
* Yellow slitted eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Clawdite (language)|Clawdite]]&lt;br /&gt;
|blurb=Clawdites were a humanoid sentient species native to the planet of [[starwars:Zolan|Zolan]]. They were one of the few shape-shifting species in the galaxy, and were sometimes referred to as Changelings.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Coynite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Coynite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_coynite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairy&lt;br /&gt;
* Shaggy mane&lt;br /&gt;
* Forehead ridges&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Wide flared noses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Coynite language|Coyn]]&lt;br /&gt;
|blurb=Coynites were large bipeds, and typically quite strong. They had fine gold, white, or black hair over their entire bodies. Their heads were crowned with a shaggy mane, with bony forehead ridges in place of eyebrows. Their faces possessed protruding chins, wide, flared noses, and deep-set eyes. They possessed clawed hands.&lt;br /&gt;
|height=2.0 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cragmoloid ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cragmoloid&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cragmoloid .png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Trunk&lt;br /&gt;
* Tusks&lt;br /&gt;
* Flappy Ears&lt;br /&gt;
* Tall and Large&lt;br /&gt;
* Red Eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cragii|Cragii]]&lt;br /&gt;
|blurb=Cragmoloids were large bipedals pachydermoids. With long manipulative trunks, two to four tusks, clawed fingers, and clawed toes, they are a proud honor-bound species, with heavy emphasis on caring for their “clan”. They have thick skin, ranging from grey to pink, beady red eyes, and large flappy ears. &lt;br /&gt;
|height=2.5 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dashade ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dashade&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dashade.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin&lt;br /&gt;
* Powerful claws&lt;br /&gt;
* Partial Force-resistance&lt;br /&gt;
* Radiation resistance&lt;br /&gt;
* Dissipates heat&lt;br /&gt;
* Lamprey-like mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dashadi|Dashadi]]&lt;br /&gt;
|blurb=Dashade were tall reptilians with dark skin, lamprey-like mouths, and powerful claws. They were resistant to radiation. They also had an ability to dissipate heat which made them hard to detect using standard life-form sensors.&lt;br /&gt;
|height=1.7 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Devaronian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Devaronian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_devaronian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Red, brown, green or white skin&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Two horns (male)&lt;br /&gt;
* Bald (male)&lt;br /&gt;
* Hair (female)&lt;br /&gt;
* Two dark circles on forehead (female)&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Devaronese/Canon|Devaronese]]&lt;br /&gt;
|blurb=Devaronians are a sentient species from the planet [[starwars:Devaron|Devaron]]. They exhibit great sexual dimorphism, with the males being bald and sporting horns, and the hornless females displaying a full head of hair.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dowutin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dowutin &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dowutin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Massive&lt;br /&gt;
* Chin horns&lt;br /&gt;
* Tusk-like nails&lt;br /&gt;
* Long-lived (500 years)&lt;br /&gt;
* Never stops growing&lt;br /&gt;
* Earthy skin tones&lt;br /&gt;
* Great strength&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dowuta|Dowuta]]&lt;br /&gt;
|blurb=The Dowutin are a large race of humanoids native to the planet of [[starwars:Dowut|Dowut]] in the Core Worlds. They were aggressive-looking with chin horns, large claws and thick skin, usually brown. They were long-lived and it was said that they never stop growing. They were often solitary creatures who took pride in their great strength.&lt;br /&gt;
|height=2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Draethos ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Draethos&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_draethos.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple skin&lt;br /&gt;
* Large teeth outside of mouth&lt;br /&gt;
* Interstitial webbing between fingers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Limited telepathy&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Draethos (language)|Draethos]]&lt;br /&gt;
|blurb=Draethos were a predatory humanoid species from the planet [[starwars:Draethos (planet)|Draethos]], notable for their long natural lifespans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dug ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dug&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:DugSpecies.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Abrasive  &lt;br /&gt;
* Long snouts  &lt;br /&gt;
* Walk with arms&lt;br /&gt;
* Fleshy tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Dug&lt;br /&gt;
|blurb=The Dug, from the planet Malastare, are a unique species. Possessing four similar limbs with dextrous “fingers”, the Dug walk using their upper limbs and use their lower limbs to hold and grasp things, giving them an inverted appearance to how most species operate. They have fleshy tendrils on their face, much like a mustache, on their elongated faces, as well as loose folds of skin. &lt;br /&gt;
|height=1 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Duros ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Duros&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_duros.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gifted explorers&lt;br /&gt;
* Adventurous and socially gregarious&lt;br /&gt;
* Blue-green skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Long, thin and noseless faces&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Durese|Durese]]&lt;br /&gt;
|blurb=The Duros were a species of teal-skinned, reptilian humanoids who were gifted explorers, and often became spacers or traders. &lt;br /&gt;
|height=1.7 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Echani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Echani&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_echani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Combat-focused society&lt;br /&gt;
* All Echani share a very similar appearance&lt;br /&gt;
* Light hair&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Silver eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Echani were a Near-Human species that hailed from [[starwars:Eshan|Eshan]]. All Echani looked remarkably similar and relied on observing body movements and combat to express themselves and distinguish each other.&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Elomin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Elomin&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_elomin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Skin tones range from bright pink to dark purple&lt;br /&gt;
* Horned appearance&lt;br /&gt;
* Very different body organs&lt;br /&gt;
* Obsessed with personal hygiene&lt;br /&gt;
* Driven to create order from chaos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Elomin&lt;br /&gt;
|blurb=The Elomin were a species that hailed from the planet [[starwars:Elom (planet)|Elom]]. Their children matured rapidly, and they were obsessed with finding order in all things as well as personal hygiene.&lt;br /&gt;
|height=1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Epicanthix ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Epicanthix&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_epicanthix.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 130 years&lt;br /&gt;
* Distinct eye folds&lt;br /&gt;
* Natural tan&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Brown/green eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Epicant&lt;br /&gt;
|blurb=The Epicanthix were tall, muscular, dark-haired Near-Humans native to the [[starwars:Outer Rim Territories|Outer Rim Territories]] world of [[starwars:Panatha|Panatha]], in the [[starwars:Pacanth Reach|Pacanth Reach]]. They possessed a genetic immunity to Force-aided mental tricks, and were known as conquerors and warriors.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Evereni ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Evereni&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_evereni.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Slate Grey Skin&lt;br /&gt;
* Dark Grey Blood, &lt;br /&gt;
* Black Eyes&lt;br /&gt;
* Claws&lt;br /&gt;
* Sharp Teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Evereni&lt;br /&gt;
|blurb=The Evereni were a humanoid species distinguished by their slate-gray skin, elongated bones, and thick, dark gray blood. Their coal-black eyes possessed superior night vision compared to humans, though they required a brief adjustment period in darkness. While possessing remarkable physical resilience, Evereni were vulnerable to extreme cold. They were characterized by sharp black claws and sharp white teeth. A notable sign of aging in Evereni was the appearance of red streaks in their hair. They had a distinct ability to see or hear the spirit of those they had a strong connection to.&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ewok ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ewok&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet ewok.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furry&lt;br /&gt;
* Short&lt;br /&gt;
* Acute sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ewokese|Ewokese]]&lt;br /&gt;
|blurb=Ewoks are a diminutive, furry, bipedal species from the forest moon of [[starwars:Endor|Endor]]. Their fur ranges from shades of white and brown to black, and they have two fingers and an opposable thumb. They are omnivores with an acute sense of smell, and are more comfortable in primitive forest environments than modern locales.&lt;br /&gt;
|height=1 meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Falleen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Falleen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_falleen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Cold-blooded (green)&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Seductive pheromones&lt;br /&gt;
* Facial and spine ridges&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Falleen&lt;br /&gt;
|blurb=The Falleen were the indigenous reptilian mammalian sentient species of the planet Falleen.&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Feeorin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Feeorin&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_feeorin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespan&lt;br /&gt;
* Head and Face tendrils&lt;br /&gt;
* Volatile Temperament&lt;br /&gt;
* Unique metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Feeorin&lt;br /&gt;
|blurb=The Feeorin were a species of tall reptilian humanoids whose original homeworld is unknown. They were known for the tendrils that hung from their face and head, with multi-hundred-year lifespans.&lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Firrerreo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Firrerreo&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:Firrerreo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gold-colored, shifting silvery skin&lt;br /&gt;
* Two-tone hair&lt;br /&gt;
* Animalistic features, including canine teeth and behavior&lt;br /&gt;
* High-protein diet&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
|blurb= Firrerreo were a Near-Human species from the planet Firrerre. They were notable for their two-toned hair, gold-colored skin, and animalistic features. Their skin is known to shift to a silvery tone when angered or frightened. &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Firrerreo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Fosh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Fosh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_fosh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two Antennae  &lt;br /&gt;
* Mood-sensitive Colorful Feathers  &lt;br /&gt;
* Red Eyes  &lt;br /&gt;
* Convex Face  &lt;br /&gt;
* Beak-like Mouth  &lt;br /&gt;
* Force-sensitive Lacrimal Glands  &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Fosh&lt;br /&gt;
|blurb=Fosh were bird-like creatures with four-fingered talon-like hands that have evolved from wings.They had frail bodies which lead to their shy nature and avoidance of conflict. Like other Avian species, these people are very agile and can use their digitigrade and flay-toed feet to jump easily. The Fosh have colorful feathers, namely observed upon their head, which have been seen to change with moods. Green for inquisitiveness, thoughtfulness, or amusement. Orange for happiness. Blue for apathy, Gray for anger, disgust, irritation, or seriousness. &lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gamorrean ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gamorrean&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gamorrean.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Porcine&lt;br /&gt;
* Strong&lt;br /&gt;
* Large Upturned Snouts&lt;br /&gt;
* Jowls with Upturned Tusks&lt;br /&gt;
* Green Skin&lt;br /&gt;
* Thick Hairless Skin&lt;br /&gt;
* Five Digits and Thumbs&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gamorrean (language)|Gamorrean]]&lt;br /&gt;
|blurb=The [[starwars:Gamorreans|Gamorreans]] are a sentient pig-like humanoid from the planet [[starwars: Gamorr|Gamorr]]. While many of them lack intelligence, they more than makeup for it through size and strength. Having a voracious appetite for warfare, their clans are constantly at war with one another as they vie for dominance over their rivals. Typically seen as henchmen or mercenaries, their physicality should never be underestimated. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gand ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gand&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gand.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two subspecies - Breathers or Lungless&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
* Can regrow lost limbs&lt;br /&gt;
* Three fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gand (language)|Gand]]&lt;br /&gt;
|blurb=The Gand were a sentient species of humanoids that [[starwars:Xenobiologist|xenobiologists]] believed to have evolved from an insect genus that inhabited the ammonia-gas planet of [[starwars:Gand (planet)|Gand]]. Several physical varieties of the species existed, differing from one another in the structure of the head and the texture and color of the exoskeleton&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gungan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gungan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gungan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Distinctive pronunciation of basic&lt;br /&gt;
* Extendable tongues&lt;br /&gt;
* Long ears&lt;br /&gt;
* Short lives - avg. 65 years&lt;br /&gt;
|languages=&lt;br /&gt;
* [[starwars:Gungan Basic|Gungan Basic]]&lt;br /&gt;
|blurb=Gungans were a species of amphibious humanoids that hailed from the oceans of [[starwars:Naboo|Naboo]]. They came from a largely isolationist society that relied on ‘growing’ organic technology and working with animals. &lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hapan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hapan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_hapan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* More attractive than the average Human&lt;br /&gt;
* Nightblind&lt;br /&gt;
* Aristocratic&lt;br /&gt;
* Matriarchal culture&lt;br /&gt;
* Isolated, xenophobic culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Hapan (language)|Hapan]]&lt;br /&gt;
|blurb=Hapan refers to the Near-Human natives of the [[starwars:Hapes Cluster|Hapes Cluster]] that were ruled by a male-dominant pirate gang. After being wiped out by the Jedi in 4,000 BBY, they adopted a matriarchal society under a “Queen Mother”. Isolated from the rest of the galaxy in the outer rim, Hapan were selectively bred over generations, resulting in above average beauty for both men and women.&lt;br /&gt;
|height=1.5–2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harch ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Harch&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_harch.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Six arms&lt;br /&gt;
* Six Eyes&lt;br /&gt;
* Spider Inspired&lt;br /&gt;
* Greyscale and Brown Fur&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
|languages=&lt;br /&gt;
* Harch&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Harches were a six armed humanoid spider-type species native to the planet Secundus Ando. They had six red eyes and covered in a fine hair that was typically greyscale but occasionally brown. This hair grew from their tough exoskeleton. They preferred to eat liquid proteins.  &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Herglic ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Herglic &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_herglic.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hulking build, no neck&lt;br /&gt;
* Wide mouth, serrated teeth&lt;br /&gt;
* Blowhole&lt;br /&gt;
* Three-fingers&lt;br /&gt;
* Cartilaginous shoulders&lt;br /&gt;
* Slick skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Herglese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Herglics were a sentient species of hulking aliens with slick skin, no neck and cartilaginous shoulders. They had a wide mouth, tiny eyes, and a blowhole their language often utilized along with breathing. Mistreatment by the Galactic Empire misplaced many, some who took refuge on Level 1782, Coruscant. With a galaxy not built for them, many have developed sensitivity about their size.&lt;br /&gt;
|height=1.7–2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Human&lt;br /&gt;
|classification=Human&lt;br /&gt;
|image=[[File:character_sheet_human.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale to dark brown skin tones&lt;br /&gt;
* Wide spectrum of hair color&lt;br /&gt;
* Wide spectrum of eye color&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Humans, taxonomically referred to as Homo sapiens, were the galaxy&#039;s most numerous and politically dominant sentient species with millions of major and minor colonies galaxy-wide. Believed to have originated on the galactic capital of [[starwars:Coruscant|Coruscant]], they could be found anywhere, engaged in many different pursuits.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hutt ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hutt&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_hutt.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Slugs&lt;br /&gt;
* Stubby Arms&lt;br /&gt;
* Thick Skin&lt;br /&gt;
* Great Strength&lt;br /&gt;
* Large Mouth and Eyes&lt;br /&gt;
* 3 Lungs&lt;br /&gt;
|languages=&lt;br /&gt;
* Huttese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Hutts are a species of massive sentient slug-like creatures. They have two stubby arms, no legs, a massive mouth, three lungs, and giant eyes. Native to Varl, and more commonly seen as from Nal Hutta, the Hutts are widely known for their ties to the criminal underworld, as their Grant Hutt Council ran and oversaw the Hutt Clan crime syndicate. &lt;br /&gt;
|height=3 - 3.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Iktotchi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Iktotchi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_iktotchi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough skin&lt;br /&gt;
* Regenerative horns&lt;br /&gt;
* Innate telepathy and precognition&lt;br /&gt;
* Large hands&lt;br /&gt;
* Stoic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Iktotchese&lt;br /&gt;
|blurb=The Iktotchi were a species of horned humanoids that hailed from the harsh, windy moon of [[starwars:Iktotch|Iktotch]]. They were a stoic species that possessed a natural affinity for precognitive dreams and telepathy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ithorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ithorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ithorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long, curving neck&lt;br /&gt;
* T-shaped head&lt;br /&gt;
* Two mouths&lt;br /&gt;
* Four throats&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ithorese/Legends|Ithorese]]&lt;br /&gt;
|blurb=The Ithorian were a species of mammalian herbivores native to the planet [[starwars:Ithor|Ithor]]. They had long curving necks and T-shaped heads, as well as two mouths and four throats allowing them to speak in stereo and violently expel air from their lungs. &lt;br /&gt;
|height=1.8 to 2.3 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaleesh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaleesh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kaleesh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Reddish brown, scaly skin&lt;br /&gt;
* Four digit hands with two opposable thumbs&lt;br /&gt;
* Almost always wear masks&lt;br /&gt;
* Thermal pits under eyes&lt;br /&gt;
* Superior olfactory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaleesh (language)|Kaleesh]]&lt;br /&gt;
|blurb=The Kaleesh were reptilian humanoids that hailed from the planet [[starwars:Kalee|Kalee]]. They were rarely seen without masks, and lived in a spiritual and war-like culture, where war was seen as an essential part of life.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaminoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaminoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Kaminoan species.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale skin in tones of white, purple or blue&lt;br /&gt;
* Tall, spindly, slender build, uniform between genders&lt;br /&gt;
* Elongated necks&lt;br /&gt;
* Large eyes with large black sclera and radiant irises&lt;br /&gt;
* Males have head-crests, while females are entirely bald&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaminoan_(language)|Kaminoan]]&lt;br /&gt;
|blurb=Kaminoans were slender, towering, pale-skinned humanoids whose oblong heads sat atop elongated neck bones that allowed them limited flexibility. They had two large, almond-shaped black eyes with white pupils. Male Kaminoans had fin-like crests atop their heads, while females were completely bald and wore unique head crescents. &lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kel Dor ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kel Dor&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kel_dor.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four-fingered hands&lt;br /&gt;
* Can survive in a vacuum&lt;br /&gt;
* Black/silver eyes&lt;br /&gt;
* Peach to crimson skin&lt;br /&gt;
* Extra-sensory organs with small tusks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kel Dor (language)|Kel Dor]]&lt;br /&gt;
|blurb=The Kel Dorians were a species hailing from [[starwars:Dorin|Dorin]]. Naturally breathing helium and Dorin gas, they wear breathing masks that cover their eyes and nostrils. &lt;br /&gt;
|height=1.4 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kessurian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kessurian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kessurian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Keen Hearing&lt;br /&gt;
* Montrals&lt;br /&gt;
* Elongated pointed ears&lt;br /&gt;
* Nub Horns&lt;br /&gt;
* Red Skin&lt;br /&gt;
* Light Mottled Skin Pattern&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kessurian&lt;br /&gt;
|blurb=Kessurians are humanoid sentient species of red skin with elongated pointed ears and horn-like montrals above their ears. They have smaller nubs of horns just above their eyes and below their large montrals. Due to their ears and montrals, they are noted to have a keen sense of hearing much more sensitive than humans. The skin on their ears, montrals, cheeks, and foreheads have a mottled appearance with lighter spots compared to the rest of their skin. Hair and eye color are typically brown or grey. Male Kessurian are able to grow facial hair.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Khil ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Khil&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_khil.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairless&lt;br /&gt;
* No jaws&lt;br /&gt;
* Face tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Khilese|Khilese]]&lt;br /&gt;
|blurb=The Khil are a sentient species native to the planet [[starwars:Belnar|Belnar]] and were one of the earliest members of the Republic. They were known for their distinctive face tendrils.&lt;br /&gt;
|height=1.2-2 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kiffar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kiffar&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kiffar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Varied skin hues&lt;br /&gt;
* Distinct facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Kiffar are a species of Near-Humans from the planet [[starwars:Kiffu|Kiffu]]. As such, they were sometimes mistakenly called &amp;quot;Kiffu.&amp;quot;&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kushiban ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kushiban&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kushiban.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lagomorphic&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Survivalist&lt;br /&gt;
* Long Ears and Tail&lt;br /&gt;
* Mood Fur&lt;br /&gt;
* Cute Appearance&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kushiban&lt;br /&gt;
|blurb=Kushiban were sentient lagomorphs with two big ears and mood fur covering their bodies. This mood fur was white when the Kushiban were at peace, and changed colors according to their mood. This feature, however, is not fixed as the Kushiban is also capable of changing the color of its fur at will to nearly any color it chooses. Because of their claws, they are capable of climbing up steep walls and are natural hunters. They are also capable of standing on their hind legs, bringing them to nearly the same height as a humanoid.&lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kyuzo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kyuzo&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kyuzo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Green, orange, olive, or pinkish skin&lt;br /&gt;
* Four- or five-digit hands&lt;br /&gt;
* Strong leg muscles&lt;br /&gt;
* Fast reflexes&lt;br /&gt;
* Compound or slit-shaped pupil eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kyuzo&lt;br /&gt;
|blurb=The Kyuzo are a species of lanky, bipedal humanoids with quick reflexes that originated from the Outer Rim world of Phatrong.  They have a strong martial history and placed a high value on justice and honor.  This led to them being sought out for jobs as mercenaries, bounty hunters, and law enforcement personnel.  One notable member of this species was the bounty hunter Embo, who was one of the most skilled bounty hunters during the time of the Clone Wars.&lt;br /&gt;
|height=1.5 - 2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lasat ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lasat&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lasat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gray or purple skin&lt;br /&gt;
* Dark purple hair&lt;br /&gt;
* Impressive height&lt;br /&gt;
* Green eyes&lt;br /&gt;
* Digitigrade legs, prehensile toes, large finger pads&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lasat&lt;br /&gt;
|blurb=Lasats were a humanoid sentient species native to the Outer Rim world of [[starwars:Lasan|Lasan]], though the species originated from the Wild Space planet [[starwars:Lira San|Lira San]].&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lepi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lepi&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lepi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Lanky&lt;br /&gt;
* Buck Teeth&lt;br /&gt;
* Large Ears&lt;br /&gt;
* Thin whiskers&lt;br /&gt;
* Blue, White, Dark Green, Gray&lt;br /&gt;
Green, or White Fur&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lepese&lt;br /&gt;
|blurb=Lepi were a species of tall, lanky bipedal humanoids with an anthropomorphic rabbit-like appearance, sporting a fur-covered body, large ears, buck teeth, and thin whiskers.&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lonto ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lonto&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_lonto.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale Green Skin&lt;br /&gt;
* Brown or Black Hair&lt;br /&gt;
* Blue Eyes&lt;br /&gt;
* Plant Growth&lt;br /&gt;
* Pointed Ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Lonto&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Lonto were a humanoid species. Their pale green skin showed dark lines, mimicking tree bark. They had blue eyes, and dark toned hair. With a natural affinity for the Force, they could use it to grow plants, especially effective at growing tragia leaves which could be used for healing themselves and others. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lurmen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lurmen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lurmen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Resemble lemurs  &lt;br /&gt;
* Large yellow-orange eyes  &lt;br /&gt;
* Small nose and mouth  &lt;br /&gt;
* Fur ranging from light to dark grey or brown  &lt;br /&gt;
* Long prehensile tails  &lt;br /&gt;
* Culturally pacifistic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lurmen&lt;br /&gt;
|blurb= Lurmen were a small sentient humanoid species native to the Outer Rim world of [[starwars:Mygeeto|Mygeeto]]. They are notable for resembling lemurs and for being largely a pacifist species. &lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miraluka ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Miraluka&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_miraluka.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Physically blind&lt;br /&gt;
* Can ‘see’ through the Force&lt;br /&gt;
* Emotionally calm, deliberative nature&lt;br /&gt;
* Sensitive to the moods of those around them&lt;br /&gt;
* Always Force-sensitive, to varying degrees&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Miralukese&lt;br /&gt;
|blurb=The Miraluka were a species of blind, Force-sensitive Near-Humans that hailed from the planet [[starwars:Alpheridies|Alpheridies]]. They often wore coverings to hide their vestigial eye sockets.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mirialan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mirialan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_mirialan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Flexible and agile&lt;br /&gt;
* Geometric Tattoos&lt;br /&gt;
* Stratified society &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Mirialan&lt;br /&gt;
|blurb=Mirialans were a species of near-Humans native to the planet [[starwars:Mirial|Mirial]]. Their appearance varied from yellow-green skin tones to paler skin very similar to many Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mon Calamari ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mon Calamari&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_mon_calamari.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Bulbous eyes&lt;br /&gt;
* Salmon-coloured skin&lt;br /&gt;
* Webbed hands, excellent swimmers&lt;br /&gt;
* Unique vision spectrum&lt;br /&gt;
* Knowledgable about traps&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Mon Calamarian|Mon Calamarian]]&lt;br /&gt;
|blurb=The Mon Calamari (also known as Calamari, Calamarians, Mon Cal, Mon Calamarians, or rarely Mon Cala) were one of the sentient species indigenous to the world of [[starwars:Dac|Dac]].&lt;br /&gt;
|height=1.3 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Muun ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Muun&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_muun.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall, gaunt&lt;br /&gt;
* Thin waist, fingers, body&lt;br /&gt;
* Elongated, hairless head&lt;br /&gt;
* Long arms and legs&lt;br /&gt;
* Mathmatical skills&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Muun_(language)|Muun]]&lt;br /&gt;
|blurb=Muun were tall, gaunt humanoids with thin bodies and hairless, elongated heads. Their skin, ranging from pasty-white to pale pink and even gray, made them doubly recognizable, as did their unusually flat features. Hailing from the mineral-rich world of [[starwars:Muunilinst|Muunilinst]], their mathematical acumen made them prized bankers and statisticians throughout the galaxy.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nagai ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nagai&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_nagai.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall with gaunt features&lt;br /&gt;
* Pale Skin and Dark Hair&lt;br /&gt;
* Fast Reflexes&lt;br /&gt;
* Soothing and Hypnotic Voices&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nagaian|Nagaian]]&lt;br /&gt;
|blurb=The Nagai were a sentient near-Human species from Nagi. Tall, lean, often gaunt, they were still considered attractive, with pale skin and black hair. While seen as frail, they were very dexterous with fast reflexes and high agility. Disciplined, the Nagai were known for their high sense of honor, as well as their soothing voices. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nautolan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nautolan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_nautolan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Excellent swimmers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Head tresses&lt;br /&gt;
* Strong sense of smell&lt;br /&gt;
* Lidless eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nautila|Nautila]]&lt;br /&gt;
|blurb=The Nautolans are an amphibious species from the planet [[starwars:Glee Anselm|Glee Anselm]], known for their lidless eyes and dreadlock-like head tentacles. Their skin was usually a shade of green. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Neti ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Neti&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_neti.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Bark-like skin&lt;br /&gt;
* Shapeshifting&lt;br /&gt;
* Photosynthesis&lt;br /&gt;
* Sentient plants&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Neti (language)|Neti]]&lt;br /&gt;
|blurb=The Neti were a species of shapeshifting sentient plants first encountered on the planet of [[starwars:Ryyk|Ryyk]]. Some called them Ryyk because of the planet&#039;s name. &lt;br /&gt;
|height=3.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Noghri ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Noghri&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_noghri.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Steel gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Hairless&lt;br /&gt;
* Advanced olfactory abilities&lt;br /&gt;
* Claws&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Honoghran|Honoghran]]&lt;br /&gt;
|blurb=Noghri were a primitive humanoid species. They had steely gray or blue skin, and were extremely skilled assassins due to their abilities in stealth and hand-to-hand combat. Despite their small size, they were efficient killing machines, with claws, fangs, and a sense of smell so acute that they could smell one&#039;s bloodline.&lt;br /&gt;
|height=1.4 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Omwati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Omwati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_omwati.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Bird-like appearance&lt;br /&gt;
* Lithe&lt;br /&gt;
* Fragile bodies&lt;br /&gt;
* Heads covered in feathery threads&lt;br /&gt;
* Beaks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Omwatese|Omwatese]]&lt;br /&gt;
|blurb=The Omwati were lithe Near-Humans with blue skin and a bird-like appearance. They had a crown of feathers on their heads, spindly fingers, and beaks for mouths. They were native to the planet Omwat and were known for their intellect and natural talent for science, engineering, and music. Omwati children had incredibly pliant minds that, with the proper training, could retain data and be educated beyond the threshold of most other sentient species.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ongree ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ongree&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ongree.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Brownish skin&lt;br /&gt;
* Flexible eyestalks&lt;br /&gt;
* “Upside-down” appearance&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
* Tentacled beards&lt;br /&gt;
* Three-fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ongreenen&lt;br /&gt;
|blurb=Ongree were an amphibious sentient species characterized by yellowish or brownish skin and elongated, tapered heads. Two flexible eyestalks protruded from either side of an Ongree&#039;s head, allowing them to see an object from many angles.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pantoran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pantoran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_pantoran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple hair&lt;br /&gt;
* Yellow eyes&lt;br /&gt;
* Cold-resistant&lt;br /&gt;
* Yellow facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Pantorans were a sentient species native to [[starwars:Pantora|Pantora]], a moon orbiting the planet [[starwars:Orto Plutonia|Orto Plutonia]]. At first glance, they only differed from the otherwise similar Humans in their blue skin and yellow eyes.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pau&#039;an ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pau&#039;an&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-pauan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furrowed, gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Preference for raw meat&lt;br /&gt;
* Sharp, jagged teeth&lt;br /&gt;
* Hypersensitive hearing&lt;br /&gt;
* Centuries-long lifespan&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Utapese&lt;br /&gt;
|blurb=Pau&#039;ans were gaunt, long-limbed humanoids from [[starwars:Utapau|Utapau]]. They had sunken black eyes, sharp teeth, and gray skin marked by vertical furrows, as well as ear-disks. They are known as the &amp;quot;Ancients&amp;quot; due to their long life-span.&lt;br /&gt;
|height=1.90 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quarren ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Quarren&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_quarren.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Squid-like heads&lt;br /&gt;
* Tentacled faces&lt;br /&gt;
* Orange leathery skin&lt;br /&gt;
* Gills&lt;br /&gt;
* Two fang-like teeth&lt;br /&gt;
* Aquatic&lt;br /&gt;
* Spray ink&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Quarrenese&lt;br /&gt;
|blurb=The Quarren, or Qarren, were one of several aquatic sentient species from the planet Dac, called by off-worlders Mon Calamari. The Quarren shared their homeworld with the [[Species#Mon Calamari|Mon Calamari]], another sentient species hailing from Dac. The Quarren had many conflicts and a tense relationship with the Mon Calamari.&lt;br /&gt;
|height=1.7 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rattataki ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rattataki&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_rattataki.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* White skin&lt;br /&gt;
* Bald heads&lt;br /&gt;
* Gladiatorial culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Rattataki&lt;br /&gt;
|blurb=The Rattataki were a Near-Human species characterized by their chalk-white skin and bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of [[starwars:Rattatak|Rattatak]], which involved extensive gladiatorial combat. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rodian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rodian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_rodian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue-green skin tones&lt;br /&gt;
* Multifaceted eyes&lt;br /&gt;
* Rough skin&lt;br /&gt;
* Infravision&lt;br /&gt;
* Bad natural body odor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Rodese|Rodese]]&lt;br /&gt;
|blurb=Rodians are a reptilian humanoid species native to [[starwars:Rodia|Rodia]] in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians are infamous for their violent culture, which sprang from the difficulties of life in the jungles of their homeworld.&lt;br /&gt;
|height=1.6 meters &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ryn ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ryn&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_ryn.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Prehensile tail&lt;br /&gt;
* White hair&lt;br /&gt;
* Clean freaks&lt;br /&gt;
* Gray or blue Skin&lt;br /&gt;
* Performers&lt;br /&gt;
* Nomadic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ryn (language)|Ryn]]&lt;br /&gt;
|blurb=The Ryn were an uncommon humanoid species, with prehensile tails, beak-like noses, long fingers, and white hair. Known for their ability in the performing arts, they roam the galaxy as nomads.&lt;br /&gt;
|height=&lt;br /&gt;
1.4-1.8 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sakiyan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sakiyan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sakiyan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin, ranging from black to deep red, purple or green&lt;br /&gt;
* Slit-like pupils&lt;br /&gt;
* Oversized brain, allowing enhanced senses&lt;br /&gt;
* Hairless&lt;br /&gt;
* Good tolerance of temperature extremes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Sakiyan&lt;br /&gt;
|blurb=Sakiyans are a species native to [[starwars:Sakiya|Saki]], in the Sakiyan system. They evolved from predatory animals and have highly developed brains, giving them enhanced senses.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Selonian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Selonian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_selonian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Resemble otters&lt;br /&gt;
* Long and slender build&lt;br /&gt;
* Small black eyes&lt;br /&gt;
* Angular muzzles with long teeth&lt;br /&gt;
* Fur in black or brown hues&lt;br /&gt;
* Thick and powerful tails&lt;br /&gt;
* Community-oriented culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Selonian &lt;br /&gt;
|blurb=The reclusive, otter-like Selonians originate from underground cave networks on the ocean world of [[starwars:Selonia|Selonia]]. With a society structured like eusocial insects, the males and fertile females are rarities protected by the significantly more populous infertile females, who prioritize community safety.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sephi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sephi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sephi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 200 years&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Distinctive hairlines&lt;br /&gt;
* Pale purple or pinkish skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Sephi were a species of humanoids indigenous to [[starwars:Thustra|Thustra]]. Although they had been members of the Galactic Republic and friends of the Jedi Order for centuries, King [[starwars:Alaric (Sephi)|Alaric]] of the Sephi sided with the [[starwars:Confederacy of Independent Systems|Confederacy of Independent Systems]] during the Clone Wars.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shaevalian ==&lt;br /&gt;
Shaevalian were a Brotherhood-created species from the early days of the club. As several members have characters that were this species, they were allowed to keep them, however no new characters may be created using this species. It is kept listed here for reference.&lt;br /&gt;
&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shaevalian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_shaevalian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespans: ~250 years&lt;br /&gt;
* Reach maturity only at age 60&lt;br /&gt;
* Strong constitution&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Dark eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Thyrsian (language)|Thyrsian]]&lt;br /&gt;
|blurb=Shaevalians are a humanoid subspecies that evolved from the [[starwars:Echani|Echani]] race. This is Dark Brotherhood created species.&lt;br /&gt;
|height=1.9-2.1 meters&lt;br /&gt;
|isGrandfathered=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shani&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_shani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Various skin tones, usually in shades of green.&lt;br /&gt;
* Multi-coloured feathered hair.&lt;br /&gt;
* Facial lines (sometimes silver).&lt;br /&gt;
* Snake-like jaws that are able to unhinge.&lt;br /&gt;
* Sharp teeth.&lt;br /&gt;
* Long, pointed tongue.&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shani&lt;br /&gt;
|blurb=Shani are a feathered species of reptilians. Their plumes of long, multi-coloured feathers, facial lines, and vibrant skin tones make them easily recognizable. Able to unhinge their jaws in a snake-like fashion, their tongues are pointed and their teeth sharp.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shistavanen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shistavanen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-shistavanen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Yellow/Red eyes&lt;br /&gt;
* Long, pointed teeth&lt;br /&gt;
* Clawed hands and feet&lt;br /&gt;
* Predatory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shistavanen&lt;br /&gt;
|blurb=Shistavenen were sentient fur-covered bipeds from Uvena. They had wolflike faces, clawed paws, and yellow or red eyes. &lt;br /&gt;
|height=1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Skakoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Skakoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS-Skakoan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue, Green and Purple Skin color&lt;br /&gt;
* No lips&lt;br /&gt;
* Short Noses&lt;br /&gt;
* Small, thin, light pink or black eyes&lt;br /&gt;
* Could only breath hydrogen sulfide&lt;br /&gt;
* Required a pressure suit to survive off their home planet&lt;br /&gt;
* Average Lifespan of 90-110 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Skakoverbal&lt;br /&gt;
|blurb=The Skakoan species are a slug-like humanoid race known for their pressure suits and amoral nature. Due to the hydrogen sulfide atmosphere of their home planet, Skako Minor, which is dangerous to non Skakoans, they are a very isolated race. This atmosphere has required them to wear a specialized pressure suit to survive outside of their homeworld. Skakoans are not often seen outside their home planet but those who are typically are either skilled technicians or scientists. &lt;br /&gt;
|height=1.4-2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sullustan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sullustan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-sullustan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large black eyes&lt;br /&gt;
* Large round ears&lt;br /&gt;
* Facial jowls&lt;br /&gt;
* Innate sense of direction&lt;br /&gt;
* Extremely sensitive hearing&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Sullustese|Sullustese]]&lt;br /&gt;
|blurb=The Sullustan were a diminutive species of humanoids with distinctive features native to the subterranean world of [[starwars:Sullust|Sullust]]. They had large, black eyes with facial jowls called dewflaps and large, rounded ears. They were experts at manufacturing, scientific and technological development, and economics.&lt;br /&gt;
|height= 1 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character_sheet_togorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-Covered&lt;br /&gt;
* Back-jointed legs&lt;br /&gt;
* Moves gracefully&lt;br /&gt;
* Speaks with a sibilant voice&lt;br /&gt;
* Large Tail&lt;br /&gt;
|height= 1.6-3.0 meters&lt;br /&gt;
|blurb= Togorians were a species of large, feline beings with short fur of various shades and back-jointed legs who were native to the planet [[starwars:Togoria|Togoria]] . Togorians were also known for their strong sense of honour.&lt;br /&gt;
|languages=* Basic&lt;br /&gt;
* [[starwars:Togorian_(language)|Togorian]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togruta ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togruta&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_togruta.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Echolocation&lt;br /&gt;
* Montrals&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* White stripe patterns&lt;br /&gt;
* Sharp canine teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Togruti|Togruti]]&lt;br /&gt;
|blurb=The Togruta were a carnivorous humanoid species from the planet [[starwars:Shili|Shili]]. The species exhibited head-tails which were similar to those of [[Species#Twi.E2.80.99lek|Twi&#039;leks]]. Togruta were also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trandoshan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Trandoshan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_trandoshan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* See in infrared&lt;br /&gt;
* Big and strong&lt;br /&gt;
* Limited regeneration&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dosh|Dosh]]&lt;br /&gt;
|blurb=Trandoshans, or T&#039;doshok in Dosh, are large, bipedal reptilian humanoids from the planet of [[starwars:Trandosha|Trandosha]], or Dosha. They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs, albeit slowly, and were anatomically built heavier and stronger than most humanoids.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Twi’lek ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Twi’lek&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_twilek.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* Multiple stomachs&lt;br /&gt;
* Ear “cones” or humanoid ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Twi%27leki|Twi&#039;leki]]&lt;br /&gt;
|blurb=Twi&#039;leks, sometimes referred to disparagingly as &amp;quot;Tail-heads,&amp;quot; were an omnivorous humanoid species originating from the planet [[starwars:Ryloth|Ryloth]].&lt;br /&gt;
|height=1.6 to 2.4 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ugnaught ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ugnaught&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS_Ugnaught.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink skin&lt;br /&gt;
* Upturned, porcine nose&lt;br /&gt;
* Thick, layered jowls&lt;br /&gt;
* Tusks&lt;br /&gt;
* Pale hair&lt;br /&gt;
* Long-lived (200 years)&lt;br /&gt;
* Hard-working&lt;br /&gt;
* Resilient&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ugnaught&lt;br /&gt;
|blurb=The Ugnaught were a diminutive race of porcine humanoids native to Gentes in the Outer Rim Territories. Their upturned, porcine noses and the thick layers of jowls comprise their most recognizable features. Some of them even had tusks. Short in stature, they had a reputation as industrious and loyal, making them sought-after workers. As a result, they were often sold into slavery.&lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Umbaran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Umbaran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_umbaran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Can see ultraviolet spectrum&lt;br /&gt;
* Extremely pale skin&lt;br /&gt;
* Caste-based society&lt;br /&gt;
* Secretive and highly manipulative&lt;br /&gt;
* Dark sense of humor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Umbaran (language)|Umbaran]]&lt;br /&gt;
|blurb=The Umbaran were a gaunt species of Near-Humans with extremely pale skin, sunken eyes and a cold, calculating stare. They hailed from [[starwars:Umbara|Umbara]], a planet shrouded in twilight, that held an intricate caste-based society where only the social elite were permitted off-world.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Verpine ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Verpine&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_verpine.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Chitinous exoskeletons&lt;br /&gt;
* Hermaphrodite&lt;br /&gt;
* Innate “radio”&lt;br /&gt;
* Hive mind&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Verpine&lt;br /&gt;
|blurb=Verpine are thin bipedal insectoids. Unlike many insectoids, Verpine have only four limbs (two arms and two legs), though there were instances of Verpine growing vestigial wings.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weequay==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Weequay&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:weequay.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough, leathery skin&lt;br /&gt;
* Frill along jowls&lt;br /&gt;
* Dark eyes&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Weequay were a species of sentient humanoids native to the desert world of [[starwars:Sriluur|Sriluur]]. With tough, leathery skin, they were well suited for the harsh conditions of their homeworld. This same trait granted them a natural resistance to a blaster’s stun, in turn making them particularly apt thugs. As such, many Weequay are found in the employ of Hutt crimelords, serving as bodyguards and bounty hunters.&lt;br /&gt;
|height=1.89 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Wookiee ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Wookiee&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_wookiee.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Hairy&lt;br /&gt;
* Great strength&lt;br /&gt;
* Short tempers&lt;br /&gt;
* Loyal&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Shyriiwook|Shyriiwook]]&lt;br /&gt;
|blurb=The Wookiees, whose name for themselves translated to the People of the Trees, were a species of tall, hairy humanoids that were inhabitants of the planet [[starwars:Kashyyyk|Kashyyyk]].&lt;br /&gt;
&#039;&#039;&#039;Although they can learn to understand other languages, like Galactic Basic, they are physically unable to speak them.&#039;&#039;&#039;&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zabrak ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zabrak&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zabrak.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Vestigial horns on head&lt;br /&gt;
* Varying skin tones: browns, reds, ebony &lt;br /&gt;
* Facial tattoos &lt;br /&gt;
* Resistant to pain&lt;br /&gt;
* Secondary heart &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Zabraki|Zabraki]]&lt;br /&gt;
|blurb=The Zabraks are a carnivorous Near-Human species native to [[starwars:Iridonia|Iridonia]]. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zelosian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zelosian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_zelosian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Chlorophyll instead of blood&lt;br /&gt;
* Emerald green eyes&lt;br /&gt;
* Blind in darkness&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Zelosian&lt;br /&gt;
|blurb=Zelosians were outwardly identical to Humans, but all had emerald green eyes and a type of chlorophyll sap instead of blood. They frequently were misidentified as Near-Humans. Although well-known galaxy-wide as skilled horticulturists, few realized the Zelosians were not Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zeltron ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zeltron&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zeltron.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink to red skin tones&lt;br /&gt;
* Red or blue hair&lt;br /&gt;
* Feels emotions of others strongly&lt;br /&gt;
* Alleged pheremones&lt;br /&gt;
* Second liver &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Zeltrons were a Near-Human species, made physically distinctive by their skin which ranged in shade from light pink to deep red, and hair that could be red or blue. Their exotic appearance made them appealing to most other species, a fact aided by their alleged pheromones.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zygerrian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zygerrian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet zygerrian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pointed, bestial ears&lt;br /&gt;
* Furred faces&lt;br /&gt;
* Long, pointed canine teeth&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Bony spurs on faces&lt;br /&gt;
* Hair ranging from pink or blue to browns, grays, and reds&lt;br /&gt;
* Blue, yellow, green, silver eyes &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [https://starwars.fandom.com/wiki/Zygerrian_(language) Zygerrian]&lt;br /&gt;
|blurb=The Zygerrians were a humanoid species from [https://starwars.fandom.com/wiki/Zygerria Zygerria]. They built a powerful empire by selling their slaves and were well-known for their long history of violence, war, and slavery, which the Zygerrians viewed as a natural order of life.  They had angular features, large, pointed ears atop their heads, clawed fingers, bony spurs on their foreheads — and on chins in males — and sometimes furred faces. &lt;br /&gt;
|height=1.70-1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Brotherhood_Canon&amp;diff=198500</id>
		<title>Brotherhood Canon</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Brotherhood_Canon&amp;diff=198500"/>
		<updated>2025-09-03T16:48:59Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Dark Jedi Brotherhood Canon */ Adding info on the Skywalker rule since it was buried on another page. Just as a reference for people.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Codex TOC}}&lt;br /&gt;
&lt;br /&gt;
The following article details the official guidelines that govern fictional activity in the Dark Jedi Brotherhood, as established by [[Grand Master]] [[Darth Pravus|Pravus]], and enforced by the [[Voice of the Brotherhood]] and [[Dark Council|Council]].&lt;br /&gt;
&lt;br /&gt;
== Defining Canon ==&lt;br /&gt;
&lt;br /&gt;
The word &#039;&#039;[https://en.wikipedia.org/wiki/Canon_(fiction) canon]&#039;&#039; is used heavily when talking about the fictional aspects of the Dark Jedi Brotherhood. At its core, the “canon” designation helps separate the &#039;&#039;do’s&#039;&#039; and &#039;&#039;don&#039;ts&#039;&#039; of writing creatively within the Star Wars universe. [[starwars:Canon#2014 reboot|Star Wars Canon]] (often referred to as &#039;&#039;nuCanon&#039;&#039; by members) creates a hard line of separation between the future of the Star Wars universe and the long standing history of the old &#039;&#039;[[starwars:Star Wars Legends|expanded universe]]&#039;&#039; (often referred to simply as the “EU”).&lt;br /&gt;
&lt;br /&gt;
The following quote is the official policy on defining canon material by [[starwars:The Walt Disney Company|Disney]] and [[starwars:Lucasfilm Ltd.|Lucasfilm]], the controlling companies of the Star Wars franchise:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;font-size:88%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;On April 25, 2014, Lucasfilm announced that all Expanded Universe material is now reorganized under the non-canon &amp;quot;Legends&amp;quot; banner to make way for the &amp;quot;new canon&amp;quot; to take place. The new canon began on screen with the Star Wars Rebels animated television series and in print with the novel A New Dawn. Under the direction of the Lucasfilm Story Group, all elements of Star Wars canon now operate in a unified and collaborative storytelling setting. The &amp;quot;new canon&amp;quot;, which was set forth on April 25, 2014 and which is overseen by the Lucasfilm Story Group, exists in a connected &amp;quot;one universe&amp;quot; continuity. This means that, beginning with the Star Wars Rebels animated television series and the 2014 novel A New Dawn, all officially-licensed Star Wars storytelling from this point forward stands on equal canon footing.&#039;&#039;&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AhsokaMeme.jpg|thumb|left|185px|Ahsoka Tano, Star Wars Rebels]]&lt;br /&gt;
&lt;br /&gt;
The important words to take from this are that the old expanded universe has been “recategorized.” This is very important to understand. It is important, because it means that your favorite stories and characters were not deleted. They have not gone anywhere. They are still there for you to read, reference, and love. Beyond that, so far we’ve seen a commitment by the &#039;&#039;nuCanon&#039;&#039; to bring back or allude to events or characters from the &#039;&#039;Legends&#039;&#039;. Prominent characters like [[starwars:Thrawn|Thrawn]] have already been brought back into the new canon timeline thanks to shows like &#039;&#039;[[starwars:Star Wars Rebels|Star Wars: Rebels]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Fan favorites like Jacen and Jaina Solo, Mara Jade, Corran Horn or even the Yuuzhan Vong are still there for you to love and cherish. You can still go back and re-read your favorite paperbacks and comics. They are no longer, however, considered to be part of the new canon universe that we base our canon on. They will continue exist solely in Legends, until a time in which the Lucasfilm Story Group brings them back into the fold.&lt;br /&gt;
&lt;br /&gt;
You can see a handy breakdown of things from Legends that have resurfaced so far (as of 2/11/17) in an article published by iO9 [http://io9.gizmodo.com/everything-star-wars-has-reintroduced-from-the-old-expa-1792224856  here.]&lt;br /&gt;
&lt;br /&gt;
== Dark Jedi Brotherhood Canon ==&lt;br /&gt;
With the Star Wars franchise taking a hard-line stance on this approach to new Canon material, Grand Master Pravus made the decision to have the Dark Jedi Brotherhood conform and adapt to the new Canon timeline. The reason for this decision was to keep the club as current and forward-moving as possible with the aim of growing and appealing to a new generation of Star Wars fans that might not necessarily know about the characters or events of the &#039;&#039;Legends&#039;&#039; expanded universe.&lt;br /&gt;
&lt;br /&gt;
This decision obviously created some challenges and obstacles, as the Dark Jedi Brotherhood’s long standing fiction and history has been deeply rooted in the now &#039;&#039;Legends&#039;&#039; EU material since its earliest days. To create a working compromise and solution, the Council created a separate label for the Brotherhood’s fictional material: “Brotherhood Canon”, or &#039;&#039;DB Canon&#039;&#039; for short. &lt;br /&gt;
&lt;br /&gt;
=== The Skywalker Rule ===&lt;br /&gt;
Brotherhood Canon runs adjacent the main Star Wars canon, and to avoid major conflicts there are a couple of restrictions to take note of:&lt;br /&gt;
* The [[Dark Brotherhood|Brotherhood ]] currently exists in [[40 ABY to 49 ABY|{{Current year}} ABY]]. This means being born before the Rise of the Empire would make your character old. Be aware of how your character&#039;s history would impact existing in this current time. &lt;br /&gt;
* Having your character directly influence Star Wars canon events or characters is not allowed. You may work certain characters and locations into your history, but do not claim to be the &amp;quot;Chosen One&amp;quot; or be a part of the &amp;quot;Battle of Yavin&amp;quot;. Your character cannot be an apprentice of Luke Skywalker, but can merely be aware he exists. &lt;br /&gt;
&lt;br /&gt;
=== Frequently Asked Questions and Answers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What is DB Canon?&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A: “DB Canon” mirrors Star Wars Canon, and uses its material as a source book. Creative liberties are then taken by the leadership of the DJB on a case-by-case basis to both preserve the history of the Brotherhood and its characters while also creating the best optimal experience for new, current, and returning members.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Where do we draw a line between the new Star Wars Canon, and the Star Wars Expanded Universe? Who makes these decisions? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A:  The line is determined by the Council as a collective. We discuss and make decisions based on logical application of material made available to us in order to create what is ultimately the &amp;quot;DB Canon.&amp;quot; The focus for this is to keep the club as current and forward-moving as possible, with the hopes of growing and appealing to a new generation of Star Wars fans that might not know anything about the events of the characters and stories that are have been rebranded as “Legends”. There is also a subjective element that comes into play. This element is harder to define, because there are simply things that we, as the leaders of the club, do not think make logical sense. That means balancing the fictional applications of things.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: What happens if something from “Legends” shows back up in the new Canon?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A: The Voice, Council, and often their staff look at the new material and determine if it fits into the DB Canon and Character Sheet system.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Q: Star Wars Rebels is “Canon”, and I saw one of the Inquisitors use their gyroscopic lightsaber to fly. Does that mean I can use my lightsaber to fly too!?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A: Just because something happens in new Canon doesn’t mean that it will automatically become DB Canon. This is where that subjective element comes into play from the Voice and the Council as a whole. We draw certain lines based on our knowledge of the Character Sheet system and its intended vision for use in the Dark Jedi Brotherhood.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In short? No, you can’t use your lightsaber to fly because it makes no sense and doesn’t fit into the confines of the Dark Jedi Brotherhood’s Character Sheet system. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== DB Canon Restrictions ===&lt;br /&gt;
&lt;br /&gt;
* Lightsabers cannot be used to fly. &lt;br /&gt;
* Lightsabers are powered by [[starwars:Kyber crystal|kyber crystals]], but members of the Dark Jedi Brotherhood are not required to adhere to the “Bleeding” crystal properties that were established in the [[starwars:Ahsoka Tano%27s white lightsabers|Ahsoka novel]]. In the story, [[starwars:Ahsoka Tano|Ahsoka]] learns that kyber crystals have to “bleed” and become corrupted by the [[starwars:Dark side of the Force|dark side]] in order to get to the crimson hue known to adherents of the dark side and the [[starwars:Sith|Sith]]. Ahsoka is able to purify the bleeding crystal, which gives her a set of argent gray crystals she uses to power her new lightsabers. &lt;br /&gt;
* In the DB, your lightsaber color can be whatever you select, based on the options available to members of the DB. See the [[Lightsabers|Lightsaber]] codex for more information on lightsaber colors, types, and restrictions.&lt;br /&gt;
* While Ahsoka is able to cause the crystals inside the [[starwars:Sixth Brother|Sixth Brother’s]] lightsaber to  malfunction and “blow up” in his face, this was a result of the mechanical elements of the lightsaber itself being overwhelmed versus the kyber itself self-destructing. Otherwise she wouldn’t have been able to use it to power her “pure” lightsabers.&lt;br /&gt;
* Cybernetic limbs, such as [[starwars:Luke Skywalker|Luke]] or [[starwars:Anakin Skywalker|Anakin’s]] replacement hands, function the same as a the limbs they replace. They function cosmetically and offer no bonus attributes like added strength or agility.&lt;br /&gt;
* While [[starwars:Kanan Jarrus|Kanan]] in &#039;&#039;Star Wars: Rebels&#039;&#039; is blinded and now able to “see” through the Force, it is important to keep in mind he is a powerful [[starwars:Jedi|Jedi]] with years of survival that has demonstrated his talents in defeating an overpowered cybernetically-enhanced [[starwars:Denetrius Vidian|Count Vidian]], a [[starwars:Grand Inquisitor|Grand Inquisitor]] and even [[starwars:Darth Maul|Darth Maul]]. The DB Character System features the [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Eyes+Wide+Shut “Eyes Wide Shut”] Feat which allows a character to “see” through the Force with limitations. This power is currently restricted to [[EQ4|Equite 4]]. &lt;br /&gt;
&lt;br /&gt;
=== Possessions Integration ===&lt;br /&gt;
With the launch of Possessions, the fictional elements of the Dark Jedi Brotherhood now have a solution to organizing and maintaining what items are available to members. Possessions is managed by the [[Regent]] team, and works alongside the Voice Staff to maintain cohesion with both systems. Details are present on individual possession items as granted aspect which can inform you of allowed unique properties such as being lightsaber resistant. These aspects are specially granted to these items, which means widespread usage of something such as Beskar for all armors is not allowed.  &lt;br /&gt;
[[Category:Codex]] [[Category:DJB Info]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198436</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198436"/>
		<updated>2025-08-25T21:22:19Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Unique Non-Force User Feats */ Add Adventurer Archeologist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single target within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Proficiency&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Medley&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Proficiency&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Proficiency modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Medley&lt;br /&gt;
|Feat2Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat2FooterText=Medley is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Spectral Beast =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spectral Beast&lt;br /&gt;
|desc1=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has found a deep spiritual connection to animal life. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a weak-wispy glowing-ghostly version of an animal of their choice relative to their skill level. This &#039;&#039;Spectral&#039;&#039; form is hard to maintain and dissipates if anything attempts to pass through it. It is not possible to attack in this form, but it is possible to speak single words to those around them. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc2=As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has further developed &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world and using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can now transform into a more solid appearing glowing ghostly version of an animal of their choice relative to their skill level. This form is easier to maintain, allowing several items or attacks to strike it before dissipating. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can make weak attacks in this form and can communicate in short sentences with those around them. They can also move through a single wall and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc3=As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a fully formed glowing ghostly version of an animal of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; choice relative to their skill level. The Spectral form is easy to maintain, allowing them to make normal attacks and interact with the world around them as well as communicate as they would normally. They can move through solid walls as desired and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|footer=Spectral Beast, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Spirit Guide =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spirit Guide&lt;br /&gt;
|desc1=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with recently created spirits, no more than a month old. The spirit&#039;s demeanor and willingness to cooperate are outside of their control, but it is capable of answering simple yes/no questions. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc2=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with spirits as old as a year. These spirits can hold simple conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc3=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with older spirits, including those long since deceased. These spirits can hold full conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|footer=Spirit Guide, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Adventurer Archeologist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Adventurer Archeologist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has studied dead languages, obscure dialects, and forbidden words of ancient kingdoms. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of reading the basics of well-known ancient civilisations without the need of &#039;&#039;&#039;Language&#039;&#039;&#039; Skill Points.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen no end of antediluvian tombs and lost temples. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can read and write the lesser-known ancient dialects without the need of &#039;&#039;&#039;Language&#039;&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Investigation&#039;&#039;&#039; Skill when researching ancient civilizations (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has stood in cities thought to be myths, and escaped the legends who lurk within them. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can read and write all ancient dialects without the need for &#039;&#039;&#039;Language&#039;&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Investigation&#039;&#039;&#039; Skill when researching ancient civilizations (up to a maximum of +5). &lt;br /&gt;
&lt;br /&gt;
|footer=Adventurer Archeologist, which modifies the Skill: Investigation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their lightsaber, bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Species_Approval_Guidelines&amp;diff=198403</id>
		<title>Species Approval Guidelines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Species_Approval_Guidelines&amp;diff=198403"/>
		<updated>2025-08-22T20:36:22Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Policy update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{Voice Policies}}&lt;br /&gt;
&lt;br /&gt;
While we already possess an expansive list of [[Species|list of Species]] to choose from in our system, the Star Wars universe itself is filled with so many more. As such, not every one of them is going to make it into our system. &lt;br /&gt;
&lt;br /&gt;
Should there be a species you are interested in utilizing, this policy covers the requirements and procedure to request that species be added to our system. Due to the growth of our species list, new species must have a unique merit to be added.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Submitting a request that fulfills all the requirements does not guarantee that the species will be added to our system. Voice Staff, the Grand Master, and Deputy Grand Master review and discuss all requested new additions and reserve the right to deny any species based on balance, lack of information, or any other reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Due to how our Character Sheet system functions, there are several base requirements &#039;&#039;&#039;all&#039;&#039;&#039;species in the system need to adhere to for balance, interest, and uniqueness to merit addition to our already large list of options.&lt;br /&gt;
&lt;br /&gt;
The following criteria must be met for a species to be considered for addition:&lt;br /&gt;
* If there is any difference between the current canon vs the old Expanded Universe details of a species, the modern canon information will be used. The only exception to this is unique restrictions that have been introduced into the new canon, such as only young female Chiss being able to access the Force. &lt;br /&gt;
* &#039;&#039;Legends&#039;&#039; species can still be added to our system; however, they must meet the same requirements as all other species. &lt;br /&gt;
* Available information on the species needs to be more than a small stub. The species needs detailed physical details and traits. These details need to offer something unique that our current list of species does not include. &lt;br /&gt;
* The species must have an official image/reference in addition to these details. The species&#039; appearance &#039;&#039;must&#039;&#039; be known and depicted. &lt;br /&gt;
* For example, Jawas are commonplace, but we do not know what they physically look like, and as such, are not eligible to be added to our system. &lt;br /&gt;
* The species must be [[starwars:Sentience|sentient]] and capable of independent movement and thoughts. &lt;br /&gt;
* The species must be accessible and well-known with clear interest from multiple members. An obscure species is likely not acceptable. &lt;br /&gt;
&lt;br /&gt;
Any and all requests for a new species will bereviewed and approved by the Grand Master, Deputy Grand Master, Voice, and Voice Staff. Should they, for any reason, feel a species should not be added, it will be denied. &lt;br /&gt;
&lt;br /&gt;
Our list of usable species is already expansive, and as such, new additions will be held to a high standard to merit consideration for use. &lt;br /&gt;
&lt;br /&gt;
=== Submission Guidelines ===&lt;br /&gt;
All requests for new Species should be sent to [mailto:djb-voice-staff@googlegroups.com djb-voice-staff@googlegroups.com] for review, along with the Grand Master and Deputy Grand Master being CC’d on the email. Requests can either be formatted within the body of the email itself or in an attached document. Please ensure the text itself is selectable for copying. The request should include the following:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required&#039;&#039;&#039;&lt;br /&gt;
* Name of the Species&lt;br /&gt;
* Notable traits and features (fur, claws, horns, lifespan, etc.). Examples can be seen in the details for other approved species&lt;br /&gt;
* Link to Wookieepedia Article and/or source references&lt;br /&gt;
* Why the species merits addition to our system compared to using one we already have in the system &lt;br /&gt;
* List of members who would utilize the species. These need to be people who would actively use the species, not just think it is a neat option&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Optional&#039;&#039;&#039;&lt;br /&gt;
* Other references, information, or an explanation of why you personally want to use it&lt;br /&gt;
&lt;br /&gt;
=== Extinct Species ===&lt;br /&gt;
Species that have been labeled as extinct within the canonical timeline will not be added as new Species. This includes Species that have been eradicated without a single living member of the Species, or reduced to an unsustainable population size.&lt;br /&gt;
&lt;br /&gt;
Notable Extinct Species:&lt;br /&gt;
* [[starwars:Sith (species)|Sith Pureblood]]&lt;br /&gt;
* [[starwars:Rakatan|Rakatan]]&lt;br /&gt;
* [[starwars:Taung|Taung]]&lt;br /&gt;
* [[starwars:Zeffonian|Zeffonian]]&lt;br /&gt;
&lt;br /&gt;
Should a species become extinct within the new Canon, that is currently accessible in our system, that species will remain an option for for all members to select. A species that is noted as &#039;&#039;legendary&#039;&#039; or &#039;&#039;mythic&#039;&#039; will also be treated as an extinct species unless they are seen in some form in the current timeline. &lt;br /&gt;
&lt;br /&gt;
[[Category:Voice Policies]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=198361</id>
		<title>CS Guide: Force Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=198361"/>
		<updated>2025-08-14T16:43:28Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Transformation */ Update for CR stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Below, you will find the reference guide for the Character Sheet &#039;&#039;&#039;Force Powers&#039;&#039;&#039;. All documentation is based on the &#039;&#039;Force Powers 2.0&#039;&#039; project headed up by the [[Combat Master]], [[Voice of the Brotherhood|Voice]] Staff, and Character Sheet Development Team. This reference table aims to give members a better idea of the level of control/power they have of a given Force Power, and how they would write their character utilizing it both in and out of combat.&lt;br /&gt;
== Force Use ==&lt;br /&gt;
=== Duration ===&lt;br /&gt;
Force Power usage is draining on a Force User, more so when used in the heat of combat. The stronger the display of Force, the more difficult it is to maintain the power. While a master of an ability can generate massive power, they can only do so for a short duration. Most masters are wise enough to apply their power with restraint. By using less strength, they are able to maintain the effect of the power for a longer duration. With limited training, a Force User may struggle to bring the full effect of a power to bear and maintaining concentration quickly becomes draining, resulting in shorter bursts of Force use.&lt;br /&gt;
=== Downtime ===&lt;br /&gt;
Though the Force gives strength, a Force User is still limited by flesh and blood. Drawing on such power dwindles the Force User&#039;s reserves of endurance and willpower. Manipulating the Force, especially in combat, requires sharp mental control. While a Force User may draw on the Force repeatedly, it will usually become more difficult with each successive use. Some powers, of course, are more draining than others. But no Force User can limitlessly tap into the powers of the light or dark side without exhaustion setting in. Use of great power comes with great fatigue, and Force User should be aware of the risks of pushing too hard too fast.&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
=== Amplification ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Amplification&lt;br /&gt;
|desc=&#039;&#039;&#039;Amplification&#039;&#039;&#039; allows a Force User to perform amazing feats of &#039;&#039;physical&#039;&#039; prowess. By channeling the Force, a Force User could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats.&lt;br /&gt;
|1=At the most basic level, a Force User must concentrate for several seconds to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. The Force User would feel fatigue after a single use respective to the complexity of the action.&lt;br /&gt;
|2=With further study, the Force User must concentrate for only a second in order to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. A single-use will not cause fatigue, but subsequent use of &#039;&#039;&#039;Amplification&#039;&#039;&#039; in the next several minutes would.&lt;br /&gt;
|3=With consistent study, the Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force, but still experience fatigue when using &#039;&#039;&#039;Amplification&#039;&#039;&#039; several times over the course of several minutes.&lt;br /&gt;
|4=The Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force but still experience fatigue if they use &#039;&#039;&#039;Amplification&#039;&#039;&#039; many times over the course of several minutes.&lt;br /&gt;
|5=Mastery allows a Force User to not only instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force, but the effects of fatigue after use are effectively negligible.&lt;br /&gt;
|duration=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a power that pushes the Force User&#039;s body far beyond its normal limits for anywhere up to a minute.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Enhanced+Sight+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Enhanced Sight I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Escape+Artist &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Escape Artist&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Scream+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Scream I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammerhand &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammerhand&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Reflexes &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Reflexes&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Barrier ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|desc=&#039;&#039;&#039;Barrier&#039;&#039;&#039; manifests the Force into a translucent defensive corona that can absorb &#039;&#039;physical&#039;&#039; attacks. These &#039;&#039;&#039;Barriers&#039;&#039;&#039; protect only the user, requiring them to remain stationary, and will shatter after enough impact. &#039;&#039;&#039;Barrier&#039;&#039;&#039; can stop repeated hits from conventional weapons (including blasters), but will shatter on heavy impact with things such as explosions or large projectiles like boulders.&lt;br /&gt;
|1=At its most basic level, the Force User must take several seconds to concentrate and focus their full will to manifest the Force as a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039;. The user’s full concentration is necessary to maintain the barrier.&lt;br /&gt;
|2=With further study, the Force User must still take several seconds of concentration to manifest the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; but no longer needs their full concentration to maintain it.&lt;br /&gt;
|3=With consistent training, the Force User is able to summon the Force almost instantaneously to create a  protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; and can do so in the middle of combat.&lt;br /&gt;
|4=It is no longer a matter of training, but instinct that allows the Force User to will the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; as long as they are not already fatigued or under heavy duress.&lt;br /&gt;
|5=A master of conjuring &#039;&#039;&#039;Barriers&#039;&#039;&#039; may summon them at will, even when fatigued or under heavy duress.&lt;br /&gt;
|duration=&#039;&#039;&#039;Barriers&#039;&#039;&#039; can withstand anything from repeated minor blows from either &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attacks (such as blaster pistols, slugs and other thrown projectiles, or lighter strikes from &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;) to one major blow from &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attack (such as blaster cannons, explosions, detonations, heavy &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Force Lightning|Force Lightning]]&#039;&#039;&#039;). Massive explosions, fast-moving objects larger than a person or similarly destructive effects will shatter a barrier immediately and still have a reduced impact on the user.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Barrier&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Energy+Dispersion &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Energy Dispersion&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Shield+Wall+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Shield Wall I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Battle Meditation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Battle Meditation&lt;br /&gt;
|desc=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training, the Force User can influence their tactical coordination and teamwork as well but does not allow for telepathic communication. The skill starts with affecting the immediate area around the user, growing to affect an entire battlefield, but does not work well on the scale of large space battles. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat.&lt;br /&gt;
|1=At the most basic level, the Force User may influence morale in a single confrontation nearby, and in the Force User’s line of sight.&lt;br /&gt;
|2=With some extra study, the Force User no longer requires a direct line of sight and can affect allies working as a team.&lt;br /&gt;
|3=The Force User can easily affect multiple small-sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Force User will often turn the tide of small battles in their favour.&lt;br /&gt;
|4=Through dedicated concentration, the Force User can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Force User can influence the outcome of any medium or large confrontation.&lt;br /&gt;
|duration=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; requires intense concentration, and the Force User must always be stationary or immobile to maintain a meditative state, leaving them vulnerable while maintaining their influence. Battle Meditation lasts as long as a Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, affecting larger groups or maintaining focus for more than a moderate period of time will leave the Force User completely exhausted.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ace+Aura &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ace Aura&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Meld+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Meld I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Space+Battle+Meditation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Space Battle Meditation I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Blinding ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Blinding&lt;br /&gt;
|desc=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a Force User’s ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a  flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus.&lt;br /&gt;
|1=Initially, the Force User must commit his full concentration for several seconds in order to create a flash of blinding white-light.&lt;br /&gt;
|2=With further training, the Force User can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat.&lt;br /&gt;
|3=With consistent training, the Force User can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat.&lt;br /&gt;
|4=The Force User has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Blindness&#039;&#039;&#039; can create a flash of blinding white-light at will, without any noticeable effort.&lt;br /&gt;
&lt;br /&gt;
|duration=The flash of light created by &#039;&#039;&#039;Blinding&#039;&#039;&#039; is instantaneous, and will cause disorientation lasting several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blinded+By+The+Light &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blinded By The Light&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Whizz-Bang &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Whizz-Bang&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Concealment ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Concealment&lt;br /&gt;
|desc=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is the ability for a Force User to mask their connection and identity with the Force. This goes for hiding a Force User’s strength in the Force as well as alignment. While &#039;&#039;&#039;[[Force Powers#Force Cloak|Force Cloak]]&#039;&#039;&#039; renders the Force User invisible from the eye, &#039;&#039;&#039;Concealment&#039;&#039;&#039; can make a user invisible to those searching through the Force. The more skilled a Force User is with this ability, the easier it is to maintain a veil of &#039;&#039;&#039;Concealment&#039;&#039;&#039;.&lt;br /&gt;
|1=Initially, the Force User can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task.&lt;br /&gt;
|2=With further training,  the Force User can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat.&lt;br /&gt;
|3=With consistent training, the Force User can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle.&lt;br /&gt;
|4=The Force User has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Concealment&#039;&#039;&#039; is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Concealment&#039;&#039;&#039; lasts as long as the Force User remains conscious of maintaining the ability, and does not attempt to call upon the Force in another way.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain, but can be used frequently, or for a prolonged period without taxing a Force User’s reserves.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Haze+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Haze I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quey%27tek+Meditation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quey’tek Meditation&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Control Self ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Control Self&lt;br /&gt;
|desc=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is the ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes.&lt;br /&gt;
|1=Initially a Force User is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species.&lt;br /&gt;
|2=With additional training, a Force User is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before.&lt;br /&gt;
|3=With consistent study a Force User can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Force User can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days.&lt;br /&gt;
|4=It is no longer a matter of concentration; the Force User shapes their pain input and bodily functions by instinct alone. The Force User can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Control Self&#039;&#039;&#039; can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Force User’s ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely.&lt;br /&gt;
|duration=Control Self initially requires significant concentration to maintain but as training in the power increases the amount of focus required decreases.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=%27Tis+But+A+Scratch &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;‘Tis But A Scratch&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Creature Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Creature Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; The Force connects all living things, and with training, a Force-user can develop the ability to reach out and make a connection with a target creature. Creatures are classified as either: &#039;&#039;&#039;Domesticated&#039;&#039;&#039;, &#039;&#039;&#039;Tameable&#039;&#039;&#039;, or &#039;&#039;&#039;Untameable&#039;&#039;&#039;, with the individual’s level offering different degrees of control in relation to the creature&#039;s respective classification.&lt;br /&gt;
|1=With full concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature.&lt;br /&gt;
|2=With half concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature, and begin to form a connection with &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures.&lt;br /&gt;
|3=With minimal effort you can connect with &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures, and can create a basic connection with an &#039;&#039;&#039;Untameable&#039;&#039;&#039; creature to prevent them from eating you.&lt;br /&gt;
|4=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; and connect with a &#039;&#039;&#039;Tameable&#039;&#039;&#039; creature with minimal effort. With full concentration, you can maintain a connection with untameable creatures.&lt;br /&gt;
|5=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039;, and with enough focus even those considered &#039;&#039;&#039;Untameable&#039;&#039;&#039;.&lt;br /&gt;
|duration=Dependent on the Force-user’s concentration and ability to maintain their connection to the creature.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user when used on creatures that are harder to control.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Deep+Bond+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Deep Bond I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Obedience+School &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Obedience School&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=We+Are+Legion+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;We Are Legion I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Darkness ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|desc=&#039;&#039;&#039;Darkness&#039;&#039;&#039; uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Force User’s power increases, they are able to affect a larger area with greater ease. &#039;&#039;&#039;Darkness&#039;&#039;&#039; prevents natural vision and optical technology (such as cameras), but not the use of the power &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;.&lt;br /&gt;
|1=At its most basic level, &#039;&#039;&#039;Darkness&#039;&#039;&#039; is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds.&lt;br /&gt;
|2=With further study, the Force User can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds.&lt;br /&gt;
|3=With consistent study,  the Force User can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute.&lt;br /&gt;
|4=No longer a matter of study, the Force User can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute.&lt;br /&gt;
|5=With mastery comes perfection. The Force User may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute.&lt;br /&gt;
|duration=&#039;&#039;&#039;Darkness&#039;&#039;&#039; can be sustained as long as the user maintains concentration. Once concentration is broken, the darkness will dissipate gradually based on the Force User’s proficiency.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Darkness&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used rarely in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Darksight &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Darksight&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lil%27+Bit+Disco &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lil’ Bit Disco&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Cloud &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Cloud&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Farsight ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Farsight&lt;br /&gt;
|desc=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change.&lt;br /&gt;
|1=At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force.&lt;br /&gt;
|2=With further study and training, the Force User can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold.&lt;br /&gt;
|3=Through focused meditation, the Force User may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event.&lt;br /&gt;
|4=The user can now “watch”  events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire.&lt;br /&gt;
|5=The Force User’s mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring.&lt;br /&gt;
|duration=Meditation sessions are lengthy. While the vision itself will last for up to half a minute, a large amount of time must be spent focusing on what the images could mean, and how they relate to possible futures.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Don%E2%80%99t+Stop+Believin%E2%80%99 &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Don’t Stop Believin’&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=More+Than+A+Feeling &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;More Than A Feeling&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Force Cloak ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Cloak&lt;br /&gt;
|desc=By manipulating light and shadows with the Force, the Force User can use &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; to vanish from view and become invisible. A Force User cloaked in the Force in such a manner is undetectable to the naked eye or even by more technological scanners such as infrared or night vision, but still able to be detected by another Force User’s &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Force Powers#Precognition|Precognition]]&#039;&#039;&#039; feats. The Force User must also remain immobile.&lt;br /&gt;
|1=Initially, a Force User must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute.&lt;br /&gt;
|2=With further study, the Force User requires less concentration to maintain &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; and can chose which part of their body the cloak starts at.&lt;br /&gt;
|3=With consistent training and discipline, the Force User can vanish from view in the space of a few seconds.&lt;br /&gt;
|4=A Force User can vanish from view almost instantaneously and remain shrouded with minimal concentration.&lt;br /&gt;
|5=Mastery allows a Force User to instantly vanish from view in the blink of the eye and at will.&lt;br /&gt;
|duration=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; can be maintained for as long as the Force User can concentrate and remain immobile.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=False+Cloak &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;False Cloak&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Take+My+Shimmer+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Take My Shimmer I-II&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common error:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting&amp;lt;/span&amp;gt;] is required to move while using &#039;&#039;&#039;Force Cloak.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
=== Force Lightning ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Lightning&lt;br /&gt;
|desc=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target in a burst. &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can fry sensitive electronics and will cause extreme pain in the recipient. With more advanced training (Feats), this ability can be augmented into a sustained attack or even hit multiple targets.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed.&lt;br /&gt;
|2=After some practice, the Force User can call upon past emotional experiences for several seconds to provide fuel for &#039;&#039;&#039;Force Lightning&#039;&#039;&#039;. The aftereffects are still present.&lt;br /&gt;
|3=With consistent training, a Force User is able to lessen the aftereffects, and can use &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; multiple times over several minutes.&lt;br /&gt;
|4= Force User can put themselves into the required mindset almost instantaneously and can call on &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; repeatedly before being drained.&lt;br /&gt;
|5=A Master of the power can produce &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; at will, with but a thought. The Force User can use the ability multiple times in quick succession with little effort.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can never be sustained for more than several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, repeated use of the power over a short time period can leave the Force User &#039;&#039;physically&#039;&#039; drained.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Deflection+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Deflection I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock I-IV&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Tempest &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Tempest&amp;lt;/span&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock&amp;lt;/span&amp;gt;] is required for sustained blasts and hitting two or more targets (with or without deteriorating power), dependent on the tier accessible.&lt;br /&gt;
}}&lt;br /&gt;
=== Gravitation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Gravitation&lt;br /&gt;
|desc=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is the ability to alter the pull of gravity on yourself or inanimate objects. This is commonly seen while in deep Force meditation as “floating”, but those who train in it can find alternative applications of controlling gravity itself. &lt;br /&gt;
|1=With concentration, the user can weaken gravity’s effect on their body, making them weigh up to one-third of their current weight.&lt;br /&gt;
|2=With more training in &#039;&#039;&#039;Gravitation&#039;&#039;&#039;, the Force user can slightly counter gravity, allowing them to fall at a slower rate than they would otherwise. &lt;br /&gt;
|3=Not only can the user float in place, but they can orient their gravitational pull to other surfaces, allowing them to move along walls and ceilings as if it were the ground. They can now also affect the gravity of inanimate objects, removing a third of the object&#039;s weight, making them easier to carry.&lt;br /&gt;
|4=An adept in &#039;&#039;&#039;Gravitation&#039;&#039;&#039; can now counter gravity on inanimate objects to make them fall more slowly. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Gravitation&#039;&#039;&#039; not only changes their own gravitational orientation and that of inanimate objects but can also now weaken the gravitational pull on other living beings. &lt;br /&gt;
|duration=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; requires an intense focus to maintain the changed gravitational pull.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and can be incredibly draining to keep up for long periods of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Free+Fall &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Free Fall&amp;lt;/span&amp;gt;], and &lt;br /&gt;
[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rather+Weighty%2C+This &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rather Weighty, This&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Healing&lt;br /&gt;
|desc=&#039;&#039;&#039;Healing&#039;&#039;&#039; is the Force User’s ability to use the Force to cure injuries. This comes at a personal cost of energy and strength. Both dark and light side applications have the same set of ability to heal themselves and others. This ability merely accelerates possible healing a body would normally undergo. For major injuries, this acceleration can mean the difference between life and death, healing the body before it would die from its injuries. For example, this power can heal a serious torso wound by a lightsaber, but cannot allow a limb to be regrown. Physical contact must be maintained for the duration of the healing.&lt;br /&gt;
|1=A Force User can with full concentration on the task, heal abrasions, set minor bone fractures, and maintain bodily function. This effort is very draining on their energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|2=A Force User can heal abrasions, seal up open wounds, set bone fractures, and maintain bodily function. This can be done while moving, but without performing any strenuous physical activity. This effort is very draining on the user’s energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|3=A Force User can heal injuries more quickly. Minor wounds can be healed with less concentration. This effort is only moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|4=A Force User can heal injuries even more quickly, even in the heat of battle. This effort is moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|5=A Master of Healing can utilize this ability with barely any concentration and can be done while participating in combat. This effort is less draining on the user’s energy. Serious injuries can be healed in a matter of moments. &lt;br /&gt;
|duration=&#039;&#039;&#039;Healing&#039;&#039;&#039; can be maintained so long as the Force User remains focused on the task, and has the energy to maintain. The length of time required to heal a given wound varies by the severity. Superficial cuts and bruises can be healed in a matter of seconds, open wounds require minutes, and broken bones can still take hours depending on the Force User’s mastery over the power.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Healing&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Accelerated+Healing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Accelerated Healing I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=A+Soul+for+a+Soul &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;A Soul for a Soul&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Drain+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Drain I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Ichor ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Ichor&lt;br /&gt;
|desc= &#039;&#039;&#039;Ichor&#039;&#039;&#039; is the ability to channel the Force into liquids, which can be consumed at a later time. These reserves can be used to help heal the body, restore energy, or provide greater strength and endurance.&lt;br /&gt;
|1=The most basic of &#039;&#039;&#039;Ichor&#039;&#039;&#039; users can create and carry a single weak ichor potion. This potion can heal minor bodily damage, provide a small boost of stamina, or give a little more Force essence for the drinker to pull from. &lt;br /&gt;
|2=With further training, the Force user can create and carry a single moderate ichor potion. This can heal non-life-threatening injuries, provide a good boost of stamina, or give a useful boost of Force essence for the drinker. &lt;br /&gt;
|3=The &#039;&#039;&#039;Ichor&#039;&#039;&#039; user can now create and carry a single strong ichor potion. This potion can heal even life-threatening injuries, restore stamina from total fatigue, or completely replenish the drinker’s Force reserves. &lt;br /&gt;
|4=With advanced training, the Force user can now carry a single strong ichor potion and a single moderate ichor potion. In addition to healing, stamina, or Force restoration, it can also increase physical strength and endurance. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Ichor&#039;&#039;&#039; can create and carry two strong ichor potions, which can have up to two effects at the same time. These include healing, stamina, Force, and increased strength or endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a unique ability that does not expire once a potion has been created. The length of the potion&#039;s effects depends on what it is doing and the strength of the potion itself.  &lt;br /&gt;
|downtime=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a drawn-out process of creating Force-fueled liquids for consumption. While it is possible to create alchemical potions while doing other things, it is impractical to attempt to create any during the heat of battle. Consumption, however, is a matter of being able to drink the potion, and the drinker does not suffer any downtime from doing so. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Chem+Dealer  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Chem Dealer&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Illusion&lt;br /&gt;
|desc=&#039;&#039;&#039;Illusion&#039;&#039;&#039; allows a Force User the ability to use the Force to trick the five senses (sight, hearing, taste, smell, and touch) of a sentient being into perceiving something other than reality. Complex sensations — such as pain, odors and flavors — are more demanding on both the user and the believability of the Illusion, and the mind will reject the most severe instances. The more accomplished a Force User is with &#039;&#039;&#039;Illusions&#039;&#039;&#039;, the easier it is to affect the mind of other sentients. This can be contested by the target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User must devote their full concentration to conjuring an &#039;&#039;&#039;Illusion&#039;&#039;&#039; against their target.&lt;br /&gt;
|2=With further study, the Force User can conjure an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with partial concentration, if not engaged in direct combat or under too much duress.&lt;br /&gt;
|3=Through consistent training, the Force User can manifest an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with minimal concentration even while engaged in battle.&lt;br /&gt;
|4=The Force User can create &#039;&#039;&#039;Illusions&#039;&#039;&#039; with ease, with only a few moments of concentration required, even in the midst of battle.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Illusions&#039;&#039;&#039; can cast them at will, even in the midst of battle, as effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Illusions&#039;&#039;&#039; is an active ability, and once created takes on a duration of its own that is often related to a target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; skill, or a specific Feat that combats &#039;&#039;&#039;Illusion&#039;&#039;&#039;.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Illusion&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant exertion of willpower to cast. It can be used sparingly in the heat of battle, and is less effective when already used once on the same target.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Faceless+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Faceless I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Projection&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Loop+it &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Loop It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Pay+No+Attention+To+The+Man+Behind+The+Curtain &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Pay No Attention To The Man Behind The Curtain&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Prestidigitation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Prestidigitation&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Item Conjuring ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Item Conjuring&lt;br /&gt;
|desc=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows a Force user to lock away an item they own in the ether and summon it to them elsewhere. These objects remain in the ether indefinitely until summoned. Items can be stored and removed as many times as the Force user wants. Once stored, no one can take the object from the user while it is there. These objects cannot be living organisms. &#039;&#039;This item must be owned as a possession by the user. Items not in your loadout must still be noted in the loadout description.&#039;&#039;&lt;br /&gt;
|1=With fifteen minutes of intense focus, a Force user can store or summon a single small object that isn&#039;t a weapon. Only one object can be stored at a time.  &lt;br /&gt;
|2=With training, in the span of ten minutes, a Force user can store or summon a single small object, including small weapons. Only one object can be stored at a time. &lt;br /&gt;
|3=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can now be done within five minutes and can be used to store or summon a single item the Force user can physically carry. Only one object can be stored at a time. &lt;br /&gt;
|4=With one minute of focus, the Force user can store or summon a single small item they can physically carry. They can now store two objects at a time. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can store or summon an item with only thirty seconds of focus. This item must be one they can physically carry. They can have up to three objects stored at a time. &lt;br /&gt;
|duration=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows an item to be stored indefinitely. The item is not destroyed, merely locked in an inaccessible ethereal vault. Storing or retrieving an item can take up to several minutes of intense focus. The Force User does not need to maintain concentration or focus to keep an object stored.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, requiring dedicated focus to accomplish. While not particularly draining of Force reserves, it can take anywhere from minutes to store or retrieve an object. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Locker+Space  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Locker Space&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quick+Storage  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quick Storage&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mind Trick ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Mind Trick&lt;br /&gt;
|desc=The &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is one of the most famous uses of the Force in that it gives the Force User the ability to directly affect the mind of another sentient being. The memories, thoughts, and opinions of a target are left open to the user&#039;s machinations and can be manipulated temporarily. This allows for the target to be more easily swayed or nudged in the direction the user desires, even forcing them into unconsciousness if strong enough. It also allows for memories to be probed and even implanted, or opinions to be altered. Unlike &#039;&#039;[[Skills#Manipulation|Manipulation]]&#039;&#039; or &#039;&#039;[[Skills#Interrogation|Interrogation]]&#039;&#039;, this ability is instantaneous and thus can be useful in combat or other real-time scenarios. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User can influence the mind of a target with their full concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With further training, the Force User can influence the mind of a target with partial concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|3=With consistent training, the Force User can more easily influence their target with minimal concentration against those of lesser &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|4=The Force User can influence the mind of their target with only a few moments of concentration, even in the midst of battle and against those of lesser &#039;&#039;Resolve&#039;&#039;.&lt;br /&gt;
|5=A Master of the Force User &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; can effortlessly influence the will of those with lesser Resolve as easily as breathing.&lt;br /&gt;
|duration=The speed a target can &#039;snap out of&#039; a &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; depends on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;, but often lingers for a few minutes. If directly confronted about idea implanted by &#039;&#039;&#039;Mind Trick&#039;&#039;&#039;, though, the subject may ‘snap out of it’ sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that it requires concentration and an exertion of the Force User’s willpower to be effective. If unsuccessful, the subject will become aware of the attempt and prevent the ability from being used on them again.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dominate+Mind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dominate Mind&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Interrogation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Interrogation I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Inceptioned &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Inceptioned&amp;lt;span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Manchurian+Candidate &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Manchurian Candidate&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Moving+The+Masses &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Moving The Masses&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Puppet+Master &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Puppet Master&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Your+Weapons...+You+Will+Not+Need+Them &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Your Weapons…You Will Not Need Them&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Necromancy&lt;br /&gt;
|desc= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; is the ability to pull the soul of the deceased into the mortal plane. While these souls cannot be tethered to their former bodies, with practice, they can take on more solid forms with the ability to manipulate objects in the world around them. These souls are commonly referred to as &#039;&#039;Wraiths&#039;&#039;. &#039;&#039;Wraiths&#039;&#039; are incredibly fragile, and their tether to the physical plane can be severed with a single weapon strike. Stronger &#039;&#039;Wraiths&#039;&#039; can wear armor or wield weapons, which must be provided to them. All &#039;&#039;Wraiths&#039;&#039; rely on the knowledge of their summoner to function, be that how they handle weapons or how they move.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Necromancy&#039;&#039;&#039; takes a minute of intense focus to pull a soul into the mortal plane. This &#039;&#039;Wraith&#039;&#039; is a hazy outline roughly similar in size to what it was in life. It can make indistinct noises and weakly push on objects to move them, but it cannot directly manipulate physical objects with control. The user must actively concentrate on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;.&lt;br /&gt;
|2=With training, a user of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can create a single &#039;&#039;Wraith&#039;&#039; that is a smokey visage of its former self, roughly the same size and shape it was in life. This &#039;&#039;Wraith&#039;&#039; can speak single words in a low, pained moan. It can push and pull objects to move them. The user must actively concentrate to maintain and control the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|3=At this level, the user can create a single fully formed &#039;&#039;Wraith&#039;&#039;. This is a dense cloud of dark particles that perfectly matches its shape and size from life. It can speak in haunting low tones and move objects with a poor level of control. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously once ordered.&lt;br /&gt;
|4=With advanced training, you can create a single, fully formed &#039;&#039;Wraith&#039;&#039;, which is capable of wearing clothing and armor and wielding weapons, but lacks fine control in using them. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously, including simple combat actions in battle. This requires an active concentration on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can generate a single powerful &#039;&#039;Wraith&#039;&#039;. It can wear clothing and armor and utilize weapons at one skill point lower than its summoner. They can behave completely autonomously while the user only needs to maintain concentration on keeping them in the mortal plane.&lt;br /&gt;
|duration= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; requires intense active concentration to maintain the &#039;&#039;Wraith’s&#039;&#039; connection to the mortal plane. &#039;&#039;Wraiths&#039;&#039; persist as long as the Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Necromancy&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; is an advanced power that requires significant concentration to maintain. Even at higher levels, this power can be difficult to maintain in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Unseen+Servant &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Unseen Servant&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Possession ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Possession&lt;br /&gt;
|desc=&#039;&#039;&#039;Possession&#039;&#039;&#039; allows the user to assume direct control of another body. They experience physical fatigue in their own body for each action taken. The user loses the ability to control their own body while using this power, leaving it behind in a vegetative state. The difficulty of control is not only dictated by the user&#039;s skill, but the willingness of the target to be possessed. This power does not grant access to knowledge or memories of the possessed individual, additionally, you cannot make the target purposely injure themselves or engage in combat. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Possession&#039;&#039;&#039; users can possess a non-sapient &#039;&#039;domesticated&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|2=With further training, the user can possess a non-sapient &#039;&#039;domesticated or tameable&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|3=With consistent training, the Force user can now control a willing person’s body. This is with an unrefined level of control, leading to very jerky movements. The user’s body is drained of energy twice as much as if they would be doing the action themself. &lt;br /&gt;
|4=A well-trained &#039;&#039;&#039;Possession&#039;&#039;&#039; user can now have perfect control of a willing person’s body and jerky control of a non-willing person. The user’s body is drained of energy at the same rate as doing the actions themselves. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Possession&#039;&#039;&#039; can pilot another willing person’s body with perfect control. The user’s body is physically drained only at half the amount it would be if they were doing the movements themselves. &lt;br /&gt;
|duration=&#039;&#039;&#039;Possession&#039;&#039;&#039; is a draining power that requires active focus to maintain. The more the target fights against their possession, the harder this is to maintain, but as long as the user has the energy and concentration, it can last indefinitely, or until the target conjures the mental strength to break through, dependant on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; skill.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Possession&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires complete concentration to maintain. While the target doesn’t need to be within line of sight, the user can only focus on the possession while using this power, their own physical body left in a vegetative state. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Strings+For+Thee &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Strings For Thee&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Preservation+Overrided &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Preservation Override&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Precognition ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Precognition&lt;br /&gt;
|desc=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is the Force User’s ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.&lt;br /&gt;
|1=The Force User is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.&lt;br /&gt;
|2=As the Force User learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.&lt;br /&gt;
|3=With further training, the Force User may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.&lt;br /&gt;
|4=The instincts of a fully trained Force User are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Precognition&#039;&#039;&#039; can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.&lt;br /&gt;
|duration=&#039;&#039;&#039;Precognition&#039;&#039;&#039; provides instantaneous, momentary feelings and impressions of dangers that threaten their sphere of awareness.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039; that works passively in the background of a Force User’s consciousness, and therefore can’t be actively harnessed like &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; can.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Leaf+On+The+Wind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Leaf On The Wind&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Reflexive+Counter &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Reflexive Counter&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Pyrokinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Pyrokinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is the ability to manipulate fire. With practice this becomes capable of creating fire out of thin air. The flames can often present as green in color for those utilizing Magick. &lt;br /&gt;
|1=A novice of &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can manipulate fire around them. This manipulation is an unrefined, poor control of movement and shape. They cannot generate more of the flame than what is present around them. The user must put their full concentration for several seconds to will the fire to move and change.&lt;br /&gt;
|2=With more training, &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can have control over the movement and shape of fire around them. They cannot generate more of the fire, only use what is around them presently. This requires full concentration for several seconds to will the flames to move and change.&lt;br /&gt;
|3=Not only can the user control where and how fire moves and is shaped, but they can use the spark of fire around them as a source to create even more flames. This requires full concentration but can happen instantly for the user. &lt;br /&gt;
|4=A adept of fire control, not only can the user manipulate fire around them at a whim, with a moment of focus they can create flames out of thin air, even with no source fire around them. &lt;br /&gt;
|5=Master of the flames, not only can the user move and shape fire, but you can easily generate it on a whim out of thin air with little more than a thought. &lt;br /&gt;
|duration=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the user can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039;, it becomes more difficult to break the user&#039;s concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires concentration to maintain. While short uses of the power come easily to most Force users, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Armor &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Armor&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Weapons &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Weapons&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Rage ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Rage&lt;br /&gt;
|desc=Light or Dark, all Force User can will their entire being toward a single purpose. When letting their &#039;&#039;&#039;Rage&#039;&#039;&#039; fuel their body, a Force User can run faster, hit harder, and jump higher, beyond even what &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; would allow. When the adrenaline subsides, however, the Force User often feels a heavy tax on their body and needs significant time to recuperate.&lt;br /&gt;
|1=Initially, when a Force User enters &#039;&#039;&#039;Rage&#039;&#039;&#039; they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Force User is unable to complete their goal, their &#039;&#039;&#039;Rage&#039;&#039;&#039; will only end with the Force User’s death or exhaustion at the end of the power’s duration.&lt;br /&gt;
|2=With further study, a Force User entering &#039;&#039;&#039;Rage&#039;&#039;&#039; will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm.&lt;br /&gt;
|3=With consistent training, a Force User is capable of basic tactical thinking during &#039;&#039;&#039;Rage&#039;&#039;&#039;. They may give and take commands from allies, and are more aware of their surroundings.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Rage&#039;&#039;&#039; is capable of maintaining discipline and a mostly clear head during combat. The Force User’s situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers.&lt;br /&gt;
|5=A master of harnessing their &#039;&#039;&#039;Rage&#039;&#039;&#039; can harness the ability with a perfectly clear head. For all outward appearances, the Force User is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Rage&#039;&#039;&#039; lasts about a minute, though if the Force User accomplishes their goal, the &#039;&#039;&#039;Rage&#039;&#039;&#039; may dissipate sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Rage&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that unlike &#039;&#039;&#039;Amplification&#039;&#039;&#039;, it pushes the entire body beyond its limits and has withdrawal-type side effects as consequences to using the power. As such, it cannot be used at any level without several hours of rest in between uses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rage+Against+The+Machine &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rage Against The Machine&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rampage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rampage I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Sense ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Sense&lt;br /&gt;
|desc=One of the most rudimentary powers of the Force User, &#039;&#039;&#039;Sense&#039;&#039;&#039; is the ability to open one&#039;s mind to the omniscient awareness of the Force and to use it to detect the presence, alignment, feelings, emotions, intentions, and even the Force strength of other beings. As the Force User grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Force User have the basic ability to feel the Force, but training is required to make any kind of use out of it.&lt;br /&gt;
|1=Initially, the Force User can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, intentions,  and emotions of sentient beings around them. The details can be overwhelming, though, while only the vaguest sense of alignment can be felt.&lt;br /&gt;
|2=With further study, the Force User can more easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, and alignment of sentient beings around them. Even a rough measure of an individual&#039;s Force strength can be felt. The details become more clear, and can be used to paint a basic picture of understanding of the details presented.&lt;br /&gt;
|3=With consistent training, the Force User can easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress.&lt;br /&gt;
|4=With only a moment’s concentration, the Force User can connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Force User is under heavy duress.&lt;br /&gt;
|5=A fully trained Force User, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them. The details are sharp and clear.&lt;br /&gt;
|duration=&#039;&#039;&#039;Sense&#039;&#039;&#039; requires the user to concentrate to activate, and lasts as long as the user’s concentration allows.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Sense&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the Force User as it shifts their attention from the material world to the ethereal view of the Force.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Battlefield+Awareness+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Battlefield Awareness I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dowsing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dowsing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Elementary &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Elementary&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Eyes+Wide+Shut &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Eyes Wide Shut&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I+Know+That+Feel%2C+Bro &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I Know That Feel, Bro&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Psychometry+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Psychometry I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=The+Force+is+With+Me &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;The Force is With Me&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Slow ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Slow&lt;br /&gt;
|desc=&#039;&#039;&#039;Slow&#039;&#039;&#039; allows a Force User to hinder the movement of a target through the Force. With more advanced training (feats) a Force User can also stun a target in place, or bring them to a complete halt. This ability affects both organic and non-organic targets. &lt;br /&gt;
|1=Initially, a Force User can slow or hinder  the movement of a target with their full attention set to the task.&lt;br /&gt;
|2=With further study, the Force User can slow or hinder a target with less than full attention, as long as they are concentrating on the task.&lt;br /&gt;
|3=With consistent training, the Force User can slow or hinder the movement of a target with half their attention and minimal concentration.&lt;br /&gt;
|4=The Force User can slow or hinder the movement of a target with minimal attention and only slight concentration.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Slow&#039;&#039;&#039; can effortlessly slow or hinder the movements of a target at will.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Slow&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Singularity &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Singularity&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Stun+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Stun I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Suppression ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Suppression&lt;br /&gt;
|desc=&#039;&#039;&#039;Suppression&#039;&#039;&#039; allows the user to hinder a target’s body&#039;s ability to draw upon the Force. This power makes it harder for a Force User to focus on their connection to the Force, and at high levels, even weakens the target’s impact of the powers the target is trying to use. Target&#039;s resolve can resist this ability making it harder for them to be suppressed. &lt;br /&gt;
&lt;br /&gt;
|1=With an intense and full concentration a Force User can hinder an individual target’s ability to draw on the Force, requiring their target to use a minor increase of concentration beyond their norm.&lt;br /&gt;
|2=With full focus a Force User can better hinder an individual target’s ability to draw on the Force, requiring their target to use a moderate concentration beyond typical usage.&lt;br /&gt;
|3=With moderate concentration, a Force User can hinder an individual target’s ability to draw on the Force, requiring them to use significantly more concentration on even their most basic powers.&lt;br /&gt;
|4=With moderate concentration, a Force User can not only force an individual target to use their full concentration on their Force abilities but decrease the effectiveness of those powers.&lt;br /&gt;
|5=With minor concentration, a Force User can force an individual target to require full concentration to use any of their abilities and lower those powers’ strength and effectiveness. &lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Suppression&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dampen+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dampen I-II&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Pulse+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Pulse I-III&amp;lt;/span&amp;gt;] &lt;br /&gt;
}}&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telekinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is the ability to lift, move and otherwise manipulate objects using the power of the Force — the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques.&lt;br /&gt;
|1=At an early stage, the Force User must put their full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With an effort of will, the Force User can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind. The more objects being affected makes it more difficult to have careful movement.&lt;br /&gt;
|3=Allied with the Force, the Force User can wield &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration.&lt;br /&gt;
|4=The Force User can now control the world around them with a fine-grain, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks. Multiple objects can be moved around at will with a reasonable degree of accuracy. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; can now easily and instantly influence any number of physical objects of any shape or size with the appropriate concentration.&lt;br /&gt;
|duration=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the Force User can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, it becomes more difficult to break the Force User&#039;s concentration.&lt;br /&gt;
|downtime=While arguably the most common power of the Force User, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain; and while short uses of the power come easily to most Force User, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Crush+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Crush I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hexing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hexing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Matter+Bender+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Matter Bender I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Plasma+Manipulation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Plasma Manipulation I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Use+The+Force%2C+Luke+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Use The Force, Luke I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Bolt &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Bolt&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; Anyone can hurl a lightsaber, but to use it as a remote weapon beyond that requires [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat&amp;lt;/span&amp;gt;]. Anyone can use &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to push, pull, or strike an opponent, but [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;] or [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike&amp;lt;/span&amp;gt;] are required to emulate a punch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telepathy&lt;br /&gt;
|desc=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is the ability to instantly receive or read the thoughts and intentions of others. This power is more suited to utilitarian applications but can still be applied to combative scenarios. With training, it becomes easier to send more complex messages while tapping into the passive thoughts and intentions of others. A skilled practitioner can tap multiple minds at once, and even project mental images as part of that communication. While it is possible to communicate over great distances with those the user has forged a strong bond with, generally the practitioner must be near the individual.&lt;br /&gt;
|1=At an early stage, the Force User must apply their full concentration for several seconds to affect a single mind. It is a struggle to convey anything beyond a simple concept, such as a call for help, and the Force User cannot touch on the passive thoughts or intentions of others.&lt;br /&gt;
|2=With further study, the Force User can more easily convey full messages to a single mind but still requires several seconds of concentration to do so. They can convey simple concepts easily when not under duress and even pick up vague intentions and a general idea of another&#039;s passive thoughts.&lt;br /&gt;
|3=With consistent training, the Force User can communicate easily with a single mind, but still requires several seconds of concentration to tap into multiple individuals. At this level, the user can glimpse passive thoughts of a single target while actively concentrating and can pick up on their intentions.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Telepathy&#039;&#039;&#039; can communicate with multiple individuals easily. When not under duress, they can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. They can even apply mental messages and images in more invasive ways, such as to create confusion or harm in disrupting thought patterns. These instances are subject to resistance from the target, and still require concentration.&lt;br /&gt;
|5=Mastery over  &#039;&#039;&#039;Telepathy&#039;&#039;&#039; affords the Force User the ability to communicate with others effortlessly. It is almost quicker to communicate mentally as opposed to using actual words. They can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. Confusing thoughts and distracting focus can be done with partial concentration, but is still subject to resistance.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, which can be performed indefinitely if the Force User affords the right amount of concentration to sustain its effects for the duration of its usage.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force-Link &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force-Link&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Mechu-deru+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Mechu-deru I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Memory+Meld &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Memory Meld&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Feedback &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Feedback&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|desc=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is the ability to move an object from one point to another instantaneously without having to pass through the physical space between those points. This ability starts with small inanimate objects, but with training can advance to even moving living beings. &lt;br /&gt;
|1=A beginner of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can move a single small handheld object from one place to another within sight and 10 meters of its present location. This requires intense focus and thirty seconds to accomplish. &lt;br /&gt;
|2=With more training, a user can easily move a single handheld object from one place to another within sight and 50 meters of its present location. While this needs an undistracted environment, it can now occur with only ten seconds of focus. &lt;br /&gt;
|3=With several seconds of focus, you can move a single object up to the size of a speeder, including living beings and yourself, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|4=A trained &#039;&#039;&#039;Teleportation&#039;&#039;&#039; user can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 100 meters of its present location. &lt;br /&gt;
|duration= &#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an instantaneous ability that requires deep focus to accomplish. The instant the chosen object moves, the user can do other things. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and requires deep focus to do. While you do not have to maintain an active concentration to do it, doing anything other than focusing on moving the chosen object is impossible. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Long+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Long Shot&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blind+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blind Shot&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Terror ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Terror&lt;br /&gt;
|desc=This Force Power utilizes some of the most twisted methods of drawing upon the Force. Users can utilize &#039;&#039;&#039;Terror&#039;&#039;&#039; to haunt enemies with their own latent fears, making individuals question their motives and morals to crush their morale. This can be contested by the target&#039;s  &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|1=At an early stage, the Force User must devote their full concentration to turn the fears of another being against them. At this rank, it can take up to a minute for the power to cause the target’s fears to fully rise to the surface.&lt;br /&gt;
|2=With an effort of will, the Force User can invoke panic and fear in another being when not in combat or under duress. At this rank, it can take up to a minute for the power to cause the target’s fear to fully rise to the surface.&lt;br /&gt;
|3=With consistent training, the Force User can manipulate a target’s fears with mild concentration, but will become distracted if engaged in combat or under heavy duress. At this rank, it takes several seconds for a target’s fear to fully rise to the surface.&lt;br /&gt;
|4=The Force User can now finely manipulate fear in their target, even during combat, and can even use the power on multiple targets at once. At this rank, it will take several seconds for a target’s fears to rise to the surface, and the time roughly doubles for each simultaneous target.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Terror&#039;&#039;&#039; is able to finely manipulate fear, with only the slightest concentration required. They can instantly instill fear in a single target, or cause panic and dread in any creature within their general vicinity after only a few seconds.&lt;br /&gt;
|duration=The fear caused by &#039;&#039;&#039;Terror&#039;&#039;&#039; will last as long as the user maintains concentration, and typically lingers a few minutes. Individuals with high &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; may shake off the effects more quickly, while the effects linger on in weak-willed individuals for considerably longer.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Terror&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Aura+Of+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Aura Of Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Debilitating+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Debilitating Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fear+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fear Projection&amp;lt;/span&amp;gt;],  and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I%27m+Rubber%2C+You%27re+Glue &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I’m Rubber, You’re Glue&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|desc= &#039;&#039;&#039;Transformation&#039;&#039;&#039; is the ability to turn a living being into a different living being for a period of time. These start off as small creatures, but with mastery, can turn beings into monstrous forms of great strength and endurance. Only a master of this power can turn other sapient species into different creatures. This power requires active focus to maintain. The transformed target retains its mental capacities but is limited by what its changed physical form is capable of and cannot focus on utilizing the Force itself beyond maintaining the transformation. This includes their instincts and actions, meaning the user cannot control the transformed being, and it retains its autonomy. Creatures are classified based on a Challenge Rating of how hard they are to turn into, ranging from &#039;&#039;CR 1&#039;&#039; to &#039;&#039;CR 6&#039;&#039;. This Challenge Rating is based on size, rarity, tamability, and traits of the creature. &#039;&#039;CR 6&#039;&#039; creatures cannot be transformed into. &lt;br /&gt;
|1=With a minute of concentration and focus, a user can turn one &#039;&#039;CR 1&#039;&#039; creature into a different &#039;&#039;CR 1&#039;&#039; creature.&lt;br /&gt;
|2=With maintained focus, a Force User can instantly transform any &#039;&#039;CR 1 or CR 2&#039;&#039; creature into a different &#039;&#039;CR 1 or CR 2&#039;&#039; creature.&lt;br /&gt;
|3=Further training in &#039;&#039;&#039;Transformation&#039;&#039;&#039; allows the user to transform themself or a &#039;&#039;CR 1 to CR 3&#039;&#039; creature into an other &#039;&#039;CR 1 to CR 3&#039;&#039; creature.&lt;br /&gt;
|4=Advanced training in &#039;&#039;&#039;Transformation&#039;&#039;&#039; allows the user to transform themself or a &#039;&#039;CR 1 to CR 4&#039;&#039; creature into another &#039;&#039;CR 1 to CR 4&#039;&#039; creature.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Transformation&#039;&#039;&#039; can transform themselves or a &#039;&#039;CR 1 to CR 5&#039;&#039; creature into any other &#039;&#039;CR 1 to CR 5&#039;&#039; creature.&lt;br /&gt;
|duration=&#039;&#039;&#039;Transformation&#039;&#039;&#039; requires active concentration and focus to maintain, but does not require a direct line of sight once the transformation is complete. As long as the user can maintain concentration and has the energy to do so, this power can be used. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; requiring a level of focus to maintain. The greater the change in body type, the more draining this power is.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Yzma%E2%80%99s+Cabinet &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Yzma’s Cabinet&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Weather Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Weather Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; allows the user to change the weather and climate of their present location. The climate can change from freezing to sweltering heat. This weather must be feasible for the location, meaning no hurricanes on Tatooine. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; users can change the temperature/humidity in a circle around them by a few degrees over the span of fifteen minutes. The maximum size of the circle is up to twenty meters away from them.  &lt;br /&gt;
|2=With more training, the user can not only change the temperature/humidity of their immediate location, now by a larger degree, but they can create and calm winds from average storm levels, all within twenty meters away from them. &lt;br /&gt;
|3=After ten minutes of focus, a Force user can also dictate the direction of how the winds blow around them, and drastically alter the temperature and humidity of an area within fifty meters. &lt;br /&gt;
|4=With advanced training and focus, a user can now generate and disperse entire storm systems out to a distance of one-hundred meters.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; can now, with five minutes of focus,  change the weather, temperature, humidity, and storm systems to the most extreme the environment is capable of with a distance of two-hundred meters away. &lt;br /&gt;
|duration=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; requires an active concentration to maintain the specific weather/climate the user wants, and can take minutes of focus to bring about the weather change, the more extreme the change, the longer it takes. Upon losing concentration, the weather will quickly change back to what it was prior to the power being used. The user cannot take other actions while maintaining the changed weather.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, making it difficult to accomplish multiple times in a row. As long as the user has the energy and focus required for the power, it can be sustained.  &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Like+a+Hurricane &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Like a Hurricane&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198313</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198313"/>
		<updated>2025-08-08T21:22:39Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Spectral Beast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single target within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Proficiency&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Medley&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Proficiency&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Proficiency modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Medley&lt;br /&gt;
|Feat2Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat2FooterText=Medley is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Spectral Beast =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spectral Beast&lt;br /&gt;
|desc1=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has found a deep spiritual connection to animal life. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a weak-wispy glowing-ghostly version of an animal of their choice relative to their skill level. This &#039;&#039;Spectral&#039;&#039; form is hard to maintain and dissipates if anything attempts to pass through it. It is not possible to attack in this form, but it is possible to speak single words to those around them. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc2=As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has further developed &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world and using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can now transform into a more solid appearing glowing ghostly version of an animal of their choice relative to their skill level. This form is easier to maintain, allowing several items or attacks to strike it before dissipating. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can make weak attacks in this form and can communicate in short sentences with those around them. They can also move through a single wall and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc3=As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a fully formed glowing ghostly version of an animal of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; choice relative to their skill level. The Spectral form is easy to maintain, allowing them to make normal attacks and interact with the world around them as well as communicate as they would normally. They can move through solid walls as desired and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|footer=Spectral Beast, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Spirit Guide =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spirit Guide&lt;br /&gt;
|desc1=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with recently created spirits, no more than a month old. The spirit&#039;s demeanor and willingness to cooperate are outside of their control, but it is capable of answering simple yes/no questions. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc2=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with spirits as old as a year. These spirits can hold simple conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc3=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with older spirits, including those long since deceased. These spirits can hold full conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|footer=Spirit Guide, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their lightsaber, bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198242</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198242"/>
		<updated>2025-07-30T18:11:28Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Spirit Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single target within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Medley&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Medley&lt;br /&gt;
|Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Proficiency&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2FooterText=Proficiency is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Spectral Beast =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spectral Beast&lt;br /&gt;
|desc1=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has found a deep spiritual connection to animal life. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a weak-wispy glowing-ghostly version of an animal of their choice. This &#039;&#039;Spectral&#039;&#039; form is hard to maintain and dissipates if anything attempts to pass through it. It is not possible to attack in this form, but it is possible to speak single words to those around them. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc2=As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has further developed &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world and using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can now transform into a more solid appearing glowing ghostly version of an animal of their choice. This form is easier to maintain, allowing several items or attacks to strike it before dissipating. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can make weak attacks in this form and can communicate in short sentences with those around them. They can also move through a single wall and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc3=As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a fully formed glowing ghostly version of an animal of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; choice. The Spectral form is easy to maintain, allowing them to make normal attacks and interact with the world around them as well as communicate as they would normally. They can move through solid walls as desired and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|footer=Spectral Beast, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Spirit Guide =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spirit Guide&lt;br /&gt;
|desc1=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with recently created spirits, no more than a month old. The spirit&#039;s demeanor and willingness to cooperate are outside of their control, but it is capable of answering simple yes/no questions. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc2=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with spirits as old as a year. These spirits can hold simple conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc3=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with older spirits, including those long since deceased. These spirits can hold full conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|footer=Spirit Guide, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their lightsaber, bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198241</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=198241"/>
		<updated>2025-07-30T17:57:26Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Adding two new options for FU Custom Disciplines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single target within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Medley&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Medley&lt;br /&gt;
|Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Proficiency&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2FooterText=Proficiency is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Spectral Beast =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spectral Beast&lt;br /&gt;
|desc1=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has found a deep spiritual connection to animal life. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a weak-wispy glowing-ghostly version of an animal of their choice. This &#039;&#039;Spectral&#039;&#039; form is hard to maintain and dissipates if anything attempts to pass through it. It is not possible to attack in this form, but it is possible to speak single words to those around them. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc2=As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has further developed &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world and using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can now transform into a more solid appearing glowing ghostly version of an animal of their choice. This form is easier to maintain, allowing several items or attacks to strike it before dissipating. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can make weak attacks in this form and can communicate in short sentences with those around them. They can also move through a single wall and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|desc3=As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; spiritual bond with the animal world. Using &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Transformation&#039;&#039;&#039; Force Power, they can transform into a fully formed glowing ghostly version of an animal of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; choice. The Spectral form is easy to maintain, allowing them to make normal attacks and interact with the world around them as well as communicate as they would normally. They can move through solid walls as desired and maintain this form. &#039;&#039;The animal must be noted in the character&#039;s loadout.&#039;&#039;&lt;br /&gt;
|footer=Spectral Beast, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Spirit Guide =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Spirit Guide&lt;br /&gt;
|desc1=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with recently created spirits, no more than a month old. The spirit&#039;s demeanor and willingness to cooperate are outside of their control, but it is capable of answering simple yes/no questions. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc2=Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Equite, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with spirits as old as a year. These spirits can hold simple conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|desc3Instead of trying to control the dead, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained to pull spirits from beyond the veil of the living Force with their &#039;&#039;&#039;Telepathy&#039;&#039;&#039; Force Power so they can speak together. As an Elder, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can commune with older spirits, including those long since deceased. These spirits can hold full conversations, but the spirit&#039;s demeanor and willingness to cooperate is outside of &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s control. The spirit may still need to be persuaded to provide information. &#039;&#039;Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.&#039;&#039;&lt;br /&gt;
|footer=Spirit Guide, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their lightsaber, bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198168</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198168"/>
		<updated>2025-07-19T00:04:11Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* A Nightsister Illumination (43 ABY) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|&#039;&#039;The Viper Fang&#039;&#039;]] VCX-100 Light Freighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] known as &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] and its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Despite its age and disrepair, the freighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The freighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
[[File:Rath-Oligard.png|thumb|250px|right|Rath Oligard - Leader of the Collective]]&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
[[File:Dandoran full.png|thumb|250px|right|Dandoran]]&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
[[File:TheEtherealRealm.png|thumb|250px|right|The Ethereal Realm]]&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the VCX-100 light freighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|12}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]][[Category:Written with AI Assistance]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198167</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198167"/>
		<updated>2025-07-19T00:01:42Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Haar Jorad (37 ABY - Present) */ adding more images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|&#039;&#039;The Viper Fang&#039;&#039;]] VCX-100 Light Freighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] known as &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] and its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Despite its age and disrepair, the freighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The freighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
[[File:Rath-Oligard.png|thumb|250px|right|Rath Oligard - Leader of the Collective]]&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
[[File:Dandoran full.png|thumb|250px|right|Dandoran]]&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
[[File:TheEtherealRealm.png|thumb|250px|right|The Ethereal Realm]]&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== A Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the VCX-100 light freighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|12}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]][[Category:Written with AI Assistance]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198166</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198166"/>
		<updated>2025-07-18T23:58:22Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Haar Jorad (37 ABY - Present) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|&#039;&#039;The Viper Fang&#039;&#039;]] VCX-100 Light Freighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] known as &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] and its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Despite its age and disrepair, the freighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The freighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
[[File:Rath-Oligard.png|thumb|250px|right|Rath Oligard - Leader of the Collective]]&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== A Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the VCX-100 light freighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|12}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]][[Category:Written with AI Assistance]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198150</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198150"/>
		<updated>2025-07-18T04:40:09Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Known Associates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|&#039;&#039;The Viper Fang&#039;&#039;]] VCX-100 Light Freighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] known as &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] and its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Despite its age and disrepair, the freighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The freighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== A Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the VCX-100 light freighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot &amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|12}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198149</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198149"/>
		<updated>2025-07-18T04:32:17Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Large rewrite and addition of new details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|placeofbirth=&lt;br /&gt;
|death=&lt;br /&gt;
|placeofdeath=&lt;br /&gt;
|causeofdeath=&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|cyber=&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse= Madeline Jisella “MJ” Kilvaari &#039;&#039;(Partner - Undisclosed)&#039;&#039;&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bale Andros]]&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Rhang Larjoc †&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]] &#039;&#039;(WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]] &#039;&#039;(Lightsaber)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Mercenary_(order)|Mercenary]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|&#039;&#039;The Viper Fang&#039;&#039;]] VCX-100 Light Freighter&lt;br /&gt;
|masters=&lt;br /&gt;
|apprentices=&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039; — also known by his ancestral Mando’a title &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) and more commonly referred to in Basic as &#039;&#039;&#039;The Viper&#039;&#039;&#039; — is a bold, fiercely independent, and highly formidable [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on the Outer Rim world of [[starwars:Batuu|Batuu]] within a hidden Mandalorian [[starwars:Covert|covert]] located near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. He is the fourth son of Valinor and Melora Adenn, the respected leaders of Clan Adenn, who were instrumental in establishing and maintaining the covert’s safety and traditions. Of their children, Idris was only the second to survive into adolescence, a fact that deeply shaped his sense of identity and purpose. From a young age, he was immersed in the teachings of the &#039;&#039;[[starwars:Resol%27nare|Resol’nare]]&#039;&#039; and trained rigorously in the ancient warrior traditions of his Mandalorian ancestors. His fierce loyalty to his heritage, clan, and the Mandalorian way of life remains unshakable.&lt;br /&gt;
&lt;br /&gt;
Most of Idris’ adult life has been spent living aboard his starship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] known as &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;. The ship serves as both a base of operations and home to his loyal crew, whom he considers his chosen family. Idris is also a devoted father to his daughter, Elia, named in honor of his late sister who was murdered under tragic circumstances. Elia typically resides on Batuu under the care and guidance of her grandmother, Melora. Until 43 ABY he was unaware his blood had been used to combine his DNA with a [[starwars:Nightsister|Nightsister]] of [[starwars:Dathomir|Dathomir]], resulting in his other daughter  —  Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
Known throughout the galaxy for his swagger, sharp tongue, and appetite for combat, credits, and celebration, Idris has carved a reputation as both a fearsome warrior and a galactic socialite. From seedy cantinas to high-profile bounty missions, he has made his mark on nearly every sector, earning both admiration and notoriety. Notably, Idris rose to stardom as a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; music icon during his teenage years, blending warrior culture with mainstream popularity in a uniquely audacious style.&lt;br /&gt;
&lt;br /&gt;
In addition to his mercenary and musical exploits, Idris holds significant standing within the Brotherhood’s leadership. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;, a role of considerable influence and respect. His past titles include [[Praetor]] to the [[Herald]], [[Combat Master]], and he is counted among the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was far from the future Idris’ parents had envisioned for their children, but in the aftermath of war, it was survival and that was enough. In the wake of the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]], Clan Adenn wandered the stars as refugees, displaced and scattered like so many of their kin. After years spent in hiding and on the run, they finally found uneasy refuge near Black Spire Outpost. The loss of Mandalore cast a long, unrelenting shadow over Idris’ childhood, a constant reminder of what was stolen and what could never be forgotten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]], deep within his family’s secretive Mandalorian covert nestled among the rugged terrain near Black Spire Outpost on the remote Outer Rim world of Batuu. Though the [[starwars:Galactic_Civil_War|Galactic Civil War]] had officially ended three years prior, the devastating effects of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge of the Mandalorians lingered heavily. Like many surviving clans, Clan Adenn had retreated into hiding, nursing their wounds and preserving their culture in isolation.&lt;br /&gt;
&lt;br /&gt;
Both of Idris’ parents, Valinor and Melora Adenn, had once fought as members of the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], opposing the Empire on multiple fronts. After the decisive [[starwars:Battle_of_Jakku|Battle of Jakku]] marked the true end of Imperial dominance, they returned to Batuu to rebuild, not just for themselves, but for the future of their people. Together, they helped reestablish the covert and took on the mantle of leadership within the clan.&lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and head of the clan, was a hardened veteran: stern, disciplined, and unyielding. Years of warfare had shaped him into a man who saw tradition not as nostalgia, but as the bedrock of Mandalorian survival. With the war behind him, his focus shifted to defending and strengthening the covert, ensuring it remained both hidden and prepared for any threat.&lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was every bit Valinor’s equal, a seasoned warrior with sharp instincts, an insightful mind, and a rare blend of warmth and wit. Yet her fierce nature was tempered by personal loss. In [[0_BBY_to_9_ABY#7_ABY|7 ABY]], just a year before Idris’ birth, the couple’s second child, Avand, had died, a tragedy that left a deep impact on Melora, softening her once relentless drive toward combat. Still, she remained a pillar of strength within the clan and a guiding light for her children.&lt;br /&gt;
&lt;br /&gt;
At the time of Idris’ birth, the couple had two surviving sons: Erathan, age seven, and Okarro, age three. Idris would grow up among them, shaped by the strict teachings of his father and the hard-earned wisdom of his mother.&lt;br /&gt;
&lt;br /&gt;
The covert itself was a makeshift haven, constructed from landed starships, salvaged cargo containers, and repurposed supplies, all carefully arranged among the petrified trees and jagged rock formations surrounding Black Spire Outpost. Camouflaged with dirt, stones, and local flora, and made even more secure by Batuu’s remoteness and obscurity, it served as a hidden sanctuary for displaced Mandalorians. By the time Idris was born, the covert had grown into a small, self-sustaining community, home to dozens of warriors and families from various clans.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Though Idris was born into exile on the far reaches of the galaxy, his earliest years were, in many ways, typical for a young Mandalorian. Life in the covert was rugged, disciplined, and communal, filled with equal parts training and childhood mischief. From a young age, Idris learned the Mandalorian balance of strength and spirit: he trained hard, he played harder, and he thrived under the ever-watchful eyes of his clan.&lt;br /&gt;
&lt;br /&gt;
Among the families who made up the covert was the Kyl family, a group of [[starwars:Twi%27lek|Twi’leks]] who had long been integrated into Clan Adenn. Their connection stretched back to [[100_BBY_to_51_BBY|53 BBY]], when Idris’ grandfather liberated the first of them from slavery. In the years that followed, the Kyls rose from the status of [[starwars:Foundling|foundlings]] to being granted their own clan name, a rare and honored progression in Mandalorian society. One of Idris’ earliest and closest friends was Ashara Kyl, a spirited and clever girl about six months his senior. The two were inseparable as children, often sparring, racing through the outcroppings, or dreaming up grand adventures among the covert’s labyrinth of ships and crates.&lt;br /&gt;
&lt;br /&gt;
Also residing in the covert was Clan Nezsa, bonded to Clan Adenn through blood. Idris’ mother, Melora, had a sister who had married into the Nezsa line, further strengthening the alliance between the two clans. It was through this connection that Idris formed a powerful bond with Evio Nezsa, a cousin who was seven years his elder who was more of a brother to Idris than his own siblings. The two spent countless hours exploring the outer edges of the covert and the dusty corners of Black Spire Outpost, often returning home covered in grime and bruises, grinning from ear to ear.&lt;br /&gt;
&lt;br /&gt;
In [[10_ABY_to_19_ABY#10 ABY|10 ABY]], the family welcomed a new member: Elia, Idris’ younger sister. Her birth was a source of immense joy and pride for both Valinor and Melora — a symbol of hope in uncertain times. However, that joy was short-lived. In [[10_ABY_to_19_ABY#11 ABY|11 ABY]], tragedy struck when Okarro, Idris’ older brother, succumbed to long-standing health complications that had plagued him since birth. His passing devastated the family. Though Valinor and Melora maintained a composed and resolute front for their surviving children, the grief was palpable. One of Idris’ earliest and most vivid memories is standing solemnly with his family at Okarro’s funeral, watching the small ceremonial flames flicker under Batuu’s pale skies.&lt;br /&gt;
&lt;br /&gt;
By the time he turned three, Idris was already immersed in the structured life of a Mandalorian youth. He began formal training under his father and the covert&#039;s instructors, learning discipline, survival, hand-to-hand combat, and the ancient customs of their people. Valinor, still mourning Okarro, poured his hopes into Idris with fierce intensity. Where Okarro had been fragile and often bedridden, Idris was strong, curious, and quick to learn. His father was determined to ensure Idris would not only survive but thrive.&lt;br /&gt;
&lt;br /&gt;
While Erathan, the eldest surviving brother, was already deep into his own warrior training, he met it with resentment and resistance, his spirit weighed down by the pressure of expectation. Idris, on the other hand, took to the warrior’s path with natural ease as if it were woven into his very blood. He relished the physical challenges, absorbed lessons quickly, and often trained beyond what was expected of him. Even in his earliest years, it was clear: Idris Adenn was destined to become something more than just another survivor. He was being forged.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As Idris entered adolescence, his training intensified, and the differences between him and his older brother, Erathan, became increasingly clear. While Erathan favored empathy, diplomacy, and leadership through understanding, Idris embraced the more traditional and militant aspects of Mandalorian culture: valor, strength, and direct action. His strong disdain for authority imposed without purpose often led to frequent clashes with his father, Valinor, a strict traditionalist who valued order and obedience. Their relationship was difficult, marked by tension and unspoken expectations, but it was also formative. The friction between father and son forged Idris’s independence, sharpened his convictions, and tempered his rebellious nature into something focused and formidable, traits that would ultimately prepare him for the tragedy that would soon strike Clan Adenn and define the path he would walk thereafter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the age of ten, Idris had entered the full rigor of Mandalorian martial training. Under the direct guidance of his father, Valinor, Idris’ physical and mental capabilities were pushed to their limits. Valinor, determined to uphold the warrior legacy of Clan Adenn, had grown increasingly focused on ensuring at least one of his children would carry forward the traditions of Mandalore with honor and strength. Idris&#039; older brother, Erathan, had by this time rejected many of the Mandalorian warrior customs, embracing instead the ideals of peace and diplomacy, drawing inspiration from historic pacifist movements. With Erathan set on a different path and unlikely to serve as a martial representative of the clan, the burden of legacy fell solely on Idris.&lt;br /&gt;
&lt;br /&gt;
Although Erathan, as the eldest, was still expected to inherit leadership of the clan, its honor, strength, and reputation would hinge on Idris’ development as a capable warrior. The resulting pressure often led to clashes between Idris and Valinor. While Idris respected many aspects of the Mandalorian way, he was rebellious by nature: sarcastic, willful, and deeply resistant to authority imposed without purpose. This tension became a defining feature of their relationship throughout his adolescence.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#20 ABY|20 ABY]], at the age of twelve, Idris underwent a critical test of self-reliance. He was covertly abandoned by Valinor in the depths of [[starwars:Coruscant|Coruscant’s undercity]], a notoriously dangerous region filled with crime, corruption, and lawlessness. Idris was given no resources or assistance and was expected to survive on his own and find his way back to Batuu. After several grueling weeks, he succeeded, returning stronger and more disciplined — a key step in preparing him for the formal trials ahead.&lt;br /&gt;
&lt;br /&gt;
At thirteen, Idris undertook the traditional [[starwars:Verd&#039;goten|Verd&#039;goten]], a coming-of-age rite required to be recognized as a full Mandalorian adult. Unlike his brother, who had refused the ceremony, Idris accepted the challenge and was dropped into the wilderness of [[starwars:Ryloth|Ryloth]], where he was forced to survive alone amidst the planet’s most dangerous fauna, including [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. Idris returned to Batuu scarred but victorious, carrying the severed head of a Doashim as proof of his survival and combat prowess. With this, he was formally recognized as Mandalorian by both family and clan.&lt;br /&gt;
&lt;br /&gt;
Following his Verd’goten, Idris participated in a tradition unique to Clan Adenn. Deep in the mountains of Batuu, the clan maintained a sacred shrine containing the memorials of legendary ancestors, including former Manda’lors, as well as a small population of dragonsnakes, the creature represented in the clan’s signet. At the shrine, Idris was tested not only in physical skill but also in ancestral knowledge and spiritual insight. Upon completing these trials, he was awarded slivers of beskar from the armor of various honored ancestors. These fragments were melted and reforged into a single plate known as the &#039;&#039;&#039;ka’rta beskar&#039;&#039;&#039; (“&#039;&#039;iron heart&#039;&#039;”), which would become part of Idris’ armor, symbolizing his connection to those who came before him.&lt;br /&gt;
&lt;br /&gt;
Idris&#039; final honor was the right to wield Shadowfang, a centuries-old &#039;&#039;&#039;jetii’kad&#039;&#039;&#039; (“&#039;&#039;lightsaber&#039;&#039;”), with a deep violet blade and a black core. The weapon had originally been claimed by an ancestral Manda’lor in battle against a Jedi Master and had since been passed down through the generations. Idris, having proven himself in combat, spirit, and lineage, became the first Adenn in generations deemed worthy of its power.&lt;br /&gt;
&lt;br /&gt;
==== Beware of the Groove (23 ABY - 26 ABY) ====&lt;br /&gt;
Alongside his rigorous warrior training, Idris Adenn developed a deep passion for music from a young age, particularly drawn to the seven-string Hallikset, a traditional instrument known for its rich, resonant tones. Idris began learning the Hallikset in his early childhood, often practicing during rare moments of downtime aboard the clan’s ships and within the covert. His natural talent and dedication allowed him to master the instrument quickly, blending traditional Mandalorian melodies with contemporary rhythms and styles inspired by the diverse cultures of the galaxy.&lt;br /&gt;
&lt;br /&gt;
By his teenage years, Idris had begun composing original songs that reflected both his heritage and his personal experiences, combining the traditional sounds of the Hallikset with electronic beats and vocal performances. This innovative fusion laid the foundation for his entry into the Mandalorian Pop (&#039;&#039;M-Pop&#039;&#039;) music scene, where he rapidly gained notoriety as a charismatic and rebellious artist. His music resonated deeply with younger Mandalorians and others across the galaxy, blending themes of honor, identity, struggle, and celebration.&lt;br /&gt;
&lt;br /&gt;
Idris’ M-Pop career elevated him beyond the battlefield, providing him with a platform to influence Mandalorian culture and reach a wider audience. Known for his dynamic stage presence and lyrical prowess, he became a recognizable figure in the galaxy’s music world while still maintaining his duties and responsibilities within Clan Adenn. His dual identity as both a warrior and performer added a unique dimension to his public persona, further solidifying his status as a cultural icon and leader within the Mandalorian community.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Following the successful completion of his Verd’goten, Idris Adenn’s life expanded far beyond the covert on Batuu. His father, Valinor, began taking him on increasingly dangerous offworld assignments across the galaxy, serving as bounty hunters, private security, mercenaries, and operatives-for-hire. These years were formative, filled with constant exposure to the harsh realities of the wider galaxy and the moral ambiguities of a warrior’s path. By the age of sixteen, Idris had seen combat on multiple worlds and gained a reputation for his effectiveness—and unpredictability.&lt;br /&gt;
&lt;br /&gt;
In [[20_ABY_to_29_ABY#24_ABY|24 ABY]], a contract took Idris and Valinor deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], where they were hired as security enforcers for a notorious warlord named Yr’drav Dolov. Dolov maintained power through fear, exploitation, and wealth accumulated from slave labor. His estate was fortified and expansive, guarded by mercenaries and filled with enslaved workers, many of them Wookiees taken from [[starwars:Kashyyyk|Kashyyyk]]. While Valinor handled direct negotiations and oversight, Idris spent much of his time among the laborers, quietly building rapport with them, especially a Wookiee named Rayjax.&lt;br /&gt;
&lt;br /&gt;
Though he had no issue with bringing in bounties or taking down targets in battle, Idris drew a hard line at slavery. Witnessing Dolov’s brutality and the suffering of the Wookiees struck a moral nerve. Unable to act directly without risking the lives of his clan or jeopardizing the contract, Idris began crafting a covert plan to liberate the slaves, without implicating himself or his father. His bond with Rayjax became central to the operation, helping him learn the estate’s layout, schedules, and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Soon after the contract concluded, Idris acted. In the dead of night, he stole a lightly guarded freighter packed with trade goods. Returning alone to the warlord’s compound, he executed a carefully timed extraction, freeing the Wookiees, disabling their control collars, and guiding them aboard the stolen ship. The mission was a success. Idris flew the freed slaves to Kashyyyk, delivering them safely to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Once there, Rayjax discovered that his family had been killed in a slaver raid, and his tribe was struggling to recover. Idris, acting on instinct and compassion, donated the freighter’s entire cargo to the tribe to help them rebuild.&lt;br /&gt;
&lt;br /&gt;
Shortly after, Valinor arrived.&lt;br /&gt;
&lt;br /&gt;
Enraged by the theft, but moved by his son’s bravery, Valinor issued punishment in accordance with Mandalorian discipline. In the center of Rayjax’s village, Idris received five lashes to the back, a public acknowledgment of his disobedience. Idris accepted the lashes in silence, knowing full well he would be working to repay the loss of the ship and its cargo. Afterward, Valinor tended to his son’s wounds and helped offload additional supplies to aid the Wookiees. Though stern, he could not help but feel pride in his son’s defiance, especially given his own father had once freed the Kyl family from similar circumstances.&lt;br /&gt;
&lt;br /&gt;
In recognition of his courage and sacrifice, the Wookiees honored Idris with tribal kinship, welcoming him as one of their own.&lt;br /&gt;
&lt;br /&gt;
Rayjax, unable to bear the constant reminders of his family’s death, chose not to remain on Kashyyyk. Before he could offer a formal life debt, Idris preemptively invited him to join Clan Adenn on Batuu, promising a new family and a new life. Rayjax accepted, becoming one of Idris’ closest allies and later serving aboard &#039;&#039;The Viper Fang&#039;&#039; as part of his crew.&lt;br /&gt;
&lt;br /&gt;
Though Dolov was never able to conclusively prove Idris’ involvement, he suspected the truth. The warlord swore vengeance, marking Idris as an enemy and ensuring that their paths would one day cross again.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
By the age of seventeen, Idris Adenn had become more than just a rising Mandalorian warrior—he had also developed a well-earned reputation for indulgence, charm, and mischief. Whether slipping away to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] during downtime on Batuu or savoring the nightlife and cultural experiences on various worlds during offworld contracts, Idris made it a point to enjoy the galaxy’s pleasures as much as he endured its hardships. His tendency to blend work and recreation frequently landed him in troublesome situations—some minor, others more dangerous—but one incident in [[20_ABY_to_29_ABY#25_ABY|25 ABY]] would mark a turning point in his notoriety.&lt;br /&gt;
&lt;br /&gt;
While on assignment with his father Valinor on [[starwars:Coruscant|Coruscant]], Idris found himself embroiled in a scandal involving Sedanol Berr, a mid-level diplomat with powerful planetary connections. During their time stationed near the Senate District, Idris engaged in a brief but ill-advised affair with Sedanol’s wife. The diplomat caught Idris in a compromising position, specifically, in his private quarters, with his spouse. A physical altercation ensued.&lt;br /&gt;
&lt;br /&gt;
In the brief scuffle, Idris managed to wrest control of the situation, drawing his personal dagger in self-defense. The confrontation ended quickly when security forces arrived, and while the injury to Sedanol was minor, a shallow cut on his forearm, it was enough to escalate the tension and call into question Idris’ intentions.&lt;br /&gt;
&lt;br /&gt;
To avoid further political fallout, Valinor immediately pulled Idris from the mission and sent him back to Batuu. He remained behind to complete their contract and attempt diplomatic damage control. However, just days later, Sedanol Berr died under mysterious circumstances. Though the official cause of death was left vague, suspected heart failure, the timing raised concerns. Whispers began to circulate that Berr may have been poisoned, and that the blade used by Idris had been treated with a delayed toxin.&lt;br /&gt;
&lt;br /&gt;
No evidence ever tied Idris directly to Berr’s death, but the suspicion was enough to stain his reputation—especially among politicians and higher society figures within the Core Worlds. Combined with Clan Adenn’s dragonsnake sigil, known for its venomous bite and stealthy ferocity, the story took on a life of its own. Idris became known throughout some circles by the nickname &#039;&#039;“The Viper”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The moniker followed him across the galaxy, evolving into a fearsome title, equal parts flattery, threat, and warning. For many, &amp;quot;The Viper&amp;quot; symbolized the unpredictability and cunning edge that set Idris apart from more traditional Mandalorians. It also marked the beginning of a more calculated, often morally ambiguous phase in his life, where reputation could be as valuable, and dangerous, as armor.&lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The fallout from the incident on Coruscant left a lasting impact on Idris Adenn’s relationship with his father. Though Valinor never outright banned Idris from joining missions, he became far more hesitant to include his son in sensitive or high-profile contracts. The growing public perception of Idris as unpredictable, and potentially volatile, made discretion increasingly difficult. While Idris chafed at this new restriction, he did not let it stall his momentum.&lt;br /&gt;
&lt;br /&gt;
With the support of his closest companions, Rayjax and Ashara Kyl, Idris began carving his own path. Rayjax’s impressive skills in engineering and ship mechanics, paired with Ashara’s extensive knowledge of medicine and field care, gave the trio a strong foundation. They began taking on small local jobs around Batuu and the surrounding star systems, some legal, others less so, forming a tight-knit, self-reliant team that quickly earned a reputation for resourcefulness and grit.&lt;br /&gt;
&lt;br /&gt;
During one such job, the group stumbled across what would become a defining moment in their early independence. On a desolate and mostly forgotten moon orbiting a remote Outer Rim gas giant, the trio discovered an abandoned industrial site. Though it appeared deserted, further exploration revealed it had once been an active outpost for the Black Sun Crime Syndicate. While the term &amp;quot;base&amp;quot; might have been generous, the site clearly operated as a chop shop, a hidden facility for dismantling and modifying stolen starships for resale on the black market.&lt;br /&gt;
&lt;br /&gt;
Inside the facility, the group came upon a partially stripped but surprisingly intact [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] and its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Despite its age and disrepair, the freighter immediately captured their imaginations. For Idris, Rayjax, and Ashara, it was more than just a ship. It was a symbol of freedom, autonomy, and a future unshackled from the shadows of their elders.&lt;br /&gt;
&lt;br /&gt;
While Rayjax and Ashara immediately began assessing and restoring the ship’s power core, control systems, and life support, Idris held off the facility’s remaining defenses, blasting through a handful of worn-down security droids still active in the hangar bay. The trio worked swiftly, patching together just enough functionality for a hyperspace jump back to Batuu. The journey was nearly catastrophic—only a secondary engine remained functional, and most onboard systems failed mid-flight. By the time they landed on Batuu, only life support and basic navigation remained operational.&lt;br /&gt;
&lt;br /&gt;
The freighter was salvaged and restored over time, with each member of the trio contributing their expertise. They named the ship &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, a nod to Idris’ emerging reputation and the vessel’s bite-like speed and versatility. Though the ship required constant maintenance in its early years, it became far more than just a mode of transportation. It served as a mobile base, training ground, safehouse, and home, reflecting the group&#039;s identity and independence.&lt;br /&gt;
&lt;br /&gt;
Over the following years, &#039;&#039;The Viper Fang&#039;&#039; would go on to play a central role in Idris&#039; operations as a bounty hunter, information broker, and performer, while also becoming a symbol of his chosen family and the life he was building on his own terms.&lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
By early [[20_ABY_to_29_ABY#26_ABY|26 ABY]], Valinor Adenn had finally begun to allow Idris back into higher-stakes missions, granting him a place once more at his side in the field. For Idris, it was a bittersweet milestone, while he felt pride at earning back his father&#039;s trust, the long absences from Rayjax, Ashara, and work on &#039;&#039;The Viper Fang&#039;&#039; left him feeling torn. Still, he understood that nearly everything he knew, combat, survival, honor, and even rebellion, came from Valinor’s guidance, for better or worse.&lt;br /&gt;
&lt;br /&gt;
Their assignment aboard &#039;&#039;The Epsilon Shade&#039;&#039; would forever alter the course of Idris’ life and Clan Adenn’s legacy.&lt;br /&gt;
&lt;br /&gt;
The job, on paper, was simple. Idris and Valinor were contracted as part of an additional security detail aboard the Epsilon Shade, a large, heavily modified freighter carrying a high-value shipment of ancient artifacts, rare relics and cultural treasures destined for a private buyer, along with newly designed weaponry. The mission was organized by Clan Larjoc, fellow Mandalorians known more for business than battlefield prowess. Its head, Aradas Larjoc, was an unusual figure, sharp with numbers but lacking martial skill. His company had many ventures, including trading rare commodities and the manufacturing and selling of Mandalorian weapons. Concerned about piracy, Larjoc brought in trusted muscle to ensure safe delivery.&lt;br /&gt;
&lt;br /&gt;
The disaster struck without warning.&lt;br /&gt;
&lt;br /&gt;
Somewhere between jump coordinates, a catastrophic explosion erupted from the cargo holds. The cause was never definitively determined — saboteur interference, faulty coaxium storage, or a malfunctioning power regulator were all considered possibilities. The blast tore open large sections of the vessel, weakening the ship&#039;s superstructure and triggering secondary detonations in the holds containing weapons and fuel.&lt;br /&gt;
&lt;br /&gt;
Idris and Valinor were near the main bridge at the time, engaged in discussion with the ship’s captain. The shockwave from the explosion hurled them against the walls, and all three were knocked unconscious by the impact. Idris was the first to awaken, disoriented, with blood streaming down his face from a gash on his forehead. He quickly assessed the damage. The bridge was in ruins. Valinor and the captain remained unresponsive, and no other crew could be reached. Based on the damage and open airlocks, it was likely the rest had either been killed or jettisoned in escape pods.&lt;br /&gt;
&lt;br /&gt;
Then came the true horror.&lt;br /&gt;
&lt;br /&gt;
The ship’s sub-light engines were still active, locked at full throttle and unable to be shut down. The autopilot system was offline, and the freighter’s trajectory was set for a direct collision with the planet below, specifically, a densely populated urban center. With a full payload of coaxium still in the tanks and undetonated cargo aboard, the crash would be apocalyptic, potentially killing thousands.&lt;br /&gt;
&lt;br /&gt;
Idris faced an impossible choice. He could drag his father and the unconscious captain to the last remaining escape pod and abandon the ship, leaving the collision to occur, likely unnoticed until it was far too late. Or he could send them to safety while remaining aboard, manually guiding the crippled vessel off-course to minimize the loss of life.&lt;br /&gt;
&lt;br /&gt;
He chose to stay.&lt;br /&gt;
&lt;br /&gt;
After placing his father and the captain in the pod and initiating its launch, Idris strapped himself into the pilot’s seat and took control of what little functionality remained. His goal: steer the Epsilon Shade into a wilderness region, far from any settlements. Without a working navigational array or maneuvering thrusters, the only option was to force a long, shallow descent, hoping the atmosphere would tear the ship apart before it reached the surface.&lt;br /&gt;
&lt;br /&gt;
As the freighter fell, the structural damage from the original explosion finally caused the vessel to break in half. Most of the coaxium ignited harmlessly in the upper atmosphere, vaporizing in spectacular detonations that scattered debris across a vast swath of sky. The front half of the ship, where Idris remained, barely held together as it plummeted.&lt;br /&gt;
&lt;br /&gt;
When the wreckage finally crashed into the wilderness, emergency rescue teams discovered Idris miraculously alive, but barely. He was pulled from the smoldering ruin with extensive injuries, and remained in a coma for several months. The crash site would later become a subject of investigation and a grim monument to survival against impossible odds.&lt;br /&gt;
&lt;br /&gt;
When Idris finally awoke, he was met with a torrent of physical pain and the grim reality of a long recovery ahead. Months of physical therapy were required to relearn how to walk, fight, and move, with Ashara Kyl leading much of his rehabilitation. But with the pain came recognition: Idris’ selfless actions had saved an entire city, and stories of the &#039;&#039;&amp;quot;Mandalorian who flew a dying ship to spare innocent lives&amp;quot;&#039;&#039; began to spread.&lt;br /&gt;
&lt;br /&gt;
No longer just a rebellious son or a troublemaker, Idris Adenn — &#039;&#039;The Viper&#039;&#039; — became a symbol of unpredictable heroism: capable of venom, but also of sacrifice.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to him, not all cargo from the &#039;&#039;Epsilon Shade&#039;&#039; had been accounted for. Among the wreckage was an ancient Nightsister sarcophagus, presumed destroyed but in truth missing. Along with traces of Idris’ blood, the artifact would resurface years later, culminating in the birth of his daughter, Sirdi Tyma, through dark Nightsister riturals.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late [[20_ABY_to_29_ABY#27_ABY|27 ABY]], Idris Adenn had made a full recovery—both physically and in reputation. His heroic actions aboard the Epsilon Shade had earned him widespread acclaim, and his father, Valinor, began including him in more high-profile assignments once again. Many job requests now came in with Idris specifically in mind, often drawn to the growing legend of &#039;&#039;The Viper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Among these missions came a familiar name: Aradas Larjoc.&lt;br /&gt;
&lt;br /&gt;
Despite being a shrewd businessman, Aradas had shown genuine loyalty to the Adenns in the past. He had covered the entirety of Idris’s medical expenses following the Epsilon Shade disaster and even donated generously to the full restoration of &#039;&#039;The Viper Fang&#039;&#039;. Now he was calling in a favor—he needed security presence during a major business negotiation with a powerful figure: Tysus Lanna’kor.&lt;br /&gt;
&lt;br /&gt;
Lanna’kor was a dangerous man. Known throughout the galaxy for his ruthless tactics and his domination of large segments of the weaponry trade, he had carved out his empire through fear and precision. Aradas hoped to sell off a line of advanced weapons schematics to him, and wanted trusted Mandalorian muscle present as both protection and posturing.&lt;br /&gt;
&lt;br /&gt;
Valinor agreed to the job, bringing Idris along. Idris’s younger sister, Elia, begged to accompany them. She had grown close to Rhang Larjoc, Aradas’ son, and used their relationship as leverage to convince her father to let her come. Eventually, Valinor relented, and the three of them traveled to the Larjoc estate, the primary headquarters of Aradas’ enterprise.&lt;br /&gt;
&lt;br /&gt;
The negotiations themselves were uneventful but exhausting—long hours of legal back-and-forth and corporate posturing. Idris, never one for politics, found himself bored nearly to tears. He spent most of the time making suggestive eyes at several of the estate’s domestic staff. The only truly memorable part of the meeting was the presence of Bjorn Clegathas, the personal bodyguard of Tysus Lanna’kor. Bjorn was colossal, over seven feet tall, rippling with muscle, and exuding quiet menace. Idris silently nicknamed him &#039;&#039;”The Mountain”&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once the deal concluded, Tysus and Aradas proposed celebratory drinks. Idris took the opportunity to slip away, disappearing into the evening with two of the servants he had been flirting with. It was an indulgent, impulsive decision, a brief escape from the monotony of the deal.&lt;br /&gt;
&lt;br /&gt;
But when Idris returned later that night, everything had changed.&lt;br /&gt;
&lt;br /&gt;
The Larjoc estate was unnaturally quiet, a kind of silence that screamed of death. Lights flickered, alarms were dark, and not a soul stirred. Then came the scream, deep, guttural, and unmistakably Valinor’s voice, echoing from within the compound.&lt;br /&gt;
&lt;br /&gt;
Idris rushed through the corridors and came upon the first horror: Aradas Larjoc, face-down in a pool of blood, brutally cut down from behind. Signs of a desperate attempt to flee trailed behind him. Deeper inside, Idris found something far worse, his sister Elia, naked, restrained, and murdered in the most savage manner. Her skull had been crushed to pulp, her identity only confirmed by the delicate bracelet still clinging to her wrist.&lt;br /&gt;
&lt;br /&gt;
As Idris knelt in silent grief, rage burning behind his eyes, Rhang Larjoc emerged from the shadows with a twisted grin. With unrepentant glee, Rhang confessed to orchestrating the entire betrayal. He and Bjorn Clegathas had captured and violated Elia before Bjorn had killed her. Rhang believed his father had grown weak, too soft, too idealistic, and struck a secret deal with Tysus Lanna’kor to seize control of the Larjoc enterprise. The massacre was to be the beginning of a new era.&lt;br /&gt;
&lt;br /&gt;
But Rhang talked too long.&lt;br /&gt;
&lt;br /&gt;
As he monologued, Idris reached into his boot and drew a hidden dagger. In a flash, he lunged forward, driving the blade up through Rhang’s throat and into his skull. Rhang collapsed, choking on blood, his final breaths gurgling through shattered vocal cords.&lt;br /&gt;
&lt;br /&gt;
Idris didn’t wait. He tore through the estate in search of his father, eventually finding Valinor, barely clinging to life. He dragged his father’s broken body out of the compound, desperately seeking medical aid—but it was too late. Valinor Adenn died in his son’s arms.&lt;br /&gt;
&lt;br /&gt;
The death of Valinor sent shockwaves through Clan Adenn and their covert. A mourning ceremony was held, and Idris’ older brother, Erathan, formally assumed leadership of the clan. Erathan, deeply inspired by the ideals of the [[starwars:New_Mandalorians|New Mandalorian Movement]], chose a path of diplomacy over warfare. When Idris laid claim to Valinor’s armor, Erathan offered no protest. He had no interest in a warrior’s legacy; his ambitions lay in the political arena.&lt;br /&gt;
&lt;br /&gt;
Idris had the armor reforged to reflect his own legacy, black bodysuit, crimson plating, and golden accents. It was a statement: a Mandalorian warrior who embraced the chaos of the galaxy and wore it with pride. He also took up Shadowfang, the blade he had trained with for years and the symbol of his unbreakable resolve.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; fully restored, Idris, Rayjax, and Ashara Kyl returned to the stars. Rayjax, ever the engineer, served as pilot and tech specialist. Ashara, now a fully trained field medic and budding doctor, kept the crew alive when things went south. Together, they took on mercenary work, pursued personal causes, and began the long hunt for Tysus Lanna’kor and Bjorn Clegathas, the monsters who had shattered their family.&lt;br /&gt;
&lt;br /&gt;
And wherever they went, The Viper brought justice, fire, and vengeance.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed, armored, and driven by a thirst for vengeance, Idris Adenn departed Batuu aboard &#039;&#039;The Viper Fang&#039;&#039; with his loyal crew, determined to carve out a name for himself among the stars. With a fierce commitment to protecting both his found family on the Fang and his blood kin back home, Idris threw himself into the harsh and chaotic galaxy, embracing every challenge that came his way. As Haar Dreki’ormr be’Manda&#039;yaim—The Dragonsnake of Mandalore—he would not be deterred. The path ahead was long and unforgiving, but Idris was resolute in his mission to leave a legacy forged in fire, steel, and honor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
In early [[20_ABY_to_29_ABY#28_ABY|28 ABY]], a new bounty sent shockwaves through the galactic underworld, the infamous group known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; resurfaced, and this time, they were marked with the rare and chilling designation: &#039;&#039;Wanted Dead&#039;&#039;. Four of the seven had already been captured in prior years and were serving multiple life sentences in a maximum-security prison. But in a violent and highly coordinated attack, the three remaining members broke their brethren out, freeing the full pack of killers once more. The Shistavanen were ruthless, feral, and notoriously brutal, leaving trails of carnage in their wake. Over the next three months, dozens of bounty hunters attempted to take them down, only to be slaughtered or left badly wounded. The few who survived bore the scars as warnings to others.&lt;br /&gt;
&lt;br /&gt;
Idris initially considered going after the Seven, tempted by the high reward and the notoriety it could bring. But both Rayjax and Ashara advised against it, arguing the job was more suicide than bounty. They focused instead on smaller, more manageable hunts. Fate, however, had other plans. While stopping for fuel and supplies on the desert world of [[starwars:Tatooine|Tatooine]], Idris caught wind of a commotion in Mos Espa, and quickly realized the chaos was the work of none other than the Shistavanen Seven.&lt;br /&gt;
&lt;br /&gt;
Using the city’s maze-like layout to his advantage, Idris shadowed the gang through narrow streets, tight alleys, and over the sunbaked rooftops. Staying out of sight, he waited for the right moment to strike. That moment came swiftly and violently. Launching himself into action from above, Idris rained blaster fire down on the pack. Two of the Shistavanen fell before they knew what hit them. A third managed to knock one of Idris&#039; blasters away but was immediately dispatched with a precise shot from his second weapon.&lt;br /&gt;
&lt;br /&gt;
The ambush caused a temporary panic, but the remaining four were quick to retaliate. Blaster bolts hammered Idris’ armor, thankfully pure beskar, and one lucky ricochet took out another of the gang. Now down to three, the surviving Shistavanen fled down a side alley. Idris followed, loosing a shot into a parked speeder’s exposed fuel cell. The resulting explosion engulfed a fifth gang member in fire, reducing their number again.&lt;br /&gt;
&lt;br /&gt;
The final two Shistavanen hijacked a speeder bike and tore through the city, knocking aside market stalls and narrowly avoiding bystanders. Idris quickly commandeered his own and gave chase, the engines howling across the streets of Mos Espa. Rayjax and Ashara, having heard the commotion, stayed behind to secure the fallen bodies. The high-speed pursuit was chaotic and destructive, ultimately ending when the enemy speeder crashed into the side of a cantina.&lt;br /&gt;
&lt;br /&gt;
Wounded but still mobile, the last two Shistavanen scrambled inside the cantina. It was midday, and only a handful of patrons were inside. As blaster fire echoed behind them, customers ducked for cover, leaving the gang to dive behind the bar for refuge. Idris entered moments later and took stock of the scene. Rather than risk missing his targets in a direct shootout, he aimed high—firing into the bottles of alcohol and glassware above the bar. In an instant, shattered bottles and ignited vapors erupted into flames, engulfing the space.&lt;br /&gt;
&lt;br /&gt;
One Shistavanen died screaming in the inferno. The other, badly burned and barely alive, tried to crawl for cover. Though the bounty stated &amp;quot;dead&amp;quot; as the condition, Idris chose to spare the last member. With the other six corpses in tow, he dragged the final survivor to his ship for transport. In the weeks that followed, the people of Mos Espa had a new story to tell, the tale of the red-and-gold armored Mandalorian who rained death from the rooftops, chased monsters through the streets, and ended the terror of the Shistavanen Seven in a single day. &#039;&#039;The Viper&#039;&#039; had struck again.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
In 28 ABY, Idris Adenn and the crew of &#039;&#039;The Viper Fang&#039;&#039; traveled to the industrial world of [[starwars:Corellia|Corellia]], known for its gloomy, rain-soaked shipyards and as the manufacturing origin of some of the galaxy’s most iconic starships. Although the presence of the [[starwars:First_Order|First Order]] had not yet been made public, its influence had already begun to seep into Corellian infrastructure and politics. Unaware of this looming threat, Idris and his crew focused solely on a high-priority bounty: the capture of Tagsa’ak &#039;&#039;“The Crusher”&#039;&#039; Menoron.&lt;br /&gt;
&lt;br /&gt;
Menoron, a veteran shipyard worker, had gained infamy for using his position to smuggle narcotics and illegal goods inside newly constructed vessels. His nickname came from a more sinister legacy—he was suspected of murdering those who got too close to uncovering his operation, hiding their crushed bodies in hidden compartments alongside the contraband. Local authorities turned a blind eye, and corporations remained indifferent as long as ship production remained on schedule. One grieving family, however, took matters into their own hands and issued a substantial bounty for Menoron’s live capture.&lt;br /&gt;
&lt;br /&gt;
Thanks to his advanced jetpack training in the Mandalorian [[starwars:Rising_Phoenix|Rising Phoenix]] doctrine, Idris was able to navigate the vast and treacherous maze of towering durasteel, cranes, and half-assembled hulls from above, an advantage most bounty hunters lacked in the shipyards’ complex layout. After hours of sweeping the upper scaffolding and gantries, Idris located Menoron, who walked with confidence and impunity through the yards. But the moment he spotted Idris in the sky, he bolted.&lt;br /&gt;
&lt;br /&gt;
Menoron didn’t make it far. Idris deployed a cable from his vambrace, latching onto the fugitive and yanking him off his feet. The man landed face-first in a muddy worksite trench. While the capture itself was swift, the return trip proved more difficult; with his target bound and unable to walk on his own, Idris had to navigate the labyrinthine yards on foot, carrying the struggling smuggler back to &#039;&#039;The Viper Fang&#039;&#039;. Eventually, he emerged from the complex with Menoron in custody and delivered him to the client. The payout was issued in full, and the crew departed Corellia shortly after.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
By [[20_ABY_to_29_ABY#29_ABY|29 ABY]], Idris Adenn had accumulated a diverse résumé as a bounty hunter, serving as private security, property escort, hunter, tracker, and enforcer across the Outer Rim and beyond. However, it was during this year that he accepted his first assignment as a rescuer, a role that required a unique mix of finesse, firepower, and improvisation.&lt;br /&gt;
&lt;br /&gt;
The contract originated from Helio Industries, a mid-tier megacorporation embroiled in a covert corporate war with its powerful rival, Nexicorp. While such rivalries usually played out in economic sabotage and shadowy influence games, this case involved something far more volatile. Over the course of ten years, a Helio spy named Lod Hapfan had infiltrated Nexicorp, posing as a low-level employee while quietly funneling sensitive information to Helio. His greatest success came when he secured a complete archive of Nexicorp’s proprietary building schematics and technological blueprints—an unprecedented data theft that could tip the corporate balance for decades.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for Lod, he was discovered just before his extraction. Nexicorp mobilized immediately, dispatching elite corporate enforcers to locate and neutralize him before he could flee. Helio, desperate to salvage their asset and the stolen intel, turned to Idris and &#039;&#039;The Viper Fang&#039;&#039; crew for a high-risk extraction.&lt;br /&gt;
&lt;br /&gt;
Lod had gone into hiding near the top floors of a fortified, hundred-story Nexicorp skyscraper. With both Idris and Nexicorp agents converging on the building, the situation became a vertical race against time. From the lobby to the roof, Idris fought his way up story by story, encountering heavy resistance from security drones, armed personnel, and environmental lockdowns. While both sides avoided lethal force to prevent escalation, the conflict was anything but bloodless—battered and outnumbered, Idris narrowly reached Lod before the final encirclement closed in.&lt;br /&gt;
&lt;br /&gt;
Trapped with no viable exit through conventional means, Idris contacted &#039;&#039;The Viper Fang&#039;&#039;, calling in an aerial pickup. Without giving Lod any time to protest, he shoved the stunned spy out of the skyscraper’s window. Seconds later, Idris leapt after him. Both landed hard on the armored hull of &#039;&#039;The Viper Fang&#039;&#039;, and the crew quickly pulled them aboard before rocketing away from the Nexicorp perimeter.&lt;br /&gt;
&lt;br /&gt;
The mission was a success. Helio Industries received the stolen data, Lod Hapfan survived the ordeal, and Idris earned both his contracted payment and an additional bonus for the live extraction. In the aftermath, both Lod and Helio publicly acknowledged a standing debt to Idris Adenn and his crew, praising their efficiency and daring in one of the boldest corporate extractions in recent memory.&lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In [[30_ABY_to_39_ABY#30_ABY|30 ABY]], Idris Adenn received an unexpected—though perhaps inevitable—transmission that would change the course of his life. One of his numerous fleeting romantic encounters, the kind he rarely gave much thought to afterward, had resulted in the birth of a child. Without hesitation, Idris rerouted &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter for the first time.&lt;br /&gt;
&lt;br /&gt;
The child’s mother, Ira, was a servant working for a minor noble household. Overwhelmed and uncertain about how to raise a child alone, Ira had reached out to Idris in desperation. To her surprise, Idris responded not with denial or avoidance, but with swift, decisive action. He assured Ira that their daughter would never lack support or protection, regardless of the unconventional circumstances of her birth.&lt;br /&gt;
&lt;br /&gt;
Together, they chose to name the child Elia, in memory of Idris’ beloved sister, who had been brutally murdered years earlier. From that point on, Elia’s upbringing became a shared responsibility between Idris and his extended family. While Idris continued his work as a bounty hunter, Elia would split her time between traveling aboard &#039;&#039;The Viper Fang&#039;&#039; with her father and staying on Batuu, where she was lovingly cared for by her &#039;&#039;&#039;ba&#039;buir&#039;&#039;&#039; (&#039;&#039;”Nana”&#039;&#039;), Melora.&lt;br /&gt;
&lt;br /&gt;
Despite his violent lifestyle and constant movement across the Outer Rim, Idris remained a present and committed father, ensuring that Elia’s life was as stable and safe as possible under the circumstances. Her birth marked a significant turning point in his life, grounding him emotionally and further intensifying his resolve to protect those he considered family.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
By [[30_ABY_to_39_ABY#31_ABY|31 ABY]], Idris Adenn&#039;s growing reputation as a skilled bounty hunter and warrior earned him an invitation to participate in a prestigious and perilous hunt on Tatooine. The expedition was organized by Erik Maroca, a wealthy and eccentric nobleman with a taste for old-fashioned bloodsport. The target was no ordinary creature, it was a [[starwars:Greater_krayt_dragon|Greater Krayt dragon]], a rare and nearly mythical beast whose internal Krayt dragon pearls were among the most valuable natural treasures in the galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris arrived in Mos Espa and was treated to a night of revelry at Maroca’s expense. The following morning, he joined Maroca and a handpicked strike team of fourteen additional mercenaries, hunters, and ex-soldiers, each with a violent past and an appetite for glory. The promise was simple: defeat the Krayt dragon, and each survivor would earn a share of the pearls and the prestige that came with the kill.&lt;br /&gt;
&lt;br /&gt;
Unlike modern trophy hunters who might have used heavy artillery or orbital strikes, Maroca insisted on a traditional approach. He sought personal honor through battle and refused any methods that would diminish the challenge. His plan was direct: lure the Krayt dragon out of its subterranean lair using live bait, then target its known weak points: the eyes, the roof of the mouth, and the softer flesh beneath its armored underbelly. The goal was to wound the beast, expose its vulnerabilities, and then deploy explosives to finish it off.&lt;br /&gt;
&lt;br /&gt;
However, once the trap was sprung, it became clear that the intelligence they had received severely underestimated the creature. The Krayt dragon was twice the expected size, ancient and far more aggressive than anticipated. The desert erupted into chaos as the beast thrashed through the dunes, killing mercenaries with ease. The group managed to cripple several of its massive limbs and restrict its ability to burrow, but the cost was high. When the beast finally succumbed to blood loss after a brutal, prolonged assault, only six of the original fifteen hunters remained. Two of them were grievously injured.&lt;br /&gt;
&lt;br /&gt;
As the survivors regrouped to claim their reward, Maroca turned on them. Drawing a blaster, he declared that the remaining spoils belonged to him alone and ordered the others to walk away. Exhausted and demoralized, most complied. Idris, however, stood firm. Maroca fired, but the shot bounced harmlessly off Idris’ &#039;&#039;&#039;beskar&#039;gam&#039;&#039;&#039; (&#039;&#039;armor&#039;&#039;). Without hesitation, Idris disarmed Maroca—literally—severing both his shooting hand and his genitals in a swift act of retribution.&lt;br /&gt;
&lt;br /&gt;
Idris and the remaining survivors looted the Krayt dragon’s corpse for pearls and valuable biological components, claiming more than their promised share. Erik Maroca was left behind, maimed and humiliated in the heart of the Dune Sea, with only the carcass of the slain beast for company. The story of the hunt, and Idris’ brutal justice, quickly spread across Tatooine and beyond, further cementing his reputation as a ruthless but honorable Mandalorian warrior.&lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#32_ABY|32 ABY]], Idris Adenn accepted a contract that would significantly alter the course of his personal life. He was contacted by King Isaidar Kilvaari, monarch of the Outer Rim world Aeria, a planet embroiled in a series of violent uprisings. Numerous tribal factions across the planet had begun to rebel against the Kilvaari monarchy, denouncing its rule and demanding autonomy. In response, the crown sought to stabilize the region by hiring offworld mercenaries, bounty hunters, and military contractors who had no political affiliation with the planet.&lt;br /&gt;
&lt;br /&gt;
Despite personal reservations about quelling what appeared to be a fight for freedom, the lucrative nature of the assignment persuaded Idris to accept. For several months, &#039;&#039;The Viper Fang&#039;&#039; operated out of the royal palace hangar, providing tactical support and engaging in peacekeeping operations.&lt;br /&gt;
&lt;br /&gt;
It was during this time that Idris, along with his companions Rayjax and Ashara, first encountered Princess Madeline Jisella Kilvaari—the king’s only daughter. Eighteen years old, intelligent, and possessing a striking presence, the princess immediately captivated Idris. Despite his many confident and often successful advances in the past, Idris found himself repeatedly rejected by Madeline, who made it clear she had no interest in romance. She was already promised in an arranged political marriage to a local noble, a strategic alliance meant to reinforce the monarchy’s power.&lt;br /&gt;
&lt;br /&gt;
Three weeks into their stay on Aeria, Idris, Rayjax, and Ashara attended an underground swoop bike race, an illegal event hosted in one of the city’s industrial districts. The winner of the race was a masked rider who refused to reveal their identity, even at the extravagant after-party that followed. The trio found this secrecy suspicious but thought little of it, until Idris, on their return to the palace in the early morning hours, spotted the racer sneaking back into the royal grounds.&lt;br /&gt;
&lt;br /&gt;
To his surprise, the mystery rider was none other than Princess Madeline herself.&lt;br /&gt;
Following this discovery, Idris and Madeline—who insisted he call her MJ—began a secret correspondence. Their conversations grew deeper and more frequent, spanning everything from Idris’ storied past and offworld adventures to MJ’s resentment toward her father and the rigid traditions of Aerian nobility. She revealed her greatest desire: to leave Aeria behind and explore the galaxy, free of obligation, politics, and preordained marriage.&lt;br /&gt;
&lt;br /&gt;
Despite the growing emotional intimacy between them, Idris’ romantic pursuits continued to be rebuffed. MJ remained determined not to be a conquest or a distraction. Her resistance only intensified Idris’ interest, developing a dynamic built on mutual respect, challenge, and unspoken affection.&lt;br /&gt;
By the end of the contract, the rebellion had been suppressed and the Kilvaari regime stabilized, but MJ’s desire to escape had only grown stronger. With their time on Aeria coming to an end, Idris and his crew quietly began coordinating a plan to help the princess flee the planet and live the independent life she had long dreamed of.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
The plan to help Princess Madeline &amp;quot;MJ&amp;quot; Kilvaari escape from Aeria took several months of careful preparation. Idris and his crew understood that the disappearance of a royal figure would trigger a planetary crisis, so they orchestrated the operation with utmost precision. It was imperative that &#039;&#039;The Viper Fang&#039;&#039; not be directly linked to MJ’s disappearance, especially given the high-profile nature of their previous contract with the Kilvaari monarchy.&lt;br /&gt;
&lt;br /&gt;
To distance themselves from suspicion, Idris publicly accepted a high-visibility job in the Core Worlds, creating a solid alibi and positioning himself far from Aeria during the time of the escape. Meanwhile, his trusted companions Ashara Kyl and Rayjax covertly returned to Aeria under false identities. Using old contacts and favors earned during their previous stay, they managed to commandeer several tribal transport vessels—ships previously used by the rebels during the recent civil unrest.&lt;br /&gt;
&lt;br /&gt;
In a show of solidarity with the rebellious tribes, Ashara and Rayjax also leaked critical intelligence to the insurgents, including security codes and city schematics stolen from the palace archives during their initial stay. The goal was to destabilize the planet’s centralized systems just enough to distract from the extraction operation.&lt;br /&gt;
&lt;br /&gt;
The plan culminated in a staged transport accident. MJ had been scheduled to travel aboard a government transport shuttle for a diplomatic appearance on the opposite side of the planet. Ashara and Rayjax orchestrated a collision between their commandeered tribal vessel and MJ’s shuttle, making it appear to be a rebellious attack. In the ensuing chaos, they extracted MJ from the wreckage under the guise of rescue and sealed themselves in a pre-prepared shipping container, designed to evade both biological and technological scans.&lt;br /&gt;
&lt;br /&gt;
The container was jettisoned into deep space, where Idris, piloting &#039;&#039;The Viper Fang&#039;&#039;, retrieved them in a covert recovery operation far from any trade lanes or known systems. By the time the Aerian authorities traced the transport logs, the princess and her rescuers were already light-years away.&lt;br /&gt;
&lt;br /&gt;
Back on Aeria, King Isaidar Kilvaari launched a planetwide manhunt for his missing daughter. As MJ’s disappearance escalated into a full-blown political scandal, the king reached out to numerous contacts across the galaxy—including Idris himself. Playing his part, Idris expressed grave concern and promised to relay any information he might come across, all while keeping MJ safely aboard his own ship.&lt;br /&gt;
&lt;br /&gt;
When offered the opportunity to be dropped off at any world of her choosing, MJ initially insisted she would part ways after “one more stop” or “one more mission.” However, as time went on, it became clear that she had no real intention of leaving. She had finally found the freedom she longed for. Over time, she officially joined the crew of &#039;&#039;The Viper Fang&#039;&#039;, taking on the role of primary pilot—a position previously held by Rayjax, who was more than happy to return to his passion for engineering and ship maintenance.&lt;br /&gt;
&lt;br /&gt;
MJ’s transition from political pawn to free-roaming pilot became a pivotal moment not just for her, but for the entire crew. Her sharp mind, resourcefulness, and dry wit added a new dynamic to the team, and her bond with Idris continued to deepen in the years that followed.&lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Among the more ill-advised jobs Idris ever accepted, few ranked higher than the hunt for a [[starwars:Terentatek|Terentatek]], a notoriously dangerous Force-resistant creature originally native to Korriban. The request came from Divad Ston’iving, a wealthy game collector known for his eccentric and extravagant private menagerie. The Terentatek had been part of Ston’iving’s collection until it broke free from its enclosure, killing staff and rampaging through the facility.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Idris at the time, he was the fifth bounty hunter to be hired for the task—the previous four had either died or disappeared during their attempts to subdue the creature. This lack of transparency would prove costly.&lt;br /&gt;
&lt;br /&gt;
Ston’iving’s one uncompromising requirement was that the Terentatek be captured alive. The collector had spent a fortune acquiring the beast and investing in specialized containment equipment, and he was unwilling to see that investment destroyed. This strict parameter—paired with the extreme difficulty of the hunt—had likely contributed to the failure of the previous contractors.&lt;br /&gt;
&lt;br /&gt;
Idris soon discovered the Terentatek’s true threat level. The creature was bipedal, unnaturally fast, and highly venomous, with tusks and claws capable of shredding armor. Despite its brutality, it was not highly intelligent—Idris would later joke that it was “dumber than his brother.” Still, its low intelligence did nothing to lessen the chaos it unleashed.&lt;br /&gt;
&lt;br /&gt;
The hunt quickly devolved into carnage. The menagerie was extensively damaged, with dozens of exotic and often irreplaceable creatures either killed in the crossfire or released in the chaos. Idris himself suffered multiple broken ribs, extensive armor damage, and a poisonous scratch that began to take its toll as he fought on. The tranquilizers and containment gear provided by Ston’iving proved ineffective, and Idris realized he was in a kill-or-be-killed situation.&lt;br /&gt;
&lt;br /&gt;
Despite the client’s orders, Idris killed the Terentatek, sustaining further injuries in the process. As expected, Divad Ston’iving refused to pay Idris for the job, enraged that his prized creature was dead. Barely conscious and in desperate need of medical treatment, Idris severed the Terentatek’s head, dragged it back to &#039;&#039;The Viper Fang&#039;&#039;, and had it mounted as a personal trophy.&lt;br /&gt;
&lt;br /&gt;
Before his crewmate Ashara could sedate him and get him into a bacta tank, Idris ordered the ship to fire on the main gates of the menagerie, ensuring that whatever surviving creatures remained had a chance to escape captivity. This final act, both vengeful and symbolic, ended the disastrous hunt on his terms.&lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
Several days passed after the chaotic Terentatek hunt before the crew of &#039;&#039;The Viper Fang&#039;&#039; realized they weren’t alone aboard the ship. With Idris recovering from his injuries and the crew focused on planning their next job, it wasn’t until a noticeable amount of food began disappearing that suspicion arose. A brief investigation led to the surprising discovery of a young [[starwars:Ewok|Ewok]] stowaway—later introduced as Takkoo.&lt;br /&gt;
&lt;br /&gt;
Takkoo had apparently been part of Divad Ston’iving’s menagerie, though exactly how the Ewok came to be there was never fully explained. After the destruction of the facility, he had quietly snuck aboard &#039;&#039;The Viper Fang&#039;&#039;, drawn in by the scent of stored food. Initially fearful and defensive, Takkoo proved more curious than dangerous.&lt;br /&gt;
&lt;br /&gt;
Communication posed a challenge at first, but Idris made the effort to learn basic Ewokese, while Takkoo picked up enough Galactic Basic to hold conversations. Once the misunderstanding about the stolen food was cleared up—and he was assured he didn’t need to steal to eat—Takkoo quickly integrated himself into the crew.&lt;br /&gt;
&lt;br /&gt;
Takkoo formed an immediate bond with Rayjax, whom he believed to be a giant Ewok. The two became nearly inseparable, with Takkoo often shadowing Rayjax through the ship&#039;s corridors and engine bays. His inquisitive nature and boundless energy made him both a handful and a source of entertainment.&lt;br /&gt;
&lt;br /&gt;
Despite several attempts to return him to the Forest Moon of [[starwars:Endor|Endor]], Takkoo adamantly refused to leave. He seemed captivated by life aboard the freighter and particularly fascinated by the vast variety of food the galaxy had to offer. Channeling this fascination into something more practical, Takkoo eventually took it upon himself to learn cooking. Over time, he became the crew’s unofficial chef, blending traditional Ewok ingredients and techniques with off-world flavors and recipes encountered during their travels.&lt;br /&gt;
&lt;br /&gt;
Though never formally inducted, Takkoo became a valued and permanent member of &#039;&#039;The Viper Fang&#039;&#039; crew, known for his mischief, culinary talent, and fierce loyalty.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]], a shimmering expanse of liquid sand and reflective sediment, are often considered one of the most breathtaking natural wonders in the Outer Rim. A favored destination among the [[starwars:Mon_Calamari|Mon Calamari]] elite, Karnac served as more than just a scenic stop for &#039;&#039;The Viper Fang&#039;&#039;. It was the last confirmed location of Qelmaax Rohb, a high-priority bounty and known environmental terrorist.&lt;br /&gt;
&lt;br /&gt;
Qelmaax, himself a Mon Calamari, had become infamous for orchestrating a wave of violent eco-attacks across the Core Worlds. Over two dozen bombings were linked to him, all targeting corporations associated with planetary pollution and ecological degradation. His targets ranged from logging operations and shipyards to chemical processing plants, but there seemed to be no consistent ideology behind his choices—only that he believed they had harmed their environments. His unpredictable methods and lack of discrimination made him a highly dangerous figure, wanted dead or alive.&lt;br /&gt;
&lt;br /&gt;
Despite his violent legacy, Qelmaax was something of an anomaly among his people. Idris had long respected the Mon Calamari for their technological ingenuity and their pivotal role in the Rebellion. Qelmaax was, in Idris&#039; experience, the first truly sociopathic Mon Calamari he had encountered.&lt;br /&gt;
&lt;br /&gt;
Qelmaax had holed up in a lifeboat-sized vessel half-buried in the dunes, a seemingly unassuming location. But closer scans revealed the craft was a veritable deathtrap—rigged with pressure plates, motion-triggered weapons, hidden mines, retractable blades, and poison gas canisters. The ship had been turned into a fortress only its creator could safely navigate. Any attempt at a stealth entry or capture would have resulted in a guaranteed fatality.&lt;br /&gt;
&lt;br /&gt;
Though Idris generally preferred to bring in bounties alive whenever possible, the situation made it clear that a non-lethal approach would be suicidal. With the contract allowing for the target to be brought in dead, he chose a safer path: hovering above the vessel using his jetpack, Idris waited until Qelmaax emerged and incinerated him on sight using the flamethrower in his vambrace.&lt;br /&gt;
&lt;br /&gt;
Qelmaax’s charred remains were later confirmed and reported, and the bounty was paid in full. The mission concluded without further incident—aside from sparking an unexpected craving for seafood in Idris, which was promptly indulged by Takkoo, &#039;&#039;The Viper Fang’s&#039;&#039; resourceful Ewok cook.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
While en route back from an extended mission, Idris made an unplanned stop at a research and entertainment outpost known as [[Danktooine]] Station, located in the [[Caperion System]]. The facility functioned both as a nightclub and a covert research hub, but Idris was unaware of its deeper affiliations—namely its connection to [[The_Brotherhood|The Brotherhood]], its operation under [[Clan_Scholae_Palatinae|Scholae Palatinae]], an Imperial remnant faction, or that its owner was [[Xen%27Mordin_Palpatine|Xen’Mordin Palpatine]], a powerful figure with deep ties to the Sith and galactic underworld. To Idris, it was simply a place to unwind after a long day on the job.&lt;br /&gt;
&lt;br /&gt;
By chance, Xen’Mordin happened to be present that same night, leaving his private observation suite to personally oversee the latest human trials of a chemical compound developed by Vismorsus Industries. The compound was designed to enhance suggestibility in sentient beings—part of an ongoing series of experiments conducted under the guise of recreational club activity. Danktooine’s nightclub, with its frequent influx of travelers and lack of external oversight, served as an ideal testing ground.&lt;br /&gt;
&lt;br /&gt;
However, the test went awry. Instead of making patrons more pliant, the chemical triggered intense, erratic aggression in several individuals. Within minutes, the nightclub descended into chaos as a violent brawl erupted. Though the results were a scientific failure for Xen’Mordin, he noted the reaction for possible future use in more destructive applications.&lt;br /&gt;
&lt;br /&gt;
Unaware of the experiment’s origins, Idris instinctively joined the fight—not out of obligation, but because he never turned down a good brawl, especially one that offered a chance to keep bystanders safe. In the fray, he spotted a cloaked individual about to be caught in a burst of blaster fire and tackled him to the ground, narrowly saving him. That individual turned out to be Xen’Mordin himself. Though fully capable of defending himself, Xen’Mordin was both irritated and quietly impressed by the Mandalorian’s reflexes and disregard for personal safety.&lt;br /&gt;
&lt;br /&gt;
Once the situation was under control and the club began its usual clean-up protocols, Xen’Mordin invited Idris to join him for a drink. As they conversed, Xen’Mordin discreetly ran a background check and was intrigued to discover Idris&#039; extensive reputation as a skilled bounty hunter and mercenary. Recognizing an opportunity, he offered Idris a substantial contract for a series of discreet—and morally ambiguous—assignments that required the expertise of someone without allegiances to the Brotherhood or the Empire.&lt;br /&gt;
&lt;br /&gt;
This encounter marked the beginning of a complicated, and occasionally profitable, association between Idris and Xen’Mordin.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
In one of the more politically delicate assignments of his career, Idris was contracted to retrieve Ull Domar, a rogue intelligence agent formerly of [[House Excidium]], a clandestine branch of [[Clan Scholae Palatinae]]. Domar had committed a severe betrayal—stealing sensitive intelligence not only from House Excidium but from the broader Scholae Palatinae infrastructure. His desertion posed a major threat to the secrecy of the Brotherhood’s operations within the Caperion System. Were this information to fall into the wrong hands, the entire region could be compromised, and Scholae Palatinae might once again be forced into exile, as they had been in past generations.&lt;br /&gt;
&lt;br /&gt;
With internal pressure mounting and several members of the clan already attempting to locate Domar, leadership sought an external solution—someone outside the Brotherhood’s political entanglements. Idris, already familiar with working on high-stakes, deniable operations, was offered the contract. To his surprise, the payout was substantial, especially for what initially appeared to be a routine apprehension.&lt;br /&gt;
&lt;br /&gt;
Domar himself did not seem like a threat. By all accounts, he was bookish, reclusive, and nonviolent, far more a scholar than a soldier. Using his own intelligence network and underground contacts, Idris tracked Domar to [[starwars:Nar_Shaddaa|Nar Shaddaa]], the notorious smuggler&#039;s moon and a known haven for fugitives, traffickers, and data brokers.&lt;br /&gt;
&lt;br /&gt;
It quickly became clear that Domar was attempting to leverage his stolen intelligence with the Hutts, in particular those who held old grudges over Scholae Palatinae’s previous incursion into the Cocytus System, which had been under Hutt influence for years. If Domar succeeded in selling his information, it could escalate into a broader conflict with the criminal syndicates.&lt;br /&gt;
&lt;br /&gt;
Upon arrival, Idris located the warehouse where Domar was hiding—heavily guarded and secured by Hutt enforcers. Recognizing the risk of a full assault, and aware that even a minor firefight on Hutt turf could result in interstellar retaliation, Idris instead employed subterfuge. He posed as a representative of the very Hutt crime lord who owned the property, claiming he had been sent to personally escort Domar to a meeting with “The Boss.”&lt;br /&gt;
&lt;br /&gt;
To Idris&#039; surprise, the ruse worked. The guards, not eager to interfere with internal Hutt affairs, allowed him access without question. Idris located Domar and quietly extracted him from the moon without ever firing a shot.&lt;br /&gt;
&lt;br /&gt;
Domar was returned to the Caperion System, where his fate remained a closely guarded secret. Idris, for his part, was paid in full—his reputation further solidified as a professional capable of resolving volatile problems with surgical precision.&lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
As Idris’ reputation grew within the Brotherhood, particularly due to his successful operations for Xen’Mordin Palpatine, his name began circulating through its many circles. A Mandalorian working independently—skilled, efficient, and unaffiliated with any House or Clan—was a rarity. His deeds eventually caught the attention of another Mandalorian operative within the Brotherhood: [[Declan Roark]].&lt;br /&gt;
&lt;br /&gt;
Formal contact was initiated through [[Thane_Skotos|Atra Ventrus]], who delivered a challenge coin—a symbolic and traditional method among Mandalorians for extending offers of allegiance or challenge. The coin bore a message from Roark, who was working to assemble a cadre of like-minded individuals to found a new Clan within the Brotherhood—[[Clan Vizsla]]—named after the legendary Mandalorian warrior clan from ancient history.&lt;br /&gt;
&lt;br /&gt;
Roark’s vision was to form a Clan that blended Mandalorian tenets of strength, honor, and self-reliance with the Brotherhood’s own ambitions. It would also serve a practical purpose: offering its members the chance to work within a structure that promised steady income, strategic influence, and expanded resources.&lt;br /&gt;
&lt;br /&gt;
Idris, recognizing both the cultural significance and the lucrative opportunity, accepted the invitation without hesitation. He became one of the foundational members who helped organize, recruit for, and launch Clan Vizsla, marking the Brotherhood’s newest Clan formation in years.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris’ growing list of contacts and associates brought him into close orbit with the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s covert criminal and intelligence network operating aboard &#039;&#039;The [[Godless_Matron|Godless Matron]]&#039;&#039;, a massive roving space station serving as its base of operations. The Shroud Syndicate specialized in black-market deals, information brokering, assassination, and other underworld activities that the Brotherhood could not directly tie itself to.&lt;br /&gt;
&lt;br /&gt;
Through his work with the Syndicate, Idris caught the attention of [[Selika Roh]], the [[Herald]] of the Council. Recognizing his value as a field operative and intermediary, Selika appointed Idris as her [[Praetor]]—a personal agent tasked with assisting in both official and off-the-record assignments tied to the Herald’s Office and the Syndicate.&lt;br /&gt;
&lt;br /&gt;
These affiliations solidified Idris’ role not only as a respected mercenary within the Brotherhood, but as a central figure in the underworld networks operating in its shadow.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
[[File:Zsoldos.jpg|thumb|250px|right|Clan Vizsla’s base of Operations - Zsoldos]]&lt;br /&gt;
In [[30_ABY_to_39_ABY#37_ABY|37 ABY]], shortly after the formation of Clan Vizsla, a brutal crime shocked the population of [[Zsoldos]], the Clan&#039;s designated homeworld. A woman was found murdered and sexually mutilated just outside the doors of the Saga drinking hall, a popular gathering spot for Clan members and locals alike. The act sparked outrage across Vizsla territory, and a bounty was swiftly placed on the perpetrator—Nnelg Noswil, a known reclusive hunter and survivalist who had long lived deep in the forests near the settlement of Ullr.&lt;br /&gt;
&lt;br /&gt;
Noswil had a reputation for unpredictability and violence. He rarely entered town except to trade or gather supplies, and when he did, he kept to himself. Attempts to locate and apprehend him had repeatedly failed, with several local bounty hunters and Clan initiates disappearing in the forest while pursuing him. Rumors and fear surrounding Noswil’s lair only grew.&lt;br /&gt;
&lt;br /&gt;
Idris, along with the crew of &#039;&#039;The Viper Fang&#039;&#039;, was among the Clan Vizsla members who accepted the bounty. Upon arriving in Ullr, Idris began questioning townspeople, trying to piece together Noswil’s movement patterns and possible location. Before the investigation could fully take root, Noswil unexpectedly reappeared in town, and in the chaos that followed—sparked by citizens trying to apprehend him—several civilians were killed or injured.&lt;br /&gt;
&lt;br /&gt;
Through his inquiries, Idris learned that a group of Vizsla initiates had previously attempted to eliminate Noswil but had gone missing. Using the still-active transponders in their damaged armor suits, Idris was able to track their final positions and triangulate Noswil’s hideout deep within the forest.&lt;br /&gt;
&lt;br /&gt;
Idris engaged the fugitive in a violent confrontation and, after a brief but intense fight, killed Noswil. He returned the body to Ullr as confirmation that the killer was no longer a threat. The town, grateful for the closure and protection, began referring to Idris by a new honorific: &#039;&#039;The Protector of Ullr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Not long after the formation of Clan Vizsla, the newly established Mandalorian clan was called into action during a crisis that threatened the stability of the Brotherhood’s fragile diplomatic relationships. The Brotherhood’s longtime adversaries, [[The_Collective|The Collective]], orchestrated a calculated deception—staging a false-flag attack against [[The_Severian_Principate||The Severian Principate]], a rising power in the galaxy and potential ally to the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
The Collective&#039;s plan was twofold: discredit the Brotherhood by making it appear responsible for the attack, and strain any chance of an alliance with the Principate. Worse still, during the incident, the Collective succeeded in capturing several key Brotherhood personnel—including the [[Deputy Grand Master]], [[Evant Taelyan]].&lt;br /&gt;
&lt;br /&gt;
In response to the crisis, Clan Vizsla mobilized immediately. By this time, Idris had not only been formally inducted into the Brotherhood but had also risen to a leadership position within the Clan. He commanded [[Saxon|Battleteam Saxon]], a strike unit composed of elite warriors and operatives under Clan Vizsla’s banner.&lt;br /&gt;
&lt;br /&gt;
Idris and his team were deployed to the [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main industrial settlement in the [[Lyra-3K-a_system|Lyra-3K-a system]], known for its mining operations. The colony had come under heavy attack by Collective forces, and its civilian population was in grave danger. Fighting alongside the broader Vizsla war effort, Idris and his crew engaged in intense close-quarters combat within the narrow corridors and industrial zones of the colony.&lt;br /&gt;
&lt;br /&gt;
Through coordinated tactics and relentless effort, Idris played a critical role in pushing back the Collective’s assault and securing the safety of the Lyra Colony inhabitants. The operation proved to be a turning point—not only was the colony saved, but the principled actions of Clan Vizsla helped restore trust with the Severian Principate, strengthening a vital alliance for the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
This victory also reaffirmed the Brotherhood’s determination to dismantle the Collective&#039;s influence, marking a major escalation in their long-standing conflict.&lt;br /&gt;
&lt;br /&gt;
==== The Way (37 ABY) ====&lt;br /&gt;
Idris’ involvement with Clan Vizsla significantly expanded his connections within the Mandalorian community. Having grown up in the aftermath of the Great Purge, he had long believed that Mandalorians were nearly extinct—that he was among the last few remaining warriors carrying the legacy of their people. Encountering so many fellow Mandalorians through the Brotherhood was both a relief and a revelation.&lt;br /&gt;
&lt;br /&gt;
He quickly grew to value his time within the Brotherhood, finding purpose not only in leading Battleteam Saxon, but also in navigating the complex underworld networks of the Shroud Syndicate, the Brotherhood’s clandestine criminal enterprise.&lt;br /&gt;
&lt;br /&gt;
During one such operation aboard The Godless Matron, the Brotherhood’s flagship underworld hub, Idris encountered [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian renowned for his strict adherence to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]—the ultra-orthodox and traditionalist philosophy guiding Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Before meeting Zxyl, Idris had only heard rumors and legends about this devout sect and feared that his own more pragmatic and flexible interpretation of Mandalorian identity might lead to conflict. To his surprise, the two men developed a mutual respect, appreciating not only each other’s differing perspectives but also the rare camaraderie of having another Mandalorian ally nearby.&lt;br /&gt;
&lt;br /&gt;
This fortuitous meeting proved pivotal, as both Idris and Zxyl would later ascend to serve together on the Brotherhood’s Council, shaping the future of their people through leadership and shared vision.&lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris felt it crashing through the door with relentless force. After a lifetime defined by wandering and fierce self-reliance, he was unexpectedly entrusted by the Brotherhood to oversee the Inquistorius—a prestigious role that demanded far more time behind a desk than his restless spirit could tolerate. Yet, with his hard-earned reputation firmly established, Idris skillfully forged enduring alliances and friendships, leveraging the Brotherhood’s vast information network to maintain the upper hand. Despite the demands of his office, he frequently slipped away to take matters into his own hands out in the field, ensuring that the Voice of the Brotherhood was not only heard but feared across the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
In the aftermath of the campaign in the Kyra-3K-a system, significant changes began to ripple through the upper echelons of the Brotherhood. Most notably, [[Marick_Tyris_Arconae|Marick Tyris]], the long-standing[[Voice_of_the_Brotherhood|Voice of the Brotherhood]], officially stepped down from his role, returning to his roots within [[Clan Arcona]]. His departure created a sudden leadership vacuum within the [[Inquisitorius]], the intelligence and covert operations arm of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
With the position of Voice vacant, political maneuvering intensified among Brotherhood elites. Multiple candidates emerged, each seeking to gain favor and influence to secure the prestigious appointment. Ascension to the Council—the Brotherhood’s ruling body—was both a rare honor and a dangerous game, with its share of power struggles and internal rivalries.&lt;br /&gt;
&lt;br /&gt;
Idris, by contrast, had little interest in such games. His reputation as an efficient, no-nonsense operator with deep underworld connections, a proven combat record, and loyalty to Clan Vizsla had already earned him attention. His name was quietly submitted for consideration by allies within the Brotherhood and eventually reached [[Grand Master]] [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|Telaris Cantor]].&lt;br /&gt;
&lt;br /&gt;
Despite receiving several informal inquiries from Inquisitorius operatives probing his interest in the role, Idris made no moves to campaign for the position. Instead, he continued doing what he did best: tracking and eliminating threats. During this period, he followed a trail of Collective operatives to a hidden base on Corellia, where he launched a solo assault and dismantled the operation.&lt;br /&gt;
&lt;br /&gt;
It was there, in the field and still covered in the soot of battle, that Idris received the news. [[Inquisitorius#Director|Ness&#039;arin Ohnaka]], Director of the Inquisitorius and rarely one to leave the shadows, appeared in person to formally offer him the title of Voice of the Brotherhood. Idris accepted.&lt;br /&gt;
&lt;br /&gt;
In less than a year, Idris had gone from a freelance bounty hunter operating on the fringes of the Brotherhood to holding one of the most powerful and influential seats on the Council.&lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
In the aftermath of the Lyra-3K-a conflict, the Brotherhood faced a critical crisis: [[Deputy Grand Master]] [[Evant Taelyan]] and several Brotherhood diplomats had been abducted by the Collective. While the Brotherhood&#039;s leadership scrambled to manage internal affairs and maintain diplomatic relations with the Severian Principate, Idris quietly focused his efforts on locating the missing personnel. Meanwhile, the captured Brotherhood members were being subjected to severe torture at the hands of the Collective, who sought to use them as leverage in ongoing power struggles.&lt;br /&gt;
&lt;br /&gt;
Complicating matters, the Severian Principate—furious over the Collective’s betrayal—had taken numerous Collective operatives prisoner during the conflict. These individuals were incarcerated on [[Tenixir]], a remote, high-security prison planet notorious for its crushing gravity and artificial gravity wells, which made the facility habitable but nearly inescapable. The Principate housed both their highest-risk criminals and Collective captives within Tenixir’s fortified supermax facility.&lt;br /&gt;
&lt;br /&gt;
Anticipating a rescue attempt, the Principate requested assistance from the Brotherhood. In a show of loyalty to their new allies, Clan Vizsla and other Brotherhood forces joined the defense of the prison during the Battle of Tenixir, repelling the Collective&#039;s incursion.&lt;br /&gt;
&lt;br /&gt;
Concurrently, Idris succeeded in tracking the location of Evant Taelyan and the imprisoned diplomats. He dispatched a strike team to the site, managing to extract the Deputy Grand Master and two surviving diplomats. The rescue came too late to prevent the lasting psychological and physical trauma inflicted on Taelyan, who returned a deeply scarred and altered man. Notably, the Grand Master offered little in the way of public acknowledgment or comfort, instead shifting attention quickly to stabilizing the political landscape.&lt;br /&gt;
&lt;br /&gt;
Following the battle and successful prisoner rescue, Idris turned his attention to the unexpected consequences of the Tenixir conflict. During the chaos, several hardened inmates had escaped imprisonment. Banding together, these former captives formed a loosely organized faction that came to be known as [[The Tenixir Revenants]]—a collection of outlaws, former soldiers, and rebels with no allegiance to either the Principate or the Collective.&lt;br /&gt;
&lt;br /&gt;
Recognizing their potential as a wildcard force and possible future ally, Idris negotiated with the Revenants. He provided them with a limited cache of weapons and starships, enabling their escape from Principate space. Though their future intentions remained unclear, Idris saw value in ensuring they owed him a debt—and in keeping them far from the volatile diplomatic landscape between the Brotherhood, the Collective, and the Principate.&lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The long-simmering conflict between the Brotherhood and the Collective reached its climactic conclusion in [[30_ABY_to_39_ABY#38_ABY|38 ABY]] with a full-scale assault on [[Arx]], the Brotherhood’s capital world. Orchestrated by [[The_Collective:_Liberation_Front#Rath_Oligard|Rath Oligard]], the leader of the Collective, the attack was intended to deliver a decisive blow to the Brotherhood’s leadership. Believing that Evant Taelyan—the recently recovered and severely traumatized Deputy Grand Master—had been broken to the point of compliance, Oligard planned to use him as a tool to destabilize the Brotherhood from within.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to Oligard, the Brotherhood’s Grand Master, Telaris Cantor, had anticipated such a move. The battle was part of a greater strategy to lure the Collective into overextending themselves in a direct assault, thereby creating an opportunity to annihilate their leadership and military assets in one decisive strike.&lt;br /&gt;
&lt;br /&gt;
The siege of Arx was one of the bloodiest and most destructive confrontations in recent Brotherhood history. Brotherhood clans, Council forces, and allied Severian Principate troops coordinated in a desperate defense of the planet. Idris Adenn, now a seasoned warrior and Councilor in his own right, was forced into a new role—balancing his instinctive need to be at the forefront of combat with the responsibility of leading others into battle. For the notoriously self-reliant Mandalorian, this proved to be a formative challenge.&lt;br /&gt;
&lt;br /&gt;
Despite staggering casualties on both sides, the defenders ultimately prevailed. The Collective’s forces were shattered, and their ability to wage organized war was effectively ended. In the aftermath, Evant Taelyan was believed to have perished in the fighting. In truth, he had survived the final battle but was gravely injured and quietly extracted from Arx under Idris&#039; supervision. Idris chose not to inform the rest of the Council of Evant’s survival, keeping the information tightly guarded for reasons known only to himself.&lt;br /&gt;
&lt;br /&gt;
The Battle of Arx marked the effective dissolution of the Collective as a galactic threat for the time being. It also cemented Idris&#039; reputation not only as a warrior but as a tactician and leader capable of making difficult—and secretive—decisions in service to the Brotherhood&#039;s survival.&lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
The aftermath of the Battle of Arx left Evant Taelyan severely wounded—physically broken and emotionally scarred from months of torture at the hands of the Collective. His recovery was long and arduous, taking several months of intensive rehabilitation and reflection. But when he finally emerged from isolation, it was with singular purpose: to claim the Iron Throne and reshape the Brotherhood under his vision.&lt;br /&gt;
&lt;br /&gt;
Unlike many of his predecessors who had seized power through violence and bloodshed, Evant sought a strategic and minimally destructive path to leadership. To orchestrate a smooth and largely uncontested transition of power, he enlisted the aid of three key figures within the Brotherhood’s hierarchy: Atra Ventrus, the [[Regent]]; Dacien Victae, the [[Justicar]]; and Idris Adenn, the Voice.&lt;br /&gt;
&lt;br /&gt;
Each played a critical role in the quiet coup. Dacien was charged with maintaining legal order through the Brotherhood’s judicial system, ensuring that any opposition was contained within the bounds of Brotherhood law. Atra utilized his control over the Brotherhood’s vast economic engine, [[Arx Capital Exchange]], to distribute incentives and resources to placate the Clans. Idris, whose extensive intelligence network and underworld connections had made him an influential figure in both the Inquisitorius and the Council, was responsible for managing the less diplomatic aspects—covertly blackmailing uncooperative leaders or supplying them with information they deeply desired in return for their allegiance.&lt;br /&gt;
&lt;br /&gt;
Through these combined efforts, what could have been a bloody civil war became a seamless transition. In the end, the change in power was so smooth that it was nearly a non-event. Only one casualty was recorded, a remarkably low toll given the Brotherhood’s history of violent leadership changes. As the Council and Clan Consuls gathered to witness the formal ceremony, Telaris Cantor, the sitting Grand Master, vanished from the chamber without a trace—his departure as mysterious as many of his actions in office.&lt;br /&gt;
&lt;br /&gt;
Evant ascended unchallenged and took his rightful place upon the Iron Throne. Adopting the ancient Sith title, he declared himself Darth Nehalem, ushering in a new era for the Brotherhood—one built not solely on fear or destruction, but on calculated manipulation, strategic alliances, and controlled power.&lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
Tensions between the Severian Principate and the newly-formed Tenixir Revenants had been mounting steadily in the months following the Battle of Arx. With each faction harboring prisoners, grievances, and ideological differences, open war was becoming increasingly likely. The situation was further destabilized by the emergence of a rare and dangerous commodity: psionic crystals—arcane mineral fragments capable of affecting the emotions and mental states of those nearby. These crystals amplified aggression, often pushing individuals and entire groups into violent rage.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the broader galaxy, each major galactic power—the Principate, the Revenants, the Brotherhood, and remnants of the Collective—had secretly acquired fragments of these crystals. The discovery of a massive stockpile on the Hutt-controlled world of [[Dandoran]] proved to be the catalyst for open conflict. A prominent Hutt collector had announced an illicit auction of the crystals, drawing interest from all four factions.&lt;br /&gt;
&lt;br /&gt;
When the auction began, tensions snapped. However, the conflict that erupted on Dandoran was not neatly divided along expected factional lines. Both the Principate and the Revenants fractured internally—some seeking a path toward peace or controlled acquisition of the crystals, while others pursued total annihilation of their enemies and monopolization of the crystal cache.&lt;br /&gt;
&lt;br /&gt;
Notably absent from the battlefield itself was Idris Adenn. Although he was present within the Dandoran system, he never set foot on the planet. Instead, he had been drawn to a lavish and strategically distracting gathering aboard a luxury yacht hosted by the flamboyant Py’zah the Hutt—a well-known arms dealer and underworld figure who often entertained high-level operatives from across the galactic spectrum. Idris’ attendance at the party was not merely recreational; Py’zah was a critical source of information and occasionally rare weapons, and Idris knew better than to alienate such a powerful contact—especially with a crisis looming.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the conflict, the Brotherhood managed to recover some of the crystals, but the situation exposed a greater threat. A new and mysterious enemy emerged—a woman known only as &#039;&#039;“[[The_Children_of_Mortis:_The_Shadowseers#The_Seer_in_the_Darkness|The Seer]].”&#039;&#039; Operating from the shadows, she had manipulated the chaos surrounding the crystal auction for her own ends. Using the crystals, she created terrifying bio-organic monstrosities—abominations warped by psionic influence and nearly impervious to conventional attacks. Their appearance marked the beginning of a far greater threat and made clear that powerful, unseen forces had turned their attention toward the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
While Idris had played a limited role during the battle itself, the political and strategic fallout consumed his attention in the weeks that followed. As a senior Councilor and master manipulator, he was tasked with helping to navigate the Brotherhood through this dangerous new phase—one that would blur the lines between galactic politics, arcane threats, and the unseen hands pulling strings in the dark.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late [[30_ABY_to_39_ABY#39_ABY|39 ABY]], Idris Adenn took a personal role in investigating the enigmatic figure known only as The Seer, whose manipulation of psionic crystals and creation of bio-abominations had disrupted the galactic balance. Unwilling to rely solely on second-hand reports, Idris entered the field himself, determined to uncover the truth behind the organization operating in the shadows.&lt;br /&gt;
&lt;br /&gt;
For several weeks, Idris moved covertly from system to system, tracking rumors, encrypted transmissions, and sightings of the strange creatures connected to The Seer. His pursuit was grueling and dangerous, pushing him to the limits of both his endurance and resourcefulness. Eventually, after a particularly brutal extraction mission, Idris succeeded in capturing a living member of the organization. The cost, however, was high—his Mandalorian armor was heavily damaged in the engagement, and Idris sustained serious injuries that required extensive recovery time.&lt;br /&gt;
&lt;br /&gt;
The captive was a mysterious Force-sensitive individual who identified himself as Acolyte Saikar, and referred to his role within the organization as a [[The_Children_of_Mortis:_The_Shadowseers#The_Fateweavers|Fateweaver]]. Under interrogation, Saikar revealed the name of his faction: [[The_Children_of_Mortis|The Children of Mortis]]—an ancient and clandestine sect with a singular, radical mission: to set the Force itself free. Their ideology rejected the duality of Light and Dark, believing the Force had been enslaved by those who sought to control it, including the Jedi, Sith, and all Force traditions.&lt;br /&gt;
&lt;br /&gt;
With this revelation, Idris redirected the full intelligence apparatus of the Inquisitorius toward uncovering more about the Children. Leveraging the Order’s powerful artificial intelligence, E.D.I. (Entire Database of the Inquisitorius), he began an exhaustive data-mining operation. Every scrap of intel, archived record, or whispered legend that could be tied to the Children of Mortis was compiled and analyzed. For the first time, the Brotherhood had a name, a motive, and a tangible lead.&lt;br /&gt;
&lt;br /&gt;
The game had changed—and Idris was determined to win it.&lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Armed with intelligence extracted from the captured Fateweaver, Acolyte Saikar, Idris Adenn directed the Inquisitorius to fully mobilize against the growing threat of the Children of Mortis. The information revealed a fanatical and highly organized group whose access to dangerous Force-altering crystals posed a dire threat to the Brotherhood and galactic stability. Under Idris’ leadership, the Inquisitorius shifted its entire operational focus to preparing for open conflict with the Children.&lt;br /&gt;
&lt;br /&gt;
Despite the urgency of the threat, Idris was forced to divide his attention. While overseeing the Inquisitorius’ preparations, he also worked covertly with the Brotherhood’s various Clans, assisting them in researching the corrupted kyber-like crystals the Children had been deploying. These crystals, capable of generating toxic gases and influencing sentient behavior, had become central to the Children’s arsenal.&lt;br /&gt;
&lt;br /&gt;
To gain deeper insight into the Children’s hierarchy and internal operations, the Inquisitorius infiltrated the group by embedding one of their own, Qru Avajor, within the Lightbringers, a militant sect of the Children. For a time, Qru’s intelligence provided the Inquisitorius with critical information. However, his cover was eventually compromised, and he was executed before he could be extracted. Idris carried the weight of this loss personally, believing he had delayed Qru’s extraction for too long in pursuit of further intelligence.&lt;br /&gt;
&lt;br /&gt;
His remorse was short-lived, as the Children launched their first major offensive soon after. While the Dark Council had anticipated an attack on Arx, the Brotherhood&#039;s capital, the Children struck instead at the homeworlds of each of the Brotherhood&#039;s Clans. Using a series of massive crystalline asteroids as delivery mechanisms, they unleashed a modified form of the conversion gas first seen during the Dandoran Crisis. The gas quickly spread, sowing chaos and violent hysteria among local populations.&lt;br /&gt;
&lt;br /&gt;
Caught off guard, the Council’s defensive strategies proved ineffective. With the Clans under siege and widespread panic escalating, Idris coordinated with his fellow Councilors to consolidate the scattered research each Clan had compiled on the corrupted crystals. Working rapidly, they synthesized a counteragent capable of neutralizing the gas’s effects.&lt;br /&gt;
&lt;br /&gt;
Thanks to the resilience of the Clans and the expedited release of the counteragent, the Children of Mortis were repelled. However, their withdrawal introduced a new and alarming phenomenon: Force portals, through which they escaped en masse. These portals, previously undocumented, became the next focal point of the Inquisitorius&#039; investigation.&lt;br /&gt;
&lt;br /&gt;
The attack marked a turning point in the conflict. The Children of Mortis had formally revealed themselves as a military and mystical force unlike anything the Brotherhood had previously faced—and Idris Adenn was now at the center of the effort to dismantle them.&lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
In [[40_ABY_to_49_ABY#41_ABY|41 ABY]] and the wake of escalating conflict with the Children of Mortis, Grand Master Darth Nehalem entrusted Idris Adenn with a mission of the highest sensitivity and secrecy: to track down the elusive former Grand Master Telaris Cantor. Nehalem had become increasingly haunted by Telaris—both literally and psychologically—believing his predecessor to be reaching across time and space to mock, challenge, or perhaps even influence him. This obsession strained Nehalem’s judgment, and Idris was ordered to investigate Cantor&#039;s whereabouts and, if possible, neutralize him.&lt;br /&gt;
&lt;br /&gt;
At this same time, Nehalem conferred a rare honor upon Idris and Justicar Thane &amp;quot;Atra&amp;quot; Skotos, elevating them to the rank of Lord. Though the title held little in terms of codified authority, it was a profound mark of prestige and respect—especially as Idris and Atra had already been collaborating behind the scenes for years. United in pragmatism, the two Lords covertly resolved to manage Nehalem’s paranoia rather than fuel it. Rather than expend Brotherhood resources chasing shadows, they fed the Grand Master fabricated intelligence to keep his fixation at bay, while they continued to focus on the more immediate and existential threat: the Children of Mortis.&lt;br /&gt;
&lt;br /&gt;
Their strategy, however, was soon interrupted by a monumental shift in the war. Under the Council’s direction, the Brotherhood constructed a massive Force-attuned portal designed to breach the veil between the physical galaxy and the [[Ethereal Realm]]—the strange, chaotic dimension where the Children of Mortis originated and conducted their most powerful rituals.&lt;br /&gt;
&lt;br /&gt;
With the Brotherhood and its Clans preparing for a full-scale offensive, Idris was among the first to step through the portal. What awaited them was a surreal and nightmarish landscape, where time and physics bent under the will of the Force. There, Idris and the combined forces of the Brotherhood engaged in brutal conflict against the Children in what became known as the Assault on the Ethereal Realm.&lt;br /&gt;
&lt;br /&gt;
At the heart of the Children of Mortis stood a powerful Force entity known only as [[The_Children_of_Mortis#The_Father|The Father]], once a mortal man named Matthias Westland. For thousands of years, Westland had sought to merge his consciousness with the Force itself, attempting to forge a new cosmic order with himself as the anchor of reality. The attack on the Ethereal Realm became a desperate race against time, as the Father began another Ascension Ritual—one that, if successful, could collapse the Force as known by the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s forces, under heavy resistance, managed to reach the ritual site in time and disrupt the Father’s ascension, preventing catastrophe.&lt;br /&gt;
&lt;br /&gt;
As the battle raged on, Deputy Grand Master Dacien Victae emerged as the Brotherhood’s de facto leader. Grand Master Nehalem had disappeared into the deeper folds of the Realm, pursuing Telaris Cantor, who had manifested within the Realm himself. Nehalem’s disappearance left the Council to rally the retreat.&lt;br /&gt;
&lt;br /&gt;
Idris, stationed with the rearguard, held the line alongside other Councilors to buy time for the Clans to escape. The fighting was fierce and costly. During the retreat, Dacien was targeted by a group of Children who launched a crystalline spear toward him in a final attempt to eliminate the Brotherhood’s leadership.&lt;br /&gt;
&lt;br /&gt;
In a split-second decision, Idris threw himself into the spear’s path, taking the weapon through the abdomen. Gravely wounded, he collapsed on the battlefield. His life was saved by the intervention of fellow Mandalorian and Regent, Zxyl Bes’uliik Taldrya, who extracted him from the combat zone and carried him back through the portal.&lt;br /&gt;
&lt;br /&gt;
Though he barely survived the ordeal, Idris&#039; self-sacrifice preserved the Brotherhood’s leadership at a moment of near-collapse.&lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Following his near-fatal injury during the assault on the Ethereal Realm, Idris Adenn spent several months in a coma, suspended precariously between life and death. The crystalline spear that had impaled him left not only grievous physical wounds, but had also devastated his Mandalorian armor—rendering it a shattered husk of ruined beskar, beyond functional use. For a time, it remained uncertain whether he would ever wake again.&lt;br /&gt;
&lt;br /&gt;
During Idris’ long recovery, his close ally and fellow Mandalorian, Regent Zxyl Bes’uliik Taldrya, quietly took it upon himself to restore the broken armor. A master of the Mandalorian forge, Zxyl painstakingly reforged the suit over weeks of solitary labor, repairing the damage with both reverence and skill. When the work was complete, he placed the restored armor in Idris’ private office, awaiting the day the Voice of the Brotherhood might return.&lt;br /&gt;
&lt;br /&gt;
Eventually, that day came in the middle of [[40_ABY_to_49_ABY#42_ABY|42 ABY]]. Against all odds, Idris emerged from his coma—not only fully healed, but changed in profound ways. The time spent teetering on the edge of death, combined with his prolonged exposure to the Ethereal Realm and the deep introspection during his healing, had opened a new path within him: he could now tap into the Force. Though his control was minimal and rudimentary, it was enough to surprise those who had always known him as a purely martial force, devoid of any Force sensitivity.&lt;br /&gt;
&lt;br /&gt;
The experience did more than grant Idris a brush with power—it transformed him. While he remained cocky, sharp-tongued, and daring as ever, there was now a tempered maturity beneath the bravado. Idris emerged more reflective and more deeply attuned to his Mandalorian heritage. The brush with mortality had awakened in him a greater reverence for the old ways, and a stronger sense of loyalty toward those he considered family—both blood and bond.&lt;br /&gt;
&lt;br /&gt;
Though scars remained—both visible and unseen—Idris returned to duty not only as a leader, but as a man reborn.&lt;br /&gt;
&lt;br /&gt;
==== Singularity (42 ABY) ====&lt;br /&gt;
In the aftermath of the Ethereal Realm conflict, the Brotherhood entered an unexpected period of relative peace. With the major threats momentarily subdued, the Council directed the Clans to consolidate their power, fortify their home systems, and focus on internal growth. Simultaneously, efforts were redoubled to strengthen diplomatic ties with the Severian Principate, a critical ally during recent wars.&lt;br /&gt;
&lt;br /&gt;
Amid this lull in galactic-scale conflict, Idris Adenn, serving as [[Combat Master]], took the opportunity to organize a grand martial tournament within the legendary [[Uskil#Colosseum|Arx Colosseum]] on Arx’s continent of [[Uskil]]. Designed as a celebration of martial prowess and a morale-boosting spectacle for the Brotherhood, the championship featured Brotherhood members battling one another in a dynamic, high-stakes competition. Drawing on his extensive experience as a battlefield commander and combatant, Idris engineered a series of highly specialized combat arenas, each simulating diverse and treacherous environments.&lt;br /&gt;
&lt;br /&gt;
Idris also utilized his background as a former M-Pop celebrity to orchestrate the event as a true spectacle. His flair for crowd engagement, stagecraft, and dramatic tension elevated the tournament beyond simple combat into a galactic entertainment event. The final rounds culminated in the victory of his former superior, Selika Roh, who was crowned champion. With the tournament concluded, Idris stepped down from his role as Combat Master to focus fully on his responsibilities as Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
During this quieter era, Idris turned his attention inward. His near-death experience during the battle in the Ethereal Realm had left lasting changes—not only in his personality, but also in his connection to the Force. Though his aptitude remained modest, he devoted time to understanding and refining his limited abilities. He found the process both humbling and exhilarating, fascinated by a power he had once believed was beyond his reach.&lt;br /&gt;
&lt;br /&gt;
At the same time, Idris grew increasingly aware of the relationships he had long neglected, particularly with his surrogate family aboard his ship, &#039;&#039;The Viper Fang&#039;&#039;. The trauma of his injuries and close brush with death had sharpened his appreciation for those closest to him. Though he remained headstrong and indulgent in his pursuits, his outlook was more grounded, his actions more deliberate.&lt;br /&gt;
&lt;br /&gt;
It was during this period of introspection and stability that Idris’s long-running flirtation with MJ quietly evolved into a romantic relationship. Their bond, previously defined by teasing and tension, deepened in private—shielded from the public eye and the political spotlight Idris now occupied. This quiet union symbolized the more personal transformation taking place beneath Idris’s larger-than-life persona: a warrior still chasing thrill and glory, but now with a clearer sense of what, and who, truly mattered.&lt;br /&gt;
&lt;br /&gt;
==== A Nightsister Illumination (43 ABY) ====&lt;br /&gt;
[[File:SirdiKaela.png|thumb|250px|Idris’ Unknown Daughter Sirdi]]&lt;br /&gt;
The year [[40_ABY_to_49_ABY#43_ABY|43 ABY]] marked a period of profound personal and political developments for Idris Adenn and the Brotherhood of the Dark Jedi. For the first time in his life, Idris found himself in a stable romantic relationship and living through a rare time of relative galactic peace. However, this tranquility would prove short-lived.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the Brotherhood, Rath Oligard, the once-defeated leader of the Collective, had survived the prior war and begun working in secret to undermine the Brotherhood. Operating from the shadows, Oligard aimed to destabilize the organization and expose its existence to the New Republic, hoping to turn galactic powers against them. These threats would soon reawaken tensions across Brotherhood space—but the most unexpected development came not from an enemy, but from Idris’s own past.&lt;br /&gt;
&lt;br /&gt;
Without warning, a teenage Dathomiri Nightsister named Sirdi Tyma appeared, searching specifically for Idris. Sixteen years old and trained in the arcane ways of the Nightsisters, Sirdi claimed to be his daughter—conceived not through any traditional union, but through a Nightsister ritual. Years earlier, after the crash of The Epsilon Shade, remnants of Idris’s blood had been recovered from the wreckage. A Nightsister corpse—which had been stored in a sarcophagus salvaged from the ship— was her &#039;&#039;mother&#039;&#039;, as the Coven she was part of used a forbidden ritual to bring Sirdi into being. From it, Sirdi was conceived and carried by one of Coven, ultimately born and raised among the Nightsisters.&lt;br /&gt;
&lt;br /&gt;
Throughout her upbringing, Sirdi was trained in their mystic traditions and taught stories of Mandalorians, and of Idris himself—the man who had, in her mother’s words, &amp;quot;rescued her corpse from fire.&amp;quot; To the Coven, that act had been interpreted as one of reverence and significance, which they passed down to the girl. Sirdi grew up wild, spirited, and deeply unorthodox. She spoke frequently to her &#039;&#039;mother&#039;s&#039;&#039; preserved skull, which she carried with her, and her behavior often teetered on the edge of feral. Yet she was intelligent, powerful in the Force, and deeply curious about the galaxy beyond Dathomir.&lt;br /&gt;
&lt;br /&gt;
Her journey eventually brought her to a remote Mandalorian tomb, where Idris happened to be exploring relics of his ancestral past. From the shadows, Sirdi launched a surprise attack—playful to her, but jarring and dangerous to Idris. With a sharpened stick, she lunged and stabbed him in the side, piercing his body glove and cutting into his ribs. Though she carried far more dangerous weapons, she chose not to use them, clearly toying with him. Idris, isolated and caught off guard by the sudden assault from an unknown Force-sensitive teen, initially believed himself under threat—until Sirdi began laughing.&lt;br /&gt;
&lt;br /&gt;
The encounter ended as bizarrely as it had begun. Pulling out her mother’s skull, Sirdi held it between them and remarked with unsettling cheer that it was special to have the &amp;quot;whole family together at last.&amp;quot; For Idris, the moment was both surreal and deeply unsettling: he was face to face with a daughter he never knew existed, created through dark rituals, trained in Nightsister witchcraft, and wielding an unpredictable temperament. It marked a new chapter in his life—one defined not just by legacy and war, but by family in the most unexpected form.&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
&lt;br /&gt;
Idris Adenn possesses a presence that is both relaxed and commanding, the kind that naturally draws attention when he enters a room. Standing tall with a lean, athletic frame, his build reflects years of disciplined physical training. Toned and muscular without being bulky, his bronzed skin speaks to both his Mandalorian heritage and his active lifestyle. Every movement he makes is marked by a fluid grace and quiet confidence—calm and collected, yet always carrying the tension of someone ready to strike at any moment, much like the coiled serpent of his moniker.&lt;br /&gt;
&lt;br /&gt;
Idris maintains a rigorous physical regimen focused on speed, dexterity, and precision rather than brute force. His combat style demands agility over strength, and his physique has been honed accordingly, giving him an appearance more akin to a duelist or acrobat than a heavy brawler.&lt;br /&gt;
&lt;br /&gt;
Often regarded as strikingly handsome, Idris has a well-defined square face with prominent cheekbones and a strong jawline, which is further accentuated by a styled, extended goatee. The rest of his facial hair is usually left to grow in naturally, giving him a rugged, scruffy look that matches his roguish charm. His thick, black hair has grown longer in recent years, typically worn loose or swept back, falling just past his shoulders. His dark brown eyes are sharp and intelligent, framed beneath a pronounced browline, and often flicker with mischief, cunning, or restrained intensity.&lt;br /&gt;
&lt;br /&gt;
His facial expressions are notably dynamic. In most casual settings, he appears youthful, animated, and full of life—often with a sly smirk or a glint of flirtation. Yet he can shift instantly into a state of stoic seriousness, showing the calm, thoughtful side that has become more pronounced in him following years of conflict and leadership. When provoked or during battle, his features contort into a fierce snarl or a deadly grin, revealing a passion for combat that borders on enjoyment.&lt;br /&gt;
&lt;br /&gt;
Idris&#039;s body bears the story of his life in the form of numerous scars—faint but visible markers of countless skirmishes and battles. None are disfiguring, but together they paint a picture of a man who has lived on the edge, survived the impossible, and continues to thrive in the heart of chaos.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
As is customary among Mandalorians, Idris Adenn’s identity is intrinsically tied to his armor. While not the eldest child of the Adenn family, Idris was chosen to inherit the clan’s primary ancestral armor by his father, Vaeden—a gesture of both honor and expectation. Forged from legendary beskar, the armor is among his most valued possessions. The original date of its construction is lost to time, but Clan Adenn oral history places it at over 600 years old, with each successive generation modifying and maintaining it. According to clan tradition, the armor is said to contain fragments of beskar once worn by great Manda’lors and renowned Mandalorian warriors from bygone eras.&lt;br /&gt;
&lt;br /&gt;
The armor features a distinctive design uncommon among traditional Mandalorian suits: the chest plate is divided into segmented sections rather than a single solid piece. This allows for enhanced flexibility and maneuverability, albeit at a slight sacrifice to defensive integrity. Upon receiving the armor, Idris reforged and restored it to a near-pristine state, initially painting it a striking metallic blood-red accented with bright gold highlights—colors chosen to represent both aggression and flair.&lt;br /&gt;
&lt;br /&gt;
During a pivotal conflict in 40 ABY, the armor sustained near-fatal damage. Following his recovery from life-threatening injuries, it was once again reforged—this time by his ally and fellow Mandalorian, Zxyl Bes’uliik Taldrya, an accomplished beskar-smith. Upon its restoration, Idris chose a new color scheme: rich matte black with shining silver trim, complemented by a deep crimson body glove that serves as the base layer beneath the armor plating. This new palette reflected his transformation after the battle—darker, more deliberate, and more focused.&lt;br /&gt;
&lt;br /&gt;
Idris’s kit is completed by a high-grade jetpack, used for both mobility in combat and tactical maneuvering. He often wears a dark brown flame-resistant cape, wrapped loosely over one shoulder—a practical accessory that also serves to accentuate his imposing silhouette.&lt;br /&gt;
&lt;br /&gt;
His primary weapons are a custom pair of Westar-35 blaster pistols, constructed from black and red alloys and known for their distinctive violet bolts with black cores. These are not merely tools, but named companions: his main-hand pistol is &#039;&#039;&#039;Haar Maan Miit&#039;&#039;&#039; (&#039;&#039;The First Word&#039;&#039;), and its twin is &#039;&#039;&#039;Darasuum Uur&#039;&#039;&#039; (&#039;&#039;Eternal Silence&#039;&#039;). Additionally, he is almost always equipped with traditional beskar vambraces, designed to match the aesthetics of his armor and featuring a range of concealed tools and weapons. His personal arsenal also includes a variety of traditional Mandalorian melee weapons forged from beskar.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a man of intense presence—forceful, magnetic, and unapologetically bold. Equal parts warrior, rogue, and philosopher, Idris carries himself with an unmistakable confidence that often borders on arrogance. He is known for his sharp wit, biting humor, and a tongue as quick as his temper, which has gotten him into as many fights as it has out of them. Yet beneath his cocky swagger and rakish grin lies a far more complex man—one shaped by survival, tradition, and an insatiable hunger for experience.&lt;br /&gt;
&lt;br /&gt;
Idris is intensely passionate, living life at full throttle and with few regrets. He is as carnal as he is combative—relishing not only the thrill of battle but the pleasures of the flesh, good drink, rich food, and stimulating company, regardless of gender. To outsiders, his lifestyle may appear excessive or indulgent, but Idris makes no apologies. He is acutely aware of the fragility of life—having taken many and nearly lost his own—and believes that every moment should be seized with fire and purpose. If something is within reach and he desires it, Idris will claim it—without hesitation.&lt;br /&gt;
&lt;br /&gt;
Despite this hedonistic exterior, Idris is no fool. He possesses a keen and calculating intellect, often masked by his easygoing and flamboyant demeanor. This disarming charm often lulls others into underestimating him—a mistake few make twice. Some find themselves captivated by his raw charisma, while others are repelled by his bravado and blunt honesty. Rarely does Idris leave anyone feeling indifferent.&lt;br /&gt;
&lt;br /&gt;
He is frequently described as arrogant, and not without reason. Idris doesn’t just walk into a room—he strides in with purpose, swaggering as though he owns the air around him. He relishes attention, thrives on drama, and is always ready with a sharp retort or a defiant smirk. But his arrogance is not without merit—he has earned his titles and scars, and he wears both proudly.&lt;br /&gt;
&lt;br /&gt;
Still, Idris is far from self-absorbed. His fierce loyalty is legendary, especially when it comes to his found family aboard &#039;&#039;The Viper Fang&#039;&#039;, and the few he considers true kin. For them, he would fight, kill, or die without hesitation. His bonds are forged in blood and battle, and he guards them with the same ferocity he brings to any war.&lt;br /&gt;
&lt;br /&gt;
At his core, Idris is a staunch traditionalist Mandalorian. He holds his culture, creed, and ancestral code in reverence, and views the rise of pacifist ideologies within Mandalorian society as a betrayal of its legacy. To him, the old ways—the ways of honor, combat, and survival—are the true path. He seeks not only to uphold those values but to remind the galaxy that the Mandalorians are far from extinct, and that the fire of their warrior spirit still burns.&lt;br /&gt;
&lt;br /&gt;
In summary, Idris Adenn is a complicated storm of passion, principle, and prowess—a man who commands attention, provokes strong reactions, and lives by a code as old and unyielding as the beskar he wears.&lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Over the course of his life, Idris Adenn has become a well-traveled figure with a wide network of contacts spanning nearly every corner of the galaxy. However, there is a small and trusted inner circle that he considers more than just allies—they are his chosen family. This close-knit group has been with him through numerous campaigns, missions, and personal ventures, forming the backbone of his support system.&lt;br /&gt;
&lt;br /&gt;
This group lives and operates primarily aboard the VCX-100 light freighter, &#039;&#039;The Viper Fang&#039;&#039;, which serves as both their home and mobile operations base. The ship has been heavily modified to suit the crew’s diverse needs, including smuggling, covert recon, and long-range travel. While Idris is the most visible and combat-forward member of the crew, his associates are deeply involved in the planning, logistics, intelligence gathering, and execution of his contracts and assignments.&lt;br /&gt;
&lt;br /&gt;
Hiring Idris rarely means hiring just Idris. Though his crew members typically remain behind the scenes—well out of direct combat unless absolutely necessary—their skills and resources are often brought to bear in support of his missions. Whether it’s slicing into encrypted systems, forging documents, acquiring intel, or handling sensitive cargo, these individuals are critical to his ongoing success.&lt;br /&gt;
&lt;br /&gt;
Their loyalty to Idris is unwavering, and the bond they share is closer than blood. While each has their own motivations and backstory, they are unified by their allegiance to Idris, and to one another. Anyone who seeks to work with—or against—Idris should be aware that &#039;&#039;The Viper Fang&#039;&#039; is never far behind, and its crew is rarely idle.&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}} &lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Daughter and Chaos Gremlin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Sirdi Tyma is a genetically engineered and magickally-altered hybrid of Dathomirian and Human descent, born through a Nightsister ritual utilizing preserved Mandalorian DNA from Idris Adenn. Raised within a Dathomiri Coven, Sirdi was steeped in the culture, combat training, and magick of the Nightsisters from birth. Fierce, volatile, and enigmatic, her arrival into the wider galaxy marks the beginning of a deeply personal journey—one defined by spiritual discovery, cultural integration, and identity reclamation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Sirdi is tall, lean, and muscular—her powerful frame a blend of Mandalorian resilience and Nightsister discipline. Her skin is a stark, ghostly white, accentuated by dark grey ceremonial tattoos that trace her facial structure with ornate precision. Her eyes are particularly striking: set slightly farther apart than average, they glow with spirit ichor green irises flaring within black sclera, evoking the supernatural energy that fuels her magick.&lt;br /&gt;
&lt;br /&gt;
Her hair is snow-white and styled in a long, side-swept undercut, with the left side shaved and the longer top braided with beads, bones, and crystals. Most distinct of all are the golden-beskar alloy horns embedded in her skull—a painful and sacred rite marking her fully accepted status within the Nightsister tradition. Scars along her body further reflect her trials, earned through combat and arcane rituals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Sirdi is driven by an unrelenting pursuit of identity and belonging. Her intense curiosity and joy in discovery often manifest as unfiltered enthusiasm, occasionally clashing with the expectations of galactic society. She is unapologetically bold and independent, yet harbors a quiet, private fear of rejection—by both the Nightsisters and her newfound Mandalorian family. Despite this vulnerability, she remains determined to chart her own path, embracing both the dark mysticism of her upbringing and the newfound heritage revealed to her through her biological connection to Idris.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Pilot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Madeline Jisella “MJ” Kilvaari is the vivacious and fiercely loyal pilot of &#039;&#039;The Viper Fang&#039;&#039;, renowned for her natural flying talent and infectious optimism. A former royal heiress turned daring adventurer, MJ is a rare blend of privileged refinement and adrenaline-fueled independence. Gifted with latent Force sensitivity, her intuitive grasp of spaceflight is second only to her unshakable dedication to her crewmates—especially their leader, Idris Adenn, with whom she shares a private romantic bond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: MJ carries herself with elegant poise and understated beauty. Her frame is slight and refined, a testament to her privileged upbringing, yet her movements are deliberate and efficient, shaped by her role as a pilot. Her skin is pale and smooth, highlighted by striking sky-blue eyes that reflect a mixture of innocence, curiosity, and deep-seated longing.&lt;br /&gt;
&lt;br /&gt;
Her jet-black hair is worn pulled back into a sleek ponytail, kept out of her face during flight operations. A fine, silver-ink tattoo traces the back of her right hand and up her forearm—an intricate Mandalorian-inspired design symbolizing her bond with Clan Adenn and the home she found among them. Hidden beneath her composed exterior are two nearly invisible scars on the insides of her wrists—remnants of past trauma during her imprisonment by her father, serving as haunting but powerful reminders of the freedom she now protects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Effervescent and idealistic, MJ radiates warmth and an almost childlike wonder for the galaxy around her. While her cheerfulness and naivety can at times clash with the hardened pragmatism of others, her belief in the inherent goodness of people rarely falters. She views every encounter as an opportunity to connect, to learn, and to build bridges—even in the morally grey world of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
MJ’s idealism is tempered by a growing awareness of the galaxy’s complexities. Still, she strives to steer her crewmates toward just and honorable action, acting as a moral compass when tensions rise. She’s protective to a fault, especially when it comes to her found family, and will defend them with unexpected ferocity—even at personal cost.&lt;br /&gt;
&lt;br /&gt;
MJ’s love of speed originated from secret street races during stolen moments of rebellion in her youth. Now, that craving for adrenaline has become a defining aspect of her life. Whether threading asteroid fields at breakneck speeds or weaving through planetary traffic lanes, MJ finds exhilaration in pushing limits and embracing risk.&lt;br /&gt;
&lt;br /&gt;
She also delights in exploration, approaching new planets, cultures, and experiences with bright-eyed enthusiasm. Her hunger to see and feel everything the galaxy has to offer fuels her every decision, even when it leads her into danger or unfamiliar cultural pitfalls.&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Mechanic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Rayjax is the steadfast co-pilot and chief mechanic of &#039;&#039;The Viper Fang&#039;&#039;, known for his immense strength, unmatched technical expertise, and quiet emotional intelligence. Fiercely protective of his found family, particularly Idris Adenn and Elia, Rayjax is both the crew’s moral anchor and its mechanical lifeblood. A survivor of enslavement and violence, he combines brute force with a gentle heart, making him one of the most respected and trusted members of the crew.&lt;br /&gt;
&lt;br /&gt;
Rayjax is a shortened version of his full Wookiee name, which—like many names in Shyriiwook—is difficult for Basic speakers to pronounce. He adopted the name “Rayjax” decades prior to joining Idris’ crew, preferring the simplicity it offered in day-to-day galactic life. Though his name was adapted for convenience, Rayjax’s loyalty to his heritage remains a deep-rooted part of his identity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Rayjax is a towering presence, typical of his Wookiee lineage, with broad shoulders, a powerful build, and thick, dark brown fur that gives him a formidable silhouette. Tufts of lighter golden-brown fur along his face form symmetrical markings, giving him a wild, tattooed appearance reminiscent of Mirialan or Zabrak facial patterns.&lt;br /&gt;
&lt;br /&gt;
His forest-green eyes, vibrant and intense, are a rare and striking feature that immediately set him apart from others of his kind. Despite his intimidating frame, Rayjax carries himself with deliberate grace, always conscious of his size and the comfort of those around him.&lt;br /&gt;
&lt;br /&gt;
Beneath his fur lie numerous scars from his time in captivity, most notably a set of brutal lash marks crisscrossing his back—physical reminders of the horrors he endured and the strength he overcame them with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Rayjax is a gentle soul wrapped in an indestructible frame. Though soft-spoken, his presence commands attention—not through force, but through wisdom, patience, and consistency. He is a compulsive tinkerer, always working on gadgets or ship components, even during conversation. While this may appear dismissive to strangers, those who know him understand that Rayjax listens best when his hands are busy.&lt;br /&gt;
&lt;br /&gt;
His worldview is one of balance: he reveres nature but sees no contradiction in valuing machines just as deeply. To Rayjax, even a blaster or speeder holds a spark of life, deserving of care and respect. This philosophy colors every aspect of his work and often leads to a quiet disdain for those who treat machines as disposable.&lt;br /&gt;
&lt;br /&gt;
Having survived enslavement and reclaimed his freedom, Rayjax holds a deep respect for life and the right to self-determination. He is drawn to the broken and overlooked, frequently lending aid or protection to strangers simply out of principle. His empathy runs deep, and while he rarely voices it, his actions consistently reveal a commitment to uplifting others.&lt;br /&gt;
&lt;br /&gt;
Rayjax’s found family aboard &#039;&#039;The Viper Fang&#039;&#039; is the center of his universe. He serves not as its leader, but as its moral compass and stabilizer—the one the others turn to in moments of uncertainty. When chaos erupts, Rayjax is the grounding force, ensuring the crew stays focused and, most importantly, safe.&lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Medic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Ashara Kyl is a scholarly and meticulous Twi’lek who serves as the dedicated medic aboard &#039;&#039;The Viper Fang&#039;&#039;. A devout believer in the sanctity of life, Ashara has committed her life to healing, medical science, and the preservation of knowledge. Known for her perfectionist tendencies and deeply ordered lifestyle, she is both a critical asset to the crew and a source of persistent—if often unsolicited—health advice. Her lifelong friendship with Idris Adenn and her no-nonsense approach to healthcare make her a grounding presence amidst the chaos of bounty hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ashara is a striking figure among the crew. Her light-blue skin, slender frame, and graceful poise make her stand out even in a galaxy filled with diverse species. Her lekku, darkening from pale blue to deep navy at the tips, are adorned with intricate swirls of dark blue markings resembling constellations. Her triangular face is framed by long lekku, with warm, intelligent violet eyes that reflect both compassion and calculation.&lt;br /&gt;
&lt;br /&gt;
Ashara is obsessively devoted to maintaining her personal appearance and health. Her physical fitness, dental hygiene, and grooming follow a rigid, self-imposed regimen. Her smile is a polished, near-constant presence—though often accompanied by a diagnosis or a suggestion to cut back on caffeine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Ashara’s commitment to order and precision is not limited to her work. Her quarters, medbay, and personal routines are arranged with obsessive care. Everything has a proper place, and any disruption—however small—is guaranteed to provoke irritation. Cleanliness and sterility are paramount, and her standards often outstrip even military regulations.&lt;br /&gt;
&lt;br /&gt;
Outside the operating table, Ashara can be difficult to engage in casual conversation, as nearly every interaction includes unsolicited wellness advice or a medical critique. Despite this, her intentions are always grounded in a genuine desire to help others live longer, healthier lives—even if her bedside manner leans more toward “urgent intervention” than “comforting presence.”&lt;br /&gt;
&lt;br /&gt;
Ashara is a voracious consumer of medical literature and research. Her free time is spent watching holo-dramas centered on surgery, reading academic journals, or testing new medical equipment. Her interests rarely stray from the medical field, leading some to joke that her idea of relaxation is correcting another person’s poor dietary habits.&lt;br /&gt;
&lt;br /&gt;
She frequently begins sentences with &amp;quot;I&#039;m not saying you&#039;re dying, but...&amp;quot; and will diagnose stress-related ailments at the first sign of fatigue, fidgeting, or moodiness. While her constant concern can be overwhelming, it&#039;s rooted in authentic care—a drive to ensure that those around her survive, thrive, and avoid the unnecessary suffering that so often defines life in the Galaxy at large.&lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Chef&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Takkoo is a resourceful Ewok who stowed away aboard &#039;&#039;The Viper Fang&#039;&#039; after being drawn by the irresistible scents of the ship’s galley. Since his unexpected arrival, Takkoo has fully embraced his role as the crew’s dedicated cook and resident foodie, delighting the crew with his inventive meals inspired by his tribal heritage and newfound culinary curiosities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: Despite his small size and generally cheerful demeanor, Takkoo retains many of his Ewok instincts—chief among them, a penchant for setting simple snares and traps. While his rudimentary snares are mostly harmless, the crew has become adept at spotting and avoiding them, often without conscious thought. This quirky habit serves as a reminder of his wild roots and adds a playful, mischievous element to life aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== Kipp Kleptunk ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Jawa|Jawa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|28}}&lt;br /&gt;
&#039;&#039;&#039;Crew Role&#039;&#039;&#039;: Assistant Mechanic and Scavenger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overview&#039;&#039;&#039;: Kipp Kleptunk is a cunning Jawa who serves as the assistant mechanic aboard &#039;&#039;The Viper Fang&#039;&#039;. Known for his sharp technical skills and quick hands, Kipp is indispensable when it comes to scavenging parts, repairing systems, and keeping the ship running smoothly. His natural knack for dismantling and reassembling machinery is matched only by his notorious penchant for “liberating” items that catch his eye.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality and Beliefs&#039;&#039;&#039;: True to his species’ reputation, Kipp has a habit of pilfering small valuables and components from both inside the ship and during off-ship excursions. His kleptomaniac tendencies are often met with exasperated amusement by the crew, who have learned to keep a close watch on their belongings. Despite this, Kipp’s thieving is rarely malicious—more a compulsive compulsion driven by curiosity and Jawa instincts for scavenging.&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia Adenn is the daughter of Idris Adenn, named in honor of her father’s late sister. She spends much of her time on Batuu under the guidance of her grandmother, Melora. Raised amidst the traditions of the Mandalorians, Elia is actively learning their ways, determined to follow in her father’s footsteps and carry forward the family’s legacy.&lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
BB-89, known affectionately as Marble, is a BB-Series astromech droid serving aboard &#039;&#039;The Viper Fang&#039;&#039;. Programmed with a distinctly masculine personality, Marble specializes in maintaining and monitoring the ship’s complex systems, working closely alongside the Wookiee mechanic Rayjax. Originally sporting a matte black finish with metallic red accents, Marble’s spherical body is uniquely adorned with several &#039;&#039;Elia Adenn Originals&#039;&#039; — custom paint designs that reflect the crew’s close-knit bonds and personal touches.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. is a sophisticated AI formed from the fusion of ancient technology discovered near the Adenn Covert on Batuu and the Brotherhood’s cutting-edge AI advancements. Upon Idris Adenn’s ascension to the position of Voice, E.D.I. was integrated directly with the Brotherhood’s vast data networks, granting her unparalleled access to information and tactical resources.&lt;br /&gt;
&lt;br /&gt;
She maintains a direct neural interface with Idris’ helmet and commands a node aboard &#039;&#039;The Viper Fang&#039;&#039;, ensuring seamless communication and support. Additionally, E.D.I. operates through multiple droid bodies, most notably inhabiting a captured Ascendant Drone, which frequently accompanies Idris on field operations. Her presence is a vital asset in both strategic command and frontline assistance.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris Adenn went through several iterations before being finalized as a Mandalorian Human. Initially, when the club introduced options for NPCs and Non-Force Users, the creator behind the character Xen’Mordin Palpatine started conceptualizing an alternative persona to play. Originally, Idris was envisioned as a Lasat mercenary with a dark, sadistic streak. However, during this early phase, Idris remained unused and undeveloped.&lt;br /&gt;
&lt;br /&gt;
Over time, the creator grew tired of using Xen’Mordin as his primary character and began focusing more on developing Idris. Around the same period, LucasArts announced the upcoming streaming series &#039;&#039;The Mandalorian&#039;&#039;, though no casting details were public yet. Inspired by Oberyn Martell from &#039;&#039;Game of Thrones&#039;&#039;, the creator imagined a Mandalorian bounty hunter with a similar charismatic and dangerous personality. This vision transformed the character into Idris Adenn, a Mandalorian bounty hunter whose appearance and demeanor were heavily influenced by Oberyn Martell. Notably, this concept of Idris was established before Pedro Pascal was announced as the actor for the lead role in &#039;&#039;The Mandalorian&#039;&#039; series.&lt;br /&gt;
&lt;br /&gt;
Further refining the character, Idris’ identity incorporated elements of the Legends era Mandalorian culture. His clan’s signet features a Dragonsnake—a fearsome, mythical creature—which is central to his &#039;&#039;Viper&#039;&#039;nickname. Idris’ Mandalorian title, &#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;, translates to “The Dragonsnake of Mandalore.” Since neither the current nor the old Expanded Universe Mando’a language contained a word for “Dragonsnake” (or for “dragon” or “snake” individually), the creator borrowed from Old Norse to fill this gap, reflecting the Viking-inspired roots of Mandalorian culture.&lt;br /&gt;
&lt;br /&gt;
Additionally, Idris earned the unique distinction of being a Mandalorian pop (M-Pop) star—a playful nod to a viral dancing gif of Boba Fett at Disneyland. This idea was further popularized during the ACC Championship event “Singularity,” where several members contributed battle intros featuring Idris singing and dancing, cementing his reputation as a charismatic and entertaining figure beyond his role as a warrior.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:SirdiKaela.png&amp;diff=198148</id>
		<title>File:SirdiKaela.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:SirdiKaela.png&amp;diff=198148"/>
		<updated>2025-07-18T04:30:31Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: == Summary ==
Category:Images-Characters Category:Images-Zabrak
Commissioned Art by Kaela Croft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Characters]] [[Category:Images-Zabrak]]&lt;br /&gt;
Commissioned Art by Kaela Croft&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198124</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198124"/>
		<updated>2025-07-16T20:51:42Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Sirdi Tyma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Bale Andros&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|The Viper Fang]] VCX-100 Light Freighter&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039;  — also known as &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) or more commonly in Basic &#039;&#039;The Viper&#039;&#039; — is a cocky, headstrong, and dangerous [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on [[starwars:Batuu|Batuu]] in a secret Mandalorian [[starwars:Covert|covert]] near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. His father, Valinor, and mother, Melora, were the heads of Clan Adenn and helped maintain the covert. Their fourth son, Idris was only the second to live into adolescence. He was trained to honor the traditional ways of his Mandalorian ancestors and continues to take great pride in his heritage, warrior ways, and people. &lt;br /&gt;
&lt;br /&gt;
Idris mainly lived aboard his ship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] called &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, with his crew who he considers his family. His daughter, Elia, is named after his murdered sister and typically stays on Batuu with his mother, Melora. &lt;br /&gt;
&lt;br /&gt;
Full of swagger and a love for the pleasures of the galaxy, Idris has traveled from one end to the other fighting and partying to a notorious level. He has been a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; star since his teenage years. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;. He also has served as [[Praetor]] to the [[Herald]], [[Combat Master]], and was one of the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was not the life Idris’ parents had hoped to provide for their children, but it was a life at the very least. Surviving the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]] Clan Adenn had spent several years adrift before settling on Batuu. The loss of Mandalore was a looming shadow over all of Idris’ early life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]] in his family’s hidden covert near Black Spire Outpost on Batuu. While the Galactic Civil War had formally ended three years prior, the destructive measure of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge against the Mandalorians had left Clan Adenn holed away, a choice echoed by many of the surviving Mandalorians. Both Valinor and Melora had been active combatants in the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], and had returned to live full time at the covert on Batuu following the Empire’s defeat at the Battle of Jakku. &lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and the head of Clan Adenn, was a battle-worn veteran by the time Idris was born. He was a hard man, with strict discipline and adherence to the traditions of the Mandalorians. With the defeat of the Empire, he was able to turn his attention back to protecting and expanding the covert on Batuu. &lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was more than a perfect match for Valinor’s firm personality. A skilled warrior in her own right, she was playful and wise beyond her years. However the death of the Adenns’ second child Avand in [[0_BBY_to_9_ABY#7_ABY|7 ABY]] had softened her thirst for combat. However, they did have two other living children at this time, Erathan, age seven, and Okarro, age three. &lt;br /&gt;
&lt;br /&gt;
The covert itself was primarily comprised of landed ships and cargo crates amid the great petrified trees and rocks that littered the landscape around Black Spire Outpost. Covered with rocks, dirt, and shrubbery, along with the remote location of Batuu helped keep the covert hidden. Over time additional ships and crates were added, and at the time of Idris’ birth, it was home to dozens of Mandalorians from various clans. &lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Despite being forced to the outskirts of the galaxy, Idris’ first few years of life were surprisingly typical of a Mandalorian child. He learned hard and played hard. &lt;br /&gt;
&lt;br /&gt;
Among the other members of the covert was the Kyls, a [[starwars:Twi%27lek|Twi’lek]] family who had functioned as part of Clan Adenn. The first had been freed by Idris’ grandfather in 53 BBY. Since that time they had gone from [[starwars:Foundling|foundlings]] to having their own clan name. Among these was one of Idris’ closest friends, Ashara Kyl, who was about half a year older than him. &lt;br /&gt;
&lt;br /&gt;
Also, a part of the covert was Clan Nezsa. Melora’s sister had married into Clan Nezsa and had children of her own. [[Evio Nezsa]], seven years Idris’ senior, was far more the older brother to Idris than his own brothers were. The two spent much of their free time together exploring and getting into trouble around the covert and Black Spire Outpost. &lt;br /&gt;
&lt;br /&gt;
In 10 ABY, Idris’ sister Elia was born. The happy family was hit by tragedy when in 11 ABY, Idris’ older brother Okarro died from ongoing health issues. Both Valinor and Melora took the death of their second child hard, but they kept a calm face in front of their children. One of Idris’ earliest memories is the funeral service for his brother. &lt;br /&gt;
&lt;br /&gt;
By the age of three, he was already being trained and schooled in the ways of the Mandalorian. Far more healthy than Okarro ever had been, Valinor wanted to insure that Idris would have the strength and capabilities to survive. Erathan was already deep into his training and resented every second of it. However, Idris took to it like a fish to water.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As he grew into his adolescent years, Idris’ training amplified. Where his brother favored empathy and diplomacy, Idris fell heavy into the Mandalorian ideals. With a strong disregard for authority that exists for authority’s sake, Idris clashed frequently with his father. While a difficult relationship it would help shape Idris into the man he became, especially the tragedy that came for the Adenns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the time Idris was ten, his Mandalorian training was in full swing. His abilities were pushed to the absolute limits for a developing boy, with Valinor being increasingly driven that at least one of his children learn to respect the Mandalorian traditions and bring honor as a capable warrior. Erathan, now sixteen, had already come to reject many of the warrior customs of the Mandalorians and instead idolized the peaceful pacifist movements seen in years past. &lt;br /&gt;
&lt;br /&gt;
With Erathan set in his ways, and as Valinor’s only other living son, the hopes of both Valinor and Clan Adenn were placed upon Idris. Valinor knew as the eldest, Erathan would likely one day be the head of the Clan, but its reputation and standing would depend on if Idris could be the skilled warrior he needed to be. &lt;br /&gt;
&lt;br /&gt;
This of course meant Idris would fight with his father constantly. Enjoyment of life’s luxuries, coupled with a deep need to shirk authority, Idris’ sarcastic and contrary nature was always at odds with Valinor’s more serious and focused nature. In 20 ABY, at the age of twelve, Idris was left abandoned on the streets of Coruscant&#039;s undercity, and was forced to show he could survive and make his way back to Batuu on his own. &lt;br /&gt;
&lt;br /&gt;
This was of course in preparation for when he turned thirteen and underwent the [[starwars:Verd&#039;goten|Verd&#039;goten]], a rite of passage his elder brother never took. Dumped in the wilderness of Ryloth, forcing him to deal with the deadly [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. When he made it back to Batuu, he was drenched in blood and mud and carried the severed head of a Doashim. &lt;br /&gt;
&lt;br /&gt;
Upon completion of his Verd’goten, Valinor taught Idris of [[item:48073|Shadowfang]], an ancient &#039;&#039;jetii’kad&#039;&#039; (lightsaber) that had a deep purple glow and a black core. Shadowfang had been a clan heirloom for centuries. Typically given to the eldest child to train with. As Erathan had vehemently opposed his own Verd’goten, this honor of beginning to train with the jetii&#039;kad. Despite the very tense, harsh, and confrontational nature of their relationship, it was moments like this that showed Idris just how much Valinor cared for him.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Successful completion of his verd’goten meant even more adventures away from Batuu. Valinor took Idris across the galaxy, working as bounty hunters, mercenaries, security, and whatever else would earn some credits. At the age of sixteen, one such job took them deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], to work as extra security for a dangerous warlord, Yr’drav Dolov. &lt;br /&gt;
&lt;br /&gt;
Dolov, by most standards, was a ruthless and vile man, one who never shied away from slave labor. With many Wookiees on his estate, Idris’ moral compass was going wild. He had no issues with killing or capturing a bounty, but slave-owning was a deplorable and despicable act. With Valinor as the one who primarily interacted with Dolov, Idris was able to spend time around the slaves, getting to know them. During their time with Dolov, Idris became particularly close with one of the Wookiees who called himself Rayjax. &lt;br /&gt;
&lt;br /&gt;
Idris used this time to begin to form a plan to free the slaves, without implicating himself or his father. In his biggest act of defiance to date, once they left Dolov behind, he went and stole a light freighter packed full of trade goods. In the dead of night, Idris landed outside Dolov’s compound and snuck all the Wookiees out, removing their collars and chains with a carefully practiced precision. &lt;br /&gt;
&lt;br /&gt;
He took the Wookiees back to their homeworld of [[starwars:Kashyyyk|Kashyyyk]]. There Rayjax learned that his own family had been killed in a slaver raid, and his tribe was on the brink of collapse. Idris quickly offloaded all the goods from the freighter, hoping it would help the Wookiees rebuild. &lt;br /&gt;
&lt;br /&gt;
Then Valinor arrived. Bearing a mix of rage and pride for his son’s actions, his punishment was dealt out in the center of Rayjax’s village. Five strong lashes to the back, which Idris took without complaint. He already knew he would be working to pay off the cost of the trade goods he had stolen. Once the lashings were done, Valinor helped tend to the wounds on Idris’ back, as well unload the supplies he had brought to aid the Wookiees. Valinor could not help but be proud of his son, as his own father had taken similar action to free the Kyls years ago. For his actions, Idris was recognized as a member of the tribe. &lt;br /&gt;
&lt;br /&gt;
With his own family dead, Rayjax did not wish to remain on Kashyyyk. The constant reminder of their loss made staying unbearable. Before he could attempt to swear a [[starwars:Life_debt|life debt]] to Idris for freeing him, Idris offered to take Rayjax back to Batuu, promising a home, and a family that would care for him as one of their own. &lt;br /&gt;
&lt;br /&gt;
Rayjax accepted the offer and accompanied the Adenns back to Batuu. While Warlord Dolov was never able to prove it was Idris who had freed the slaves, he made the obvious assumption that it was, vowing to one day get his revenge.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
At the age of seventeen, Idris had become well versed in the pleasures of the galaxy. From sneaking out to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] while home on Batuu or enjoying the unique opportunities that came from every new job off-planet, Idris always found time to mix in some play with his work. While this had led to some less than pleasant troubling encounters, it only finally reached a critical point in 25 ABY.  &lt;br /&gt;
&lt;br /&gt;
While working with his father on [[starwars:Coruscant|Coruscant]], a diplomat, Sedanol Berr, found Idris in bed with his wife. During the short tussle, Idris managed to get his hands on his dagger. While security broke up the fight, Sedanol did suffer a small minor cut on his forearm. &lt;br /&gt;
&lt;br /&gt;
Valinor quickly sent Idris back to Batuu, while he finished up the job alone and tried to patch things up with Sedanol. Regrettably, Sedanol died several days later. While there was no proof Idris had poisoned the man with his dagger, the nature of the death was suspicious. Coupled with Clan Adenn’s signet of the [[starwars:Dragonsnake|dragonsnake]], Idris’ moniker in Basic of being a &#039;&#039;Viper&#039;&#039; was born. &lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The events on Coruscant led to Valinor being much more reluctant to take Idris with him on jobs. This didn’t deter Idris, with Rayjax having his back and a knack for mechanics, and Ashara Kyl’s love of medicine, the trio were able to make their own adventure on Batuu and its neighboring systems. &lt;br /&gt;
&lt;br /&gt;
Together they found themselves on a largely abandoned moon, which happened to house a base for the [[starwars:Black_Sun|Black Sun Crime Syndicate]]. Base is a bit generous for what they found, it was much more a chop shop for stolen ships.&lt;br /&gt;
&lt;br /&gt;
It was love at first sight for the trio. A [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] that had been partially stripped down with its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Rayjax and Ashara got to work getting it flyable while Idris blasted through a handful of security droids. A short hyperspace jump later they were back on Batuu, not a moment too soon as all but the life support and one of the secondary engines failed upon landing. &lt;br /&gt;
&lt;br /&gt;
The newly minted &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039; became their free time project, turning it into a functional mobile home base of their dreams. &lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
In early 26 ABY, Valinor began to slowly trust Idris enough to take him out on bigger jobs in the field. Idris was torn between being taken away from Rayjax, Ashara, working on &#039;&#039;The Viper Fang&#039;&#039;, and the mischief they would get up to, and being grateful for once again being in the good graces of his father. Despite their rough relationship, nearly everything Idris knew and was capable of came due to his father. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Epsilon Shade&#039;&#039; changed everything for Idris and Clan Adenn. &lt;br /&gt;
&lt;br /&gt;
The job was simple enough. Valinor and Idris had been hired as extra protection on the large freighter. The cargo a collection of ancient artifacts, rare unique and worth a fortune to the right sellers. A good target for pirates. The pair had been hired by a fellow set of Mandalorians, Clan Larjoc. Aradas Larjoc was an anomaly of a Mandalorian, a shrewd businessman, but not a capable warrior. His company had created advances to Mandalorian weaponry, and he needed muscle to ensure it made it to the handoff. &lt;br /&gt;
&lt;br /&gt;
The exact cause of the initial explosion was never discovered. Sabotage, a faulty regulator, bad coaxium, all were viable explanations. In an instant, several of the cargo holds were blown clean open. Forward momentum plus a weakened frame cause more of the ship to buckle, and several smaller explosions followed due to the weaponry in the jettisoned cargo. &lt;br /&gt;
&lt;br /&gt;
Valinor and Idris were just outside the main bridge of the freighter when the explosion happened. They had been talking to the captain about the approach to the planet before them. All three suffered head injuries and were unconscious for some time. Idris was the first to come back to consciousness, awaking to blood rolling down his face from a gash on his forehead. His attempts to get Valinor and the captain to wake up were unsuccessful. From what he could tell the rest of the crew was either already dead, or had managed to jettison in escape pods. The warning flashing on the terminals in the bridge presented a horrible decision for Idris. &lt;br /&gt;
&lt;br /&gt;
The ship&#039;s engines were in a critical state, and could not be shut down. They were locked at a full sub-light speed. With a huge amount of coaxium left for fuel, it was clear the ship was destined to end with a bang. The bigger issue was their trajectory had their impact on the planet right in the middle of a well-populated city and the autopilot to try to steer the ship away was nonfunctional. &lt;br /&gt;
&lt;br /&gt;
Idris could drag his father and the captain to the one remaining escape pod, jettison with them and let the ship continue on crashing into the city killing hundreds to thousands of people. Or he could jettison them to safety and remain on the ship, manually holding the steering away from the city to crash in the wilderness. &lt;br /&gt;
&lt;br /&gt;
He chose the second option. &lt;br /&gt;
&lt;br /&gt;
With his father and the captain safe away from the ship, he strapped himself into the pilot’s seat and held down the steering to keep the direction thrust away from the populated areas of the planet. He aimed for a long slow descent into the atmosphere, unable to adjust into a proper orbit, in the hopes that the ship would break apart enough that the major explosive issues would be handled in the upper atmosphere and not the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
As the ship descended, the structural damage of the original explosion caused the ship to break in half as it fell into the atmosphere. With no more engines or any form of thrusters, Idris held tight and tried to find ways to slow the remains of the front of the ship. &lt;br /&gt;
&lt;br /&gt;
The debris trail was hundred of kilometers long. As he had hoped the explosives did detonate/vaporize in the upper atmosphere, and the population was largely safe from falling debris. The front half of the ship held together surprisingly well as it finally crashed into the planet’s surface. Idris was unsure how long it took before they recovered his severely injured body from the wreckage, it would be months before he finally awoke from his coma.&lt;br /&gt;
&lt;br /&gt;
He awoke, in pain and in need of months more of therapy to restore his ability to walk and move, but also the news that his name and courageous actions aboard the ship had spread. The legends of the Viper were beginning to stick.&lt;br /&gt;
&lt;br /&gt;
Among the artifacts being transported was an ancient Nightsister sarcophagus. It was never accounted for amongst the wreckage. Unknown to the young Idris, it along with samples of his blood would return years later in the form of his daughter, Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late 27 ABY, Idris had returned to full health and to helping his father out in the field. Job requests even specifically came in because of Idris as well. Amidst the jobs they worked, came another one from Aradas Larjoc. &lt;br /&gt;
&lt;br /&gt;
Aradas, to his credit, had funded the entirety of the medical expenses Idris required and donated heavily to see &#039;&#039;The Viper Fang&#039;&#039; fully restored. In this job, he wanted some backing security during a business deal with a particularly powerful individual known as Tysus Lanna’kor. Lanna’kor was renowned for being ruthless and cunning, cutting out large swatches of the weaponry industry. Aradas was hoping to secure a good sale of plans to Tysus but wanted the muscle there as a show of strength. Idris’ sister, Elia, begged to come along too, as she was enamored with Aradas’ son, Rhang. Together the three of them ventured to the Larjoc Headquarters. &lt;br /&gt;
&lt;br /&gt;
The deal went off without a hitch. While cleanly handled, negotiations and signing took a long time. Idris, bored out of his mind while this was going on, spent most of the meeting making eyes with several of the servants who were working at the facility. The one part of the deal he &#039;&#039;did&#039;&#039; find interesting was the bodyguard that Tysus Lanna’kor brought with him. The only word Idris could think of when he first laid eyes on the man was &#039;&#039;mountainous&#039;&#039;. Bjorn Clegathas was a hulking beast of pure muscle, towering at over seven feet tall. When the deal finally concluded, Tysus and Aradas suggested celebratory drinks for a well-struck arrangement. Idris took this as his opening to slip out with the servants he had been not so subtly flirting with. &lt;br /&gt;
&lt;br /&gt;
Later that night, Idris returned to the facility and found it had an air of deathly silence and absolute stillness. Then came a scream from deep within the facility, one that sounded like his father. &lt;br /&gt;
&lt;br /&gt;
He found the body of Aradas Larjoc first, laying face down in a pool of his own blood. It looked like he had tried to run before being savagely cut down from behind. He found the body of his sister, Elia, next. She was naked, restrained by ropes. Her head was a smashed pool of mush. He was only able to know for certain it was her by the bracelet she still had around her wrist. &lt;br /&gt;
&lt;br /&gt;
As Idris stood helpless over his sister, Rhang Larjoc stepped out of the shadows, a twisted grin on his face. He mocked about how much fun he and Bjorn had with Elia before Bjorn crushed her head in. Rhang explained he did this to correct the course of Clan Larjoc after the failures of his father. So he made a deal with Tysus Lanna’kor in secret. While Rhang foolishly gloated and monologued, Idris pulled his dagger out of his boot and lunged, stabbing Rhang through his throat and up into his skull. &lt;br /&gt;
&lt;br /&gt;
Rhang fell to the ground gurgling as he gulped his last breaths. Idris was already tearing down the hall to find his father. Valinor was alive, but barely. Idris dragged his father’s broken body out of the facility trying to find medical aid, but it was of no use. Valinor Adenn was dead.&lt;br /&gt;
&lt;br /&gt;
The Adenn’s, and the rest of the covert, grieved for the loss of the great Clan leader. Idris’ elder brother Erathan became the new head and fact of Clan Adenn. Erathan, still largely idolizing the failed [[starwars:New_Mandalorians|New Mandalorian Movement]], did not put up a fight when Idris laid claim to take Valinor’s armor. Erathan didn’t wish to be a warrior, he wanted to be a beloved politician. Armor was beneath his goals. &lt;br /&gt;
&lt;br /&gt;
Idris took the armor and had it reforged to his specifications. With a Black bodysuit, bright red plating, and golden accents, he made sure his enemies would always know who was coming for them. He would honor the generations of Clan Adenn who had worn, fought, bled, and died in this armor. He also laid claim to Shadowfang, having trained extensively with it. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; completely restored Idris, Rayjax, and Ashara took to the stars looking for work and hoping for an opportunity for revenge against Tysus Lanna’kor and Bjorn Clegathas. Rayjax handled piloting the ship well enough, and oversaw mechanical stuff, while Ashara brought her medical knowledge, having long studied science and medicine intending to become a full-fledged doctor.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed and armored, and with a thirst for vengeance, Idris and his crew aboard The Viper Fang left Batuu behind to explore the galaxy. Determined to protect his family, both on the Fang and on Batuu, Idris worked hard to carve out a name and reputation for himself. Haar Dreki’ormr be’Manda&#039;yaim — The Dragonsnake of Mandalore — would not be stopped. It would be a long road, hard, but the Viper was determined to leave his mark on the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
Early in 28 ABY. a group that was known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; popped up as an open bounty. Four of the seven had previously been apprehended and were each serving multiple life sentences in a supermax prison. The remaining three free ones successfully broke their compatriots out of the prison and went on the run. Considered extremely dangerous, and responsible for a massive pile of bodies, this bounty came in as a rarely seen &#039;&#039;Wanted Dead&#039;&#039; missive. &lt;br /&gt;
&lt;br /&gt;
For three months dozens of bounty hunters tried and failed to take out the Seven, only a handful escaping with their lives. Across the Outer Rim the gang moved planet to planet leaving nothing but death and destruction in their wake. Idris had considered going after them himself but was talked out of it by Rayjax and Ashara, who wished to focus on more manageable bounties. It was by pure luck, or the will of the Force, that their paths crossed on the desert world of [[starwars:Tatooine|Tatooine]]. &lt;br /&gt;
&lt;br /&gt;
Mos Espa was no stranger to violence. The sands of the city were often stained with blood, as the different criminal organizations vied for control. Unnoticed by the Seven, he tracked them through several streets, alleys, and buildings, racing along the rooftops of the city. He came at them from above, blasters drawn and firing. Two dropped immediately, and the third managed to knock one of Idris’ blasters from his hand before taking a blaster bolt to the chest from the other. &lt;br /&gt;
&lt;br /&gt;
Idris was lucky in that his armor was pure beskar, as several shots from the remaining four bounced off his armor, one ricocheting to kill another. Down to three members, the Shistavanen fled down an alleyway. Idris managed to fire off another shot, hitting the fuel tank of a parked speeder, killing a fifth. &lt;br /&gt;
&lt;br /&gt;
The remaining two hijacked a speeder bike and took off through the streets. Idris commandeered one himself and took off in pursuit. Rayjax and Ashara were already on the move to handle the bodies of the slain.&lt;br /&gt;
&lt;br /&gt;
The chase was fast, frantic, and frenzied leaving behind a wake of destruction before the two Shistavanen crashed into the wall of one of the many cantinas of the city. Limping they fled inside the cantina, with Idris close on their heels. &lt;br /&gt;
&lt;br /&gt;
Midday, the cantina was sparsely populated, and the few patrons there immediately hunkered down in the booths, while the Shistavanen hid behind the bar. Willing to deal with some property damage, Idris didn’t aim for the two targets, but instead at the glassware and alcohol bottles, causing them to shatter glass upon his bounties. In a single instant, the alcohol went up in flames, burning the two behind the bar top. One died of the burns, but the other survived. While the bounty was specifically cited dead, Idris kept the one alive to bring in alongside the corpses of his compatriots. For months later the people of Mos Espa talked about the rapid assault &#039;&#039;The Viper&#039;&#039; took to successfully take out the notorious Shistavanen Seven. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
[[starwars:Corellia|Corellia]], the wet gray dreary shipyards of the planet were responsible for some of the most important vessels in the galaxy. While the [[starwars:First_Order|First Order]] had yet to be publicly revealed, their tendrils were already present on the planet. &lt;br /&gt;
&lt;br /&gt;
Idris and the rest of &#039;&#039;The Viper Fang&#039;&#039; crew were ignorant of this fact. They were there for one reason only, Tagsa’ak &#039;&#039;The Crusher&#039;&#039; Menoron. The shipyard worker was notorious for smuggling illicit substances in the ships he helped build and had left a long line of bodies that had been crushed into concealed compartments alongside the drugs. Most of Corellia didn’t care, crime was all too common, and as long as the ships got built the corporations didn’t care. &lt;br /&gt;
&lt;br /&gt;
The family of one of his victims however disagreed and placed a large bounty on bringing him in alive to face punishment for his crimes. Idris was lucky, having training in the arts of the [[starwars:Rising_Phoenix|Rising Phoenix]], he was able to jetpack through the shipyards looking for his target. A maze of durasteel, and half-constructed vessels, it was all too easy to see why some people never found their way out. &lt;br /&gt;
&lt;br /&gt;
Tagsa’ak walked through the shipyard like he owned it. Yet the instant he noticed Idris hovering in the air, he took off running. He didn’t get far before Idris used his vambraces to shoot a rope restraining the man. Tagsa’ak fell face-first into a muddy puddle. A fast capture turned into a slow return, as Idris was forced to walk out of the shipyard with his bounty. Eventually making it out, Tagsa’ak was delivered and payment was received. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
Idris had worked as private security before. Idris had worked as a property escort before. He had hunted, tracked, killed, and captured all around the galaxy. In 29 ABY he was hired for the first time as a &#039;&#039;rescuer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Major companies waged a typically bloodless war against each other, silent chess moves in the dark to outearn each other. But now and again a pawn would get caught. Helio Industries was losing badly to its corporate rival, Nexicorp. Helio had sent a spy, undercover as an employee within Nexicorp. For ten long years, they siphoned intel out, finally escalating to the complete set of building specs and plans Nexicorp had ever created. &lt;br /&gt;
&lt;br /&gt;
Then they were discovered. Lod Hapfan had slipped up right at the goal line. And now Nexicorp was attempting to track down Lod to recover what had been stolen. It was a race between Idris and Nexicorp to locate and extract Lod with his intel. Both sides realized Lod was holed up near the top of a hundred-story tall highrise. &lt;br /&gt;
&lt;br /&gt;
For one hundred stories Idris and the forces of Nexicorp battled it out, trying to stop the other, without actually killing each other. Outgunned, and exhausted, Idris managed to get to Lod first but had no possible exit down the high rise as the Nexicorp forces closed in. He called for &#039;&#039;The Viper Fang&#039;&#039; to fly up next to the high rise. Not giving Lod any warning he threw his bounty out of a window, before jumping out himself. They landed hard on &#039;&#039;The Viper Fang&#039;&#039; hull but managed to get in and away before they could be shot down. &lt;br /&gt;
&lt;br /&gt;
In addition to the payment for getting the intel, and the bonus for getting Lod out alive, Helio Industries and Lod both acknowledge a continued debt to Idris and his crew. &lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In 30 ABY, Idris received a surprising communication, one he should have expected to happen sooner or later. One of his many “for pleasure” ventures had resulted in a child. With zero hesitation Idris redirected &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter. &lt;br /&gt;
&lt;br /&gt;
The girl’s mother, Ira, was just a servant, and in a panic about how to provide for the girl. Idris assured Ira that the girl would be well taken care of. They decided to name her Elia, in memory of Idris’ murdered sister. Elia would spend her time bouncing between living with Idris out on the move, or on Batuu, under the watchful eye of ba&#039;buir (&#039;&#039;nana&#039;&#039;) Melora. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
With a growing reputation, Idris found himself invited to assist in a great hunt by a wealthy patron, Erik Maroca. The target was a Greater [[starwars:Krayt_dragon|Krayt dragon]] that had been located on Tatooine. Following a night of free drinks and celebration at his return to Mos Espa, Idris met up with Erik and the arsenal of additional warriors he had hired out for the task. &lt;br /&gt;
&lt;br /&gt;
This venture promised to be rewarded, each guaranteed a take of the elusive [[starwars:Krayt_dragon_pearl|pearls]] that grew inside of the beasts, but of course, they could only be harvested if the dragon itself was killed. &lt;br /&gt;
&lt;br /&gt;
Erik Maroca was old school. He desired honor in his kill, something that had to be fought for, and the risk of death always was on the table. He easily could have paid to glass the fearsome beast, but instead led the charge of over a dozen men, each with a sordid history of violence. Erik organized and planned so that they could get on with the killing. &lt;br /&gt;
&lt;br /&gt;
The plan was simple, draw the beast out with bait, and aim for weak points such as the eyes, and inside of the mouth. Keep it out and engaged without letting off the assault. Once weak points were established, get explosives into them and under the protective armor of its skin. &lt;br /&gt;
&lt;br /&gt;
Plans rarely go the way you expect them to. The beast was twice the size as they had been told, ancient, and more than capable of killing. They managed to expose several pairs of the beast&#039;s powerful legs before crippling it. While it was unable to swim through the sandy dunes, it was still more than capable of crushing everyone. &lt;br /&gt;
&lt;br /&gt;
By sheer luck, the beast was slain, enough wounds had finally caused it to bleed out. Of the fifteen men, six remained alive, two of whom were critically injured. It was then Erik Maroca pulled out his blaster and told the group to walk away. Most too tired from dealing with the dragon backed away slowly. Idris did not. Erik fired, but Idris’ beskar’gam took the blow with ease. &lt;br /&gt;
&lt;br /&gt;
For his betrayal, Idris took Erik’s main hand and his manhood. He and the others stripped the Krayt Dragon for the reward they were promised (and then some) and left Erik a bloody mess in the middle of the dune sea with naught but a rotting corpse for company.  &lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
Idris once again found himself on a job that would drastically change his life. A king, Isaidar Kilvaari, from the planet Aeria in the Outer Rim contacted Idris about a job that would likely last several months. Rebelling tribal groups on the planet were kicking up violent encounters in protest of the Kilvaari Monarchy’s rule. &lt;br /&gt;
&lt;br /&gt;
To help restore peace, King Kilvaari was hiring dozens of mercenaries and military contractors with no ties to the planet. While conflicted about fighting those who were rebelling for freedom, the payout was just too much to ignore. So for several months, &#039;&#039;The Viper Fang&#039;&#039; set up shop in Isaidar’s palace hangar. &lt;br /&gt;
&lt;br /&gt;
This is where Idris, Rayjax, and Ashara met the princess, Madeline Jisella Kilvaari. Eighteen, beautiful, and a sharp quick mind, Idris was smitten with her at first sight. Despite dozens of attempts to woo her, Idris for the first time in his life experienced true rejection. She was already promised to be married off to a lord on Aeria. A traditional marriage for allegiance. &lt;br /&gt;
&lt;br /&gt;
Just three weeks into the job on Aeria, the trio spent a night off attending a very illegal street [[starwars:Swoop|swoop bike]] race. The winner of the race was a woman who kept her face completely concealed, even at the over-the-top after-party. The three found it suspicious but stayed at the party until it was broken up by the local police force. &lt;br /&gt;
&lt;br /&gt;
In the early hours of the morning, while returning to the palace, Idris spotted the racewinner sneaking back into the palace. He realized it was none other than Madeline.&lt;br /&gt;
&lt;br /&gt;
This knowledge led to a very frequent set of secret communications between Idris and Madeline, who asked him to call her MJ. They talked about everything, Idris’ history, the adventures he, Rayjax, and Ashara went on, and how much of a colossal asshole MJ’s father was. It was more than evident however that what MJ wanted more than anything was to leave the planet of Aeria behind and to see the stars. She certainly had no interest in being used as a political prop in a pre-arranged marriage. Through all of this Idris still failed to seduce her, a fact that both drove him crazy and desire her all the more. &lt;br /&gt;
&lt;br /&gt;
As the job on Aeria concluded, the rebelling tribes pacified, Idris and crew planned with MJ to help her escape to live the life she always wanted.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
It took several months before the plan was set, and enough time since the job on Aeria to not shed suspicion on &#039;&#039;The Viper Fang&#039;&#039; being connected. Idris even very publicly took a job in the core worlds to establish an alibi. &lt;br /&gt;
&lt;br /&gt;
Ashara and Rayjax secretly made their way back to Aeria, and commandeered some tribal transport ships (along with providing the tribes security access codes and security maps for the major cities on the planet). They used the ship to “crash” another transport ship that MJ was taking to cross the planet. They smuggled themselves off-planet in a container that was left floating in deep space, where Idris picked them up with &#039;&#039;The Viper Fang&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MJ’s father King Isaidar was frantic, and eventually even contacted Idris himself to request help in locating his missing daughter. Idris promised he would let the king know if he came across any information regarding MJ. Idris offered to drop MJ off at any planet she wanted, and after a very prolonged series of “one more job” claims on her end, it was evident she was happy staying aboard the ship as one of the crew, taking over the role of the primary pilot from Rayjax, who was much happier focusing purely on mechanics. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Idris had done a lot of stupid stuff in his life. Accepting a hunt request to corral a [[starwars:Terentatek|Terentatek]] was certainly up there on the list. A rich game collector, Divad Ston’iving, had owned it as part of his private menagerie. His attempts to recapture the beast failed, as did the first four bounty hunters he hired to help. Idris was completely unaware of the prior four hunters when he accepted the job. &lt;br /&gt;
&lt;br /&gt;
This bounty was very specifically wanted “alive”. Divad had spent too much money to get it in the first place, and on its living quarters to let it die. This fact was a likely contributing factor to the first four bounty hunters failing. &lt;br /&gt;
&lt;br /&gt;
Idris learned several things in quick order about the Terentatek. It was bipedal. It was fast. It was definitely poisonous. And it was dumber than his brother was. &lt;br /&gt;
&lt;br /&gt;
The damage to the menagerie was extensive. Idris lost count of how many exotic animals were either collateral damage or also escaped during the conflict, never mind the cost of repairing the facility itself. Armor severely damaged, most of his ribs broken, and a taint of poison from a minor scratch flowing through his veins, Idris realized it was a kill-or-be-killed situation. &lt;br /&gt;
&lt;br /&gt;
Idris chose the first option, to the wrath of Divad Ston’iving, who refused to pay Idris for his efforts. In serious need of medical attention, he severed the head of the Terentatek and dragged it back with him to the ship to have it mounted as a trophy. Before Ashara could knock him out and get him in a bacta tank he also made sure the ship fired on the main gates of the menagerie ensuring what creatures were still alive in there could escape. &lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
It was several days before anyone on &#039;&#039;The Viper Fang&#039;&#039; realized they had a stow-away on board. Everyone was focused on Idris healing, and what next job to take. Only as more food went missing did they realize one of the creatures held by Divad Ston’iving had snuck aboard the ship. &lt;br /&gt;
&lt;br /&gt;
A young [[starwars:Ewok|Ewok]] named Takkoo, who after smelling some of the food being stored on &#039;&#039;The Viper Fang&#039;&#039; snuck on board.&lt;br /&gt;
&lt;br /&gt;
It took some work, but Idris picked up enough of Ewokese to understand Takkoo, who in turn picked up enough Basic to know he should stop stealing their food, they would gladly feed him. When Takkoo came in contact with Rayjax, he seemed to believe the Wookiee was in fact a giant Ewok, and constantly stuck by Rayjax’s side. &lt;br /&gt;
&lt;br /&gt;
They tried several times to free Takkoo, including taking him back to the Forest Moon of [[starwars:Endor|Endor]]. Takkoo refused to leave. Curious, and smart, he seemed to enjoy life on the ship and took up studying about all the strange new food he would encounter on their travels. He eventually became a very capable cook.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]] are a sight to behold. But its majestic beauty was a bonus for &#039;&#039;The Viper Fang’s&#039;&#039; visit to the planet. A popular retreat for the [[starwars:Mon_Calamari|Mon Calamari]], it also happened to be the last known location of Qelmaax Rohb, a particularly dangerous and sociopathic environmental terrorist, wanted dead or alive.  &lt;br /&gt;
&lt;br /&gt;
Qelmaax was responsible for the bombings of over two dozen corporate offices, each responsible for their own fair share of pollution and eco-damage through the core systems. Logging, ship manufacturing, chemical processing. There was no real rhyme or reason to the companies he went after, only that they contributed to damage to the planets they operated on. &lt;br /&gt;
&lt;br /&gt;
Idris had always admired the Mon Calamari. Their contributions to the Rebellion during the war could never be understated, and their ability to convert ships to war vessels was impressive no matter what side of the war you sat on. In fact, Qelmaax was the first instance of a truly dangerous and mental Mon Calamari that Idris had ever heard of. &lt;br /&gt;
&lt;br /&gt;
Lucky for Idris, Qelmaax wasn’t in a location to expose a lot of collateral damage, a small dingy of a lifeboat on the dunes. Unfortunately, the whole thing was rigged with enough booby traps, weapons, and explosives to wage war on a small planet. Only Qelmaax seemed to know the vessel well enough to move about it without being skewered, sliced, diced, impaled, or detonated. &lt;br /&gt;
&lt;br /&gt;
Idris’ primary strategy was always to attempt to bring in a bounty warm if it was possible. But as he scanned the ship he realized that was less and less an option. Thankfully the bounty was open on the status of the Mon Calamari to get paid. Idris never even stepped foot on the ship, He waited for Qelmaax to appear, then roasted him while hovering in the air with the flamethrower on his vambraces. The toasted corpse of Qelmaax did give Idris a hankering for some seafood, something Takkoo was more than happy to supply back on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
Idris found himself on the nightclub and research station of [[Danktooine]], located in the [[Caperion System]]. He was totally unaware of the station&#039;s affiliation with the Brotherhood, Scholae Palatinae’s status as an Imperial remnant, or who the owner of the station, [[Xen%27Mordin_Palpatine|Xen’Mordin]], was. It was just a stopping point following a long day in the field. &lt;br /&gt;
&lt;br /&gt;
As fate would have it, this night also saw Xen’Mordin leave his private office and visit the nightclub as well. He was looking to witness the next test in a series of chemical developments to increase suggestibility in sentient beings. As always the nightclub remained an incredible testing site for Vismorsus Industries to exploit. &lt;br /&gt;
&lt;br /&gt;
However, the tests didn’t go as planned, as in several of the unwitting test subjects the chemical drastically increased aggression. A step back for Xen’Mordin but something he would have filed away for use should it be needed. But first, there was the issue of the full-on brawl taking place. &lt;br /&gt;
&lt;br /&gt;
Idris was always down for a good bar fight, having experienced more than a few himself. He jumped in to subdue the aggressive test subjects/club patrons. In the middle of the fight, he tackled Xen’Mordin to the ground, saving him from a spray of blaster fire. Xen’Mordin, a bit annoyed at being manhandled when he was perfectly capable of handling the blaster fire himself, did feel slightly grateful for Idris’ quick action to protect him, a stranger, from danger. &lt;br /&gt;
&lt;br /&gt;
While the club cleaned up from the fight, Xen’Mordin bought Idris a round, while quickly running a background check on the Mandalorian. Upon learning that Idris was an accomplished bounty hunter, Xen’Mordin offered him a substantial amount of money to take on some less-than-savory jobs he needed to be taken care of.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
An agent of [[House Excidium]] went rogue, in the worst possible way. Ull Domar had taken secrets from the house, and of [[Clan Scholae Palatinae]], and run. The House, clan, and all of the Brotherhood’s dealings within the Caperion System had to remain a secret. Should the wrong people learn of it, the system would be at risk, and Scholae Palatinae might find themselves on the run once again. &lt;br /&gt;
&lt;br /&gt;
Knowing there would be many from the clan looking for the rogue agent, he decided to intervene by hiring a professional. &lt;br /&gt;
&lt;br /&gt;
Idris gladly took the job, shocked at how many credits were on the table for what he could tell was nothing more than a routine snatch and grab. Domar didn’t even seem particularly dangerous, a timid sort of man more interested in reading than fighting. Utilizing his own contacts, Idris was able to quickly trace Domar to the smuggler’s moon, [[starwars:Nar_Shaddaa|Nar Shaddaa]]. &lt;br /&gt;
&lt;br /&gt;
All data pointed to Domar trying to sell info to the Hutts, who had been less than pleased that Scholae Palatinae had been operating for decades in their territory when they occupied the Cocytus System. &lt;br /&gt;
&lt;br /&gt;
Upon reaching the moon, Idris realized the warehouse Ull Domar was hiding in was very well-defended. The Hutts took maintaining their domain seriously, and infractions on their turf would come with deadly consequences. Rather than shoot his way through to get to Domar, Idris faked it. He claimed to work for the same Hutt that owned the warehouse, telling the guards he was there to escort Domar to “The Boss”. &lt;br /&gt;
&lt;br /&gt;
Remarkably it worked, and Idris returned Ull Domar to the Caperion System without having to fire a single shot. &lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
Idris’ name and the deeds he had done for Xen’Mordin traveled around the Brotherhood. Another Mandalorian, talented and deadly, but not directly affiliated with the Brotherhood was a rare sight. His name eventually found its way to the ears of another such Mandalorian, Declan Roark. &lt;br /&gt;
&lt;br /&gt;
Contact between the two was established by [[Thane_Skotos|Atra Ventrus]] delivering a challenge coin. Declan was looking to form a group of like-minded individuals to open a new clan within the Brotherhood, one that would provide a reliable way to make a lot of credits. &lt;br /&gt;
&lt;br /&gt;
Idris jumped at the opportunity and was among those who helped plan and open the Brotherhood’s newest clan, [[Clan Vizsla]], named after the legendary Mandalorian clan. During this time, his underworld contacts also brought him into the fold of the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s own underworld operating out of the [[Godless_Matron|Godless Matron]].  He quickly found himself under the direct employee of one of the [[Dark Council|Council]], the [[Herald]] [[Selika_Roh|Selika Roh]], as her [[Praetor]].&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
In 37 ABY, shortly after the formation of Clan Vizsla a woman was murdered and defiled outside the Saga drinking hall on the Clan’s homeworld of [[Zsoldos]]. Idris and the crew of &#039;&#039;The Viper Fang&#039;&#039;  were among some of the Vizsla members that accepted the contract on the murderer and rapist, Nnelg Noswil. &lt;br /&gt;
&lt;br /&gt;
Nnelg was a crafty loner, who lived deep in the forest surrounding the town of Ullr, and only returned to town for supplies when he needed them. No one was certain of his exact location in the forest, but what the people of Ullr did know was that none of the people who had ventured to bring him in had returned.&lt;br /&gt;
&lt;br /&gt;
While Idris was questioning people in town, Nnelg reappeared and in the attempts by the locals to stop him, resulting in several other civilian deaths and injuries. Idris eventually learned some Vizsla initiates had attempted and failed to kill Nnelg, and using the still-active transponders in their suits, tracked down Nnelg’s location in the forest. Following a brief battle, Nnelg was killed and Idris turned in the body as proof.&lt;br /&gt;
&lt;br /&gt;
For his actions in stopping Nnelg, Idris became known as &#039;&#039;The Protector of Ullr&#039;&#039; amongst the locals. &lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Clan Vizsla was called to action shortly after forming. One of the Brotherhood’s greatest enemies, [[The_Collective|The Collective]] had faked a Brotherhood attack on a group of potential new allies, [[The_Severian_Principate||The Severian Principate]]. With the Collective falsely attributing these attacks to the Brotherhood and holding several important Brotherhood individuals, including the Deputy Grand Master [[Evant_Taelyan|Evant Taelyan]], Clan Vizsla jumped into action. &lt;br /&gt;
&lt;br /&gt;
By this time, not only had Idris become a full-fledged member of the Brotherhood, and founding member of Clan Vizsla, but he was also now in charge of a small team within Clan Vizsla, [[Saxon|Battleteam Saxon]]. Idris and his crew found themselves in heavy combat within [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main settlement for the mining operations within the [[Lyra-3K-a_system|Lyra-3K-a system]]. Alongside the rest of Clan Vizsla, Idris helped push back the Collective forces from the colony and save the civilians who called it home. This bolstered the Brotherhood’s relationship with the Principate while furthering the continuing war against the Collective. &lt;br /&gt;
&lt;br /&gt;
==== Do U Kno Da Wae (37 ABY) ====&lt;br /&gt;
Aiding Clan Vizsla put Idris in contact with more Mandalorians than he thought possible. Following the great purge, he had grown up believing them to be a mostly extinct order, that he was one of the last few holding on. Relieved to see so many other brothers and sisters, he came to enjoy his time in the Brotherhood, leading Team Saxon and working deep within the Shroud Syndicate. &lt;br /&gt;
&lt;br /&gt;
It was while on &#039;&#039;The Godless Matron&#039;&#039; that Idris first came across [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian, and strict adherent to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]. Idris’ had only heard of the ultra-orthodox cult of Mandalore and worried that his own approach to what it meant to be one would clash hard with Zxyl. Luckily that did not become the case, as both men respected each other’s views, and appreciated just having another Mandalorian around. This was exceedingly good luck as both men would find their way to serve on the Council before too long. &lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris&#039; was busting down the door. Despite a lifetime of wandering and self-reliance, Idris found himself tasked by the Brotherhood to oversee the Inquistorius. A position of honor, and a lot more desk time than he had the patience to handle. His reputation secure, Idris was able to forge lasting alliances and friendships all while working the Brotherhood&#039;s information network to his advantage, often sneaking out to handle things personally in the field. The Voice of the Brotherhood would be heard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
Following the events in the Kyra-3K-a system, the [[Voice_of_the_Brotherhood|Voice of the Brotherhood]], [[Marick_Tyris_Arconae|Marick Tyris]] retired from the position, returning back to his home in [[Clan Arcona]]. The immediate power vacuum in the leadership of the [[Inquisitorius]] network. Many were vying to gain the upper hand and take the mantle of Voice. Ascending to serve on the Council was seen as a great honor, one that came with great rewards and great risks. &lt;br /&gt;
&lt;br /&gt;
Idris’ own abilities, history, and expansive network had put him on the list presented to the Grand Master Telaris Cantor. But Idris had little patience for political scheming. If he was to be Voice, he would not play the game to get it. There were multiple attempts by Inquisitorius agents to contact Idris. &lt;br /&gt;
&lt;br /&gt;
Instead, he went and did his job, hunting. Tracking a collection of Collective agents to the planet of Corellia, Idris assaulted their base single-handedly. Such was his refusal to play games, that the Inquisitorius Director [[Inquisitorius#Director|Ness&#039;arin Ohnaka]] herself had to make a rare appearance in the field to tell him he had the job. &lt;br /&gt;
&lt;br /&gt;
In the space of a year, he had gone from freelance to sitting on the Council of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
While the Brotherhood coped with a missing Deputy Grand Master, and the diplomats that were abducted during the events in Lyra-3K-a, Idris spent a great deal of time attempting to locate the prisoners’ location. All the while, they were being tortured by the Collective, who in turn was looking to free their own captive forces. &lt;br /&gt;
&lt;br /&gt;
The Severian Principate had taken as many prisoners as they could from the Collective as retribution for their betrayal. They housed these Collective forces in the same supermax prison they kept all of their criminals, on [[Tenixir]]. A planet with intense gravity, the prison was contained with gravity well to make it habitable. When the Collective attempted to rescue their people, The Brotherhood honored their alliance with the Principate and helped repel the Collective Forces. &lt;br /&gt;
&lt;br /&gt;
At the same time, Idris had located the location of [[Evant Taelyan]], and the diplomats, and sent forces to recover them. Regrettably, only the Deputy Grand Master and two of the diplomats were recovered. Evant was a tortured broken man, yet the Grand Master seemed to care not. &lt;br /&gt;
&lt;br /&gt;
With Evant safely recovered, Idris left to make peace with the now-freed captives from the Tenixir Prison. Calling themselves [[The Tenixir Revenants]], Idris helped supply an initial set of ships and weapons so that they might leave Principate Space. &lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The conflict with the Collective came to its climax on the planet of [[Arx]] itself, the seat of the Brotherhood. Rath Oligard, believing he had broken Evant enough to use him, launched a full-scale assault on the planet. This of course was all to the Grand Master’s plans, seeking to destroy the Collective once and for all. &lt;br /&gt;
&lt;br /&gt;
The assault was violent, bloody, and led to heavy casualties on both sides. It was the first time Idris had to find a way to balance his need to be in the thick of combat and his ability to lead others. A difficult lesson for a man with a massive ego. &lt;br /&gt;
&lt;br /&gt;
In the end, the combined efforts of the clans, the Council Forces, and the Principate were able to repel the Collective. Evant was seemingly killed, although he was merely severely injured and smuggled off-planet, a fact Idris did not share with the rest of the Council. &lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
Evant took months to recover. Eventually, both body and soul were ready to return to work. He had one goal, to take the Iron Throne. To accomplish this he enlisted the help of the [[Regent]], Atra Ventrus, the [[Justicar]], [[Dacien_Victae|Dacien Victae]], and Idris to ensure as peaceful of a transition as possible. A lofty goal given so many who claimed the Iron Throne did so on the backs of thousands of corpses to obtain it. Dacien was to use the laws of the Brotherhood to maintain order, while Atra bribed the clans with assets from ACE. Idris was simply to blackmail clan leaders or provide them valuable information they desired. &lt;br /&gt;
&lt;br /&gt;
In the end, it became a non-event, with only one casualty, and Telaris Cantor vanished before the eyes of the Council and Consuls. Evant ascended to take the title of Dark Lord of the Sith and named himself Darth Nehalem. &lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
A full-blown war between the Principate and the Revenants was all but inevitable. This was escalated due to both parties, along with the Brotherhood, and the Collective, having collected rare crystals. These crystals were able to influence the desires of those around them, turning them hyper-violent and aggressive. &lt;br /&gt;
&lt;br /&gt;
On the Hutt-controlled planet of [[Dandoran]], war finally broke out, though not simply along faction lines of Principate and Revenant. Both factions split in half, each with their own goals. Some vying for peace, others for the annihilation of their enemies. And the prize to seal the deal was a massive collection of crystals, being set up for auction by a Hutt collector. &lt;br /&gt;
&lt;br /&gt;
Idris himself had a limited presence during this conflict. While he was in fact within the Dandoran system, he never managed to set foot on the planet itself and was too busy attending a massive party being thrown by Py’zah the Hutt on his yacht at the far end of the system. &lt;br /&gt;
&lt;br /&gt;
The end of the conflict however spelled a massive amount of work landing on Idris’ plate. A new enemy appeared in the form of a woman who called herself &#039;&#039;The Seer&#039;&#039;. She had used the crystals to create monstrous abominations that were incredibly difficult to kill. It was apparent a powerful group had taken notice of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late 39 ABY, Idris himself entered the field to get any information he could about The Seer, and her organization. For weeks he went from planet to planet-hunting down whatever he could. In the end, it paid off. While the effort to extract a member of the mysterious organization severely damaged his armor and left him severely injured, Idris was able to extract a single person, Acolyte Saikar who referred to himself as a Fateweaver. &lt;br /&gt;
&lt;br /&gt;
Saikar explained that he was a member of [[The Children of Mortis]], an ancient organization that was devoted to one cause. Setting the Force free. With new information on the table, Idris began to utilize the inquisitorius’ artificial intelligence, E.D.I. (Entire Database of the Inquistorius) to pour over anything they had on the Children. The game was on. &lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Using the information gathered from Saikar, Idris tasked the Inquistorius to focus all of their efforts on preparing to fight the Children of Mortis. However, Idris was not able to devote his full attention to this pressing matter as he was also helping each clan secretly research the crystals the Children had been using. The Inquistorius&#039; best source of information came from planting one of their own as a recruit for the Children&#039;s Lightbringers, Qru Avajor. Regrettably, Qru was found out, and killed shortly before the Children of Mortis unleashed a horrible attack against the Brotherhood. Idris felt responsible for this, having not opted to pull Qru out sooner. &lt;br /&gt;
&lt;br /&gt;
Idris was not able to wallow in his guilt for long, as the Children finally showed their cards, releasing massive crystalline asteroids against the home worlds of each of the clans. While the Council had expected an attack on Arx, this sudden attack against the clans made their defensive plans useless. Unable to immediately help the Clans, Idris worked with his fellow Councilors to consolidate the research each clan had made to create a counteragent to the conversion gas that was pouring out across the homeworlds. The Clans stood firm and held their ground before the counteragent was released and the Children shockingly repelled. The Children retreated through Force portals, a new occurrence that the Inquistorius needed to research. &lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
The Grand Master, Darth Nehalem, personally tasked Idris with a matter of great importance, hunting down the former Grand Master Telaris Cantor. Nehalem had become obsessed with his predecessor who had been taunting his mind. At this time, the Grand Master also named Idris, alongside the Justicar Thane &amp;quot;Atra&amp;quot; Skotos, as lords. A great honor and a powerful vanity title, the two newly minted lords had also been working together in secret for years. Together they decided to feed false information to the Grand Master to appease his growing obsession while continuing to focus their efforts on their own plans. &lt;br /&gt;
&lt;br /&gt;
Their efforts of course were hindered partially by the plan to go on the offensive against the Children of Mortis. Over the following months a great portal was constructed to lead the Brotherhood, and its clans into the &#039;&#039;Ethereal Realm&#039;&#039;. With the Council leading the charge, Idris was among the first through the portal and into the hell that was the assault against the Children of Mortis. &lt;br /&gt;
&lt;br /&gt;
The leader of the Children of Mortis, the Father, had once been known as Matthias Westland many thousands of years ago. Over that time he had repeatedly attempted to &amp;quot;break the chain&amp;quot; and combine his soul with the Force to build a new reality with him as the ultimate power. This assault against the Children quickly became a race against the clock as the Father began yet another attempt. Luckily the Brotherhood&#039;s forces made it to the Father&#039;s ritual site and stopped it before it could happen.&lt;br /&gt;
&lt;br /&gt;
Dacien Victae, the Deputy Grand Master, had quickly been elevated as the primary leader of the conflict, as Darth Nehalem had abandoned the Brotherhood to finally face his own nemesis, Telaris Cantor, who was present in the Ethereal Realm. As Dacien and the rest of the Council fled back to the portal, they remained at the furthest edge of the Brotherhood&#039;s forces, the ones constantly in combat with the Children. Giving the Clans time to retreat, this heavy combat came at a great loss of life. Dacien was a major target for the Children, and Idris jumped between the Deputy Grand Master and a crystalline spear at the last moment, saving Dacien&#039;s life. Speared through the abdomen, Idris fell and was pulled out by a fellow Mandalorian, the Regent Zxyl Bes&#039;uliik Taldrya. &lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Idris spent many months in a coma straddling the line between life and death. His armor was left in ruin from the fight, unusable should he manage to recover. Luckily Zxyl was also an incredibly skilled beskar armor and labored hard over this time to repair Idris&#039; armor. He left the armor in Idris&#039; office for the day that the Voice woke up. &lt;br /&gt;
&lt;br /&gt;
Eventually, Idris did make a full recovery, and then some. Between his time in the Ethereal Realm, the crystalline spear that nearly ended his life, and his meditative reflection while healing, Idris found a way to tap into the Force, able to wield the slightest portion of its power. &lt;br /&gt;
&lt;br /&gt;
This very near-death experience changed the Mandalorian in other ways too. While still cocky and headstrong, Idris found himself more mature from the experience and more deeply attached to the ways of his Mandalorian ancestors. It also made him incredibly more caring about those he considered his family and friends.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
Idris Adenn has an easy but commanding presence. His tall, lean, and lithe body is toned and muscular without being bulging, covered by bronzed skin. He is graceful and confident in his movement, calm but like his moniker, he is always coiled ready to strike. Idris has a very focused physical regiment, and while it helps keep him strong, his focus is speed and agility, not brute strength. &lt;br /&gt;
&lt;br /&gt;
Considered by many to be attractive, Idris has a square face with clear cheekbones and jawline. His jawline is further defined by his extended goatee, and the rest of his face is full of scruffy beard growth from only shaving periodically. His hair is a luscious black, having grown longer, it is typically swept back, and goes down to his shoulders. He has dark brown eyes, mischievous and cunning, that are set under a sharp browline. &lt;br /&gt;
&lt;br /&gt;
His face is extremely expressive, typically displayed as youthful, vigorous, full of life and lust. However, Idris is capable of being serious, and his face can often be found reflecting his more calm, respectful, and insightful side. With a quick temper, his expression can change in a snap. However often found in the bouts of combat, his expression typically reflects a fierce rage mixed with deep enjoyment of combat. &lt;br /&gt;
&lt;br /&gt;
His body is littered with various scars, none serious, but all clearly reflect his combative lifestyle.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
Like many Mandalorians, Idris’ identity is closely tied to his [[starwars:Mandalorian_armor|armor]]. While not his family’s oldest child, he was the one to inherit the Adenn’s primary armor from his father, Vaeden. Constructed of the incredible Mandalorian alloy [[starwars:beskar|beskar]], it is one of Idris’ most prized possessions. The exact date of the original forging of the armor is unknown, but it is at least 600 years old and has been passed down the Adenn line that entire time. According to Clan lore, it contains fragments of Beskar worn by several great Manda’lors and other Mandalorian heroes from ages long past. &lt;br /&gt;
&lt;br /&gt;
It is of a unique construction for Mandalorian armor, with the chest piece broken into several pieces, allowing for better movement, but also making it more susceptible for damaging blows. Upon receiving it from his father, Idris had reforged, restoring its worn-down appearance to a pristine condition, and painted it a metallic blood red with bright orange highlights. It was subsequently nearly damaged beyond repair in 40 ABY. When it was reforged, Idris had it repainted, a rich black color with shiny silver accents, accompanied by a deep crimson body glove.  &lt;br /&gt;
&lt;br /&gt;
Also typical of the Mandalorians, Idris utilizes a jetpack for increased mobility. He frequently has a dark brown flame-resistant cape wrapped around him. His primary weapons of choice are two [[starwars:WESTAR-35_blaster_pistol|Westar-35 Blaster Pistols]] constructed of red and black metals that fire uniquely colored violet with black core bolts. His main-hand blaster is known as &#039;&#039;Haar Maan Miit&#039;&#039;, The First Word. Its twin is &#039;&#039;Darasuum Uur&#039;&#039;, Eternal Silence. He is nearly always equipped with his traditional Mandalorian Vambraces, styled to match the rest of his armor and also of high quality beskar material. He also owns several other beskar crafted weapons including a Kal Dagger, Beskad, and Spear. &lt;br /&gt;
&lt;br /&gt;
Unlike many Mandalorians, Idris does take time away from his armor. These ventures have become less and less common the older he has gotten. Not out of disrespect of the ancient Mandalorian code, something Idris takes seriously, but out of comfort and convenience. It&#039;s much easier to get out of casual clothing than his armor, something he is quite fond of on his nights off. He has also found it is frequently easier to go home with someone when not taken as a pure Mandalorian brute. &lt;br /&gt;
&lt;br /&gt;
His casual wear is simple but clearly, reflects a refined taste. A blood-red undershirt with a deep cut for his neckline, black trousers, sturdy but tasteful boots. This is typically placed within a knee-length black jacket featuring a stiff upright collar and red accent colors.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a forceful, lusty man with a quick wit and barbed tongue. He likes to fight, often spurred on by his quick temper. But he also demonstrates a keen intellect and intense carnality. Personable and what many take as an easy-going personality, many miss the serious man beneath. Most either find themselves enchanted or repulsed, with very few ever feeling truly apathetic about the Mandalorian. &lt;br /&gt;
&lt;br /&gt;
Idris has ended his fair share of lives and feels life must be enjoyed to the fullest while one can. Many would say his lifestyle is excessive, but Idris is a man who knows what he likes; be it men, women, food, drink, or a good old-fashioned fight. If it is obtainable and he wants it, he will take it and enjoy it in abundance.&lt;br /&gt;
&lt;br /&gt;
Arrogant is one of the most common words thrown around when people mention Idris. There is no doubt that he thinks very highly of himself. Idris never merely walks around like he owns the place, he *swaggers*. Coupled with his quick temper and flair for dramatic moments, this leads to many forms of conflict. &lt;br /&gt;
&lt;br /&gt;
That isn’t to say Idris is so self-centered he doesn’t care about other people. Above all else, Idris is a passionate man, and that passion extends to those he is loyal to. Most close to the members of his crew on &#039;&#039;The Viper Fang&#039;&#039;, and his surviving family members, he will protect them above all else. &lt;br /&gt;
&lt;br /&gt;
Idris is also a hardline traditional Mandalorian. He takes his Mandalorian heritage seriously, be it his honor or adherence to the Mandalorian Code. He does not buy into the newer pacifist movement of the last several decades and maintains the old Mandalorian ways were the best. He seeks to remind the galaxy that the Mandalorians are still alive and ready for the good fight. &lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Idris is well-traveled and has connections in most parts of the galaxy. The most frequent ones, however, are listed below. They can be considered Idris’ family and hiring him means their involvement as well, though typically far away from the line of fire. They all worked and lived on a VCX-100, &#039;&#039;The Viper Fang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|26}} &lt;br /&gt;
&lt;br /&gt;
Sirdi Tyma is a Nightsister born from the combination of Idris&#039; DNA recovered at the crash site of the &#039;&#039;Epsilon Shade&#039;&#039; and her mother&#039;s remains were recovered from a Nightsister casket on board the ship. She was raised by her coven and the spirit of her beloved Night Mother. She is a wild card, torn between learning more of her father, and the pull of her cultural upbringing.&lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
Madeline Jisella “MJ” Kilvaari is the vivacious pilot of the &#039;&#039;Viper Fang&#039;&#039;. A young and naturally skilled pilot, she keeps a safe eye both on the ship and its crew. Her skills as a pilot are augmented by the fact she is force-sensitive. She understands the rough and morally ambiguous lifestyle that comes with being a bounty hunter and mercenary but still attempts to keep Idris and the rest of the crew on the &#039;&#039;light&#039;&#039; end of the spectrum. She continues to reject Idris’ romantic advances, but that doesn’t stop him from trying, especially given her continued playful flirting with him.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
“Rayjax” is the &#039;&#039;Viper Fang’s&#039;&#039; co-pilot and primary mechanic. He is incredibly protective of the crew on the &#039;&#039;Fang&#039;&#039;, especially Idris and Elia. Rayjax’s full Wookiee name is much longer and too difficult for Basic speakers to pronounce. He had shorted it to Rayjax decades before meeting Idris. He is a constant tinkerer and is never without his tools and some sort of gadget he is working on. &lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
Ashara Kyl is a deeply spiritual and scholarly Twi’lek. She believes in the sanctity of life and has dedicated her life to the arts of healing and preservation of knowledge. She grew up alongside Idris, with her family having been freed by Idris’ grandfather. She is very OCD about her medical supplies, living quarters, and personal health. She frequently provides unsolicited health advice to anyone who attempts to talk to her. &lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
Takkoo is an Ewok who snuck aboard The Viper Fang, seeking the food he smelled onboard. Since then he has become an avid foodie and functions as the cook for the crew. He still frequently attempts to trap people in rudimentary snares. Most of the crew of the Viper Fang subconsciously notice and avoid them.  &lt;br /&gt;
&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia is Idris’ daughter, named after his murdered sister. She is typically found on Batuu with Melora, Idris’ mother. She is learning the ways of the Mandalorians to be like her father. &lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
BB-89 aka &amp;quot;Marble&amp;quot; II is a [[starwars:BB-series_astromech_droid|BB Series Astromech]]. It has a masculine programming personality. Marble helps keep track of the workings on helped keep track of the workings on the &#039;&#039;The Viper Fang&#039;&#039;, working along side the Wookiee, Rayjax. Originally painted a matte black base with metallic red accents, he has various “Elia Adenn Originals” painted on his spherical body.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. (Entire Database of the Inquistorius) is an advanced artificial intelligence with many quantum nodes found throughout the galaxy. She was linked to the Brotherhood&#039;s databases upon Idris&#039; taking the position of Voice. She has a direct line to Idris&#039; helmet, as well a node location on his ship, &#039;&#039;The Viper Fang&#039;&#039;, and various droid bodies to use. Most frequently, she maintains a presence within a captured Ascendant Drone, accompanying Idris in the field.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris went through multiple versions before being finalized as a Mandalorian Human. With the addition of the NPC and Non-Force User options to the club, the man behind [[Xen%27Mordin_Palpatine|Xen’Mordin]] began formulating an alternative character to utilize. Originally, Idris was to be a [[starwars:Lasat|Lasat]] mercenary with a sadistic streak. Idris sat completely unused at this time. &lt;br /&gt;
&lt;br /&gt;
Eventually, bored with utilizing Xen’Mordin as his main character, Idris became the primary focus of development. LucasArts announced a new streaming TV series &#039;&#039;The Mandalorian&#039;&#039;. At the time, there were no confirmed castings for the show and Xen’Mordin had the idea of Oberyn Martell from Game of Thrones as a Mandalorian bounty hunter, which he found too exciting to let be, and the mercenary became Idris Adenn, Mandalorian Bounty Hunter. Due to this, Idris’ appearance and personality are largely based on Oberyn Martell. Idris, in this state, predates the announcement that Pedro Pascal would be playing the titular character in the show. &lt;br /&gt;
&lt;br /&gt;
Further development of Idris resulted in utilizing the old legends Mandalorian language, [[starwars:Mando%27a|Mando’a]], for both Idris’ CS aspect names and his last name, Adenn, coming from the word for ‘merciless’.&lt;br /&gt;
&lt;br /&gt;
His clan&#039;s signet is that of a Dragonsnake, a dangerous beast, and part of how he got his “Viper” moniker. His Mandalorian title of Haar Dreki’ormr be’Manda&#039;yaim translates to “The Dragonsnake of Mandalore”. Neither current nor old EU Mando’a had a word for the Dragonsnake species, or just dragon or snake. As such Old Norse was used as a substitute, as Mandalorians are largely inspired by the Viking culture.&lt;br /&gt;
&lt;br /&gt;
Idris became a M-Pop (Mandalorian Pop) star thanks to a dancing gif of Boba Fett at Disneyland, and the ACC Championship &#039;&#039;Singularity&#039;&#039; where several members wrote Idris dancing and singing as part of the battle intros. &lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198111</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198111"/>
		<updated>2025-07-16T03:03:29Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Crash of the Epsilon Shade (26 ABY) */ history updates to account for Sirdi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Bale Andros&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|The Viper Fang]] VCX-100 Light Freighter&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039;  — also known as &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) or more commonly in Basic &#039;&#039;The Viper&#039;&#039; — is a cocky, headstrong, and dangerous [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on [[starwars:Batuu|Batuu]] in a secret Mandalorian [[starwars:Covert|covert]] near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. His father, Valinor, and mother, Melora, were the heads of Clan Adenn and helped maintain the covert. Their fourth son, Idris was only the second to live into adolescence. He was trained to honor the traditional ways of his Mandalorian ancestors and continues to take great pride in his heritage, warrior ways, and people. &lt;br /&gt;
&lt;br /&gt;
Idris mainly lived aboard his ship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] called &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, with his crew who he considers his family. His daughter, Elia, is named after his murdered sister and typically stays on Batuu with his mother, Melora. &lt;br /&gt;
&lt;br /&gt;
Full of swagger and a love for the pleasures of the galaxy, Idris has traveled from one end to the other fighting and partying to a notorious level. He has been a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; star since his teenage years. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;. He also has served as [[Praetor]] to the [[Herald]], [[Combat Master]], and was one of the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was not the life Idris’ parents had hoped to provide for their children, but it was a life at the very least. Surviving the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]] Clan Adenn had spent several years adrift before settling on Batuu. The loss of Mandalore was a looming shadow over all of Idris’ early life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]] in his family’s hidden covert near Black Spire Outpost on Batuu. While the Galactic Civil War had formally ended three years prior, the destructive measure of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge against the Mandalorians had left Clan Adenn holed away, a choice echoed by many of the surviving Mandalorians. Both Valinor and Melora had been active combatants in the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], and had returned to live full time at the covert on Batuu following the Empire’s defeat at the Battle of Jakku. &lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and the head of Clan Adenn, was a battle-worn veteran by the time Idris was born. He was a hard man, with strict discipline and adherence to the traditions of the Mandalorians. With the defeat of the Empire, he was able to turn his attention back to protecting and expanding the covert on Batuu. &lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was more than a perfect match for Valinor’s firm personality. A skilled warrior in her own right, she was playful and wise beyond her years. However the death of the Adenns’ second child Avand in [[0_BBY_to_9_ABY#7_ABY|7 ABY]] had softened her thirst for combat. However, they did have two other living children at this time, Erathan, age seven, and Okarro, age three. &lt;br /&gt;
&lt;br /&gt;
The covert itself was primarily comprised of landed ships and cargo crates amid the great petrified trees and rocks that littered the landscape around Black Spire Outpost. Covered with rocks, dirt, and shrubbery, along with the remote location of Batuu helped keep the covert hidden. Over time additional ships and crates were added, and at the time of Idris’ birth, it was home to dozens of Mandalorians from various clans. &lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Despite being forced to the outskirts of the galaxy, Idris’ first few years of life were surprisingly typical of a Mandalorian child. He learned hard and played hard. &lt;br /&gt;
&lt;br /&gt;
Among the other members of the covert was the Kyls, a [[starwars:Twi%27lek|Twi’lek]] family who had functioned as part of Clan Adenn. The first had been freed by Idris’ grandfather in 53 BBY. Since that time they had gone from [[starwars:Foundling|foundlings]] to having their own clan name. Among these was one of Idris’ closest friends, Ashara Kyl, who was about half a year older than him. &lt;br /&gt;
&lt;br /&gt;
Also, a part of the covert was Clan Nezsa. Melora’s sister had married into Clan Nezsa and had children of her own. [[Evio Nezsa]], seven years Idris’ senior, was far more the older brother to Idris than his own brothers were. The two spent much of their free time together exploring and getting into trouble around the covert and Black Spire Outpost. &lt;br /&gt;
&lt;br /&gt;
In 10 ABY, Idris’ sister Elia was born. The happy family was hit by tragedy when in 11 ABY, Idris’ older brother Okarro died from ongoing health issues. Both Valinor and Melora took the death of their second child hard, but they kept a calm face in front of their children. One of Idris’ earliest memories is the funeral service for his brother. &lt;br /&gt;
&lt;br /&gt;
By the age of three, he was already being trained and schooled in the ways of the Mandalorian. Far more healthy than Okarro ever had been, Valinor wanted to insure that Idris would have the strength and capabilities to survive. Erathan was already deep into his training and resented every second of it. However, Idris took to it like a fish to water.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As he grew into his adolescent years, Idris’ training amplified. Where his brother favored empathy and diplomacy, Idris fell heavy into the Mandalorian ideals. With a strong disregard for authority that exists for authority’s sake, Idris clashed frequently with his father. While a difficult relationship it would help shape Idris into the man he became, especially the tragedy that came for the Adenns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the time Idris was ten, his Mandalorian training was in full swing. His abilities were pushed to the absolute limits for a developing boy, with Valinor being increasingly driven that at least one of his children learn to respect the Mandalorian traditions and bring honor as a capable warrior. Erathan, now sixteen, had already come to reject many of the warrior customs of the Mandalorians and instead idolized the peaceful pacifist movements seen in years past. &lt;br /&gt;
&lt;br /&gt;
With Erathan set in his ways, and as Valinor’s only other living son, the hopes of both Valinor and Clan Adenn were placed upon Idris. Valinor knew as the eldest, Erathan would likely one day be the head of the Clan, but its reputation and standing would depend on if Idris could be the skilled warrior he needed to be. &lt;br /&gt;
&lt;br /&gt;
This of course meant Idris would fight with his father constantly. Enjoyment of life’s luxuries, coupled with a deep need to shirk authority, Idris’ sarcastic and contrary nature was always at odds with Valinor’s more serious and focused nature. In 20 ABY, at the age of twelve, Idris was left abandoned on the streets of Coruscant&#039;s undercity, and was forced to show he could survive and make his way back to Batuu on his own. &lt;br /&gt;
&lt;br /&gt;
This was of course in preparation for when he turned thirteen and underwent the [[starwars:Verd&#039;goten|Verd&#039;goten]], a rite of passage his elder brother never took. Dumped in the wilderness of Ryloth, forcing him to deal with the deadly [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. When he made it back to Batuu, he was drenched in blood and mud and carried the severed head of a Doashim. &lt;br /&gt;
&lt;br /&gt;
Upon completion of his Verd’goten, Valinor taught Idris of [[item:48073|Shadowfang]], an ancient &#039;&#039;jetii’kad&#039;&#039; (lightsaber) that had a deep purple glow and a black core. Shadowfang had been a clan heirloom for centuries. Typically given to the eldest child to train with. As Erathan had vehemently opposed his own Verd’goten, this honor of beginning to train with the jetii&#039;kad. Despite the very tense, harsh, and confrontational nature of their relationship, it was moments like this that showed Idris just how much Valinor cared for him.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Successful completion of his verd’goten meant even more adventures away from Batuu. Valinor took Idris across the galaxy, working as bounty hunters, mercenaries, security, and whatever else would earn some credits. At the age of sixteen, one such job took them deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], to work as extra security for a dangerous warlord, Yr’drav Dolov. &lt;br /&gt;
&lt;br /&gt;
Dolov, by most standards, was a ruthless and vile man, one who never shied away from slave labor. With many Wookiees on his estate, Idris’ moral compass was going wild. He had no issues with killing or capturing a bounty, but slave-owning was a deplorable and despicable act. With Valinor as the one who primarily interacted with Dolov, Idris was able to spend time around the slaves, getting to know them. During their time with Dolov, Idris became particularly close with one of the Wookiees who called himself Rayjax. &lt;br /&gt;
&lt;br /&gt;
Idris used this time to begin to form a plan to free the slaves, without implicating himself or his father. In his biggest act of defiance to date, once they left Dolov behind, he went and stole a light freighter packed full of trade goods. In the dead of night, Idris landed outside Dolov’s compound and snuck all the Wookiees out, removing their collars and chains with a carefully practiced precision. &lt;br /&gt;
&lt;br /&gt;
He took the Wookiees back to their homeworld of [[starwars:Kashyyyk|Kashyyyk]]. There Rayjax learned that his own family had been killed in a slaver raid, and his tribe was on the brink of collapse. Idris quickly offloaded all the goods from the freighter, hoping it would help the Wookiees rebuild. &lt;br /&gt;
&lt;br /&gt;
Then Valinor arrived. Bearing a mix of rage and pride for his son’s actions, his punishment was dealt out in the center of Rayjax’s village. Five strong lashes to the back, which Idris took without complaint. He already knew he would be working to pay off the cost of the trade goods he had stolen. Once the lashings were done, Valinor helped tend to the wounds on Idris’ back, as well unload the supplies he had brought to aid the Wookiees. Valinor could not help but be proud of his son, as his own father had taken similar action to free the Kyls years ago. For his actions, Idris was recognized as a member of the tribe. &lt;br /&gt;
&lt;br /&gt;
With his own family dead, Rayjax did not wish to remain on Kashyyyk. The constant reminder of their loss made staying unbearable. Before he could attempt to swear a [[starwars:Life_debt|life debt]] to Idris for freeing him, Idris offered to take Rayjax back to Batuu, promising a home, and a family that would care for him as one of their own. &lt;br /&gt;
&lt;br /&gt;
Rayjax accepted the offer and accompanied the Adenns back to Batuu. While Warlord Dolov was never able to prove it was Idris who had freed the slaves, he made the obvious assumption that it was, vowing to one day get his revenge.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
At the age of seventeen, Idris had become well versed in the pleasures of the galaxy. From sneaking out to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] while home on Batuu or enjoying the unique opportunities that came from every new job off-planet, Idris always found time to mix in some play with his work. While this had led to some less than pleasant troubling encounters, it only finally reached a critical point in 25 ABY.  &lt;br /&gt;
&lt;br /&gt;
While working with his father on [[starwars:Coruscant|Coruscant]], a diplomat, Sedanol Berr, found Idris in bed with his wife. During the short tussle, Idris managed to get his hands on his dagger. While security broke up the fight, Sedanol did suffer a small minor cut on his forearm. &lt;br /&gt;
&lt;br /&gt;
Valinor quickly sent Idris back to Batuu, while he finished up the job alone and tried to patch things up with Sedanol. Regrettably, Sedanol died several days later. While there was no proof Idris had poisoned the man with his dagger, the nature of the death was suspicious. Coupled with Clan Adenn’s signet of the [[starwars:Dragonsnake|dragonsnake]], Idris’ moniker in Basic of being a &#039;&#039;Viper&#039;&#039; was born. &lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The events on Coruscant led to Valinor being much more reluctant to take Idris with him on jobs. This didn’t deter Idris, with Rayjax having his back and a knack for mechanics, and Ashara Kyl’s love of medicine, the trio were able to make their own adventure on Batuu and its neighboring systems. &lt;br /&gt;
&lt;br /&gt;
Together they found themselves on a largely abandoned moon, which happened to house a base for the [[starwars:Black_Sun|Black Sun Crime Syndicate]]. Base is a bit generous for what they found, it was much more a chop shop for stolen ships.&lt;br /&gt;
&lt;br /&gt;
It was love at first sight for the trio. A [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] that had been partially stripped down with its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Rayjax and Ashara got to work getting it flyable while Idris blasted through a handful of security droids. A short hyperspace jump later they were back on Batuu, not a moment too soon as all but the life support and one of the secondary engines failed upon landing. &lt;br /&gt;
&lt;br /&gt;
The newly minted &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039; became their free time project, turning it into a functional mobile home base of their dreams. &lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
In early 26 ABY, Valinor began to slowly trust Idris enough to take him out on bigger jobs in the field. Idris was torn between being taken away from Rayjax, Ashara, working on &#039;&#039;The Viper Fang&#039;&#039;, and the mischief they would get up to, and being grateful for once again being in the good graces of his father. Despite their rough relationship, nearly everything Idris knew and was capable of came due to his father. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Epsilon Shade&#039;&#039; changed everything for Idris and Clan Adenn. &lt;br /&gt;
&lt;br /&gt;
The job was simple enough. Valinor and Idris had been hired as extra protection on the large freighter. The cargo a collection of ancient artifacts, rare unique and worth a fortune to the right sellers. A good target for pirates. The pair had been hired by a fellow set of Mandalorians, Clan Larjoc. Aradas Larjoc was an anomaly of a Mandalorian, a shrewd businessman, but not a capable warrior. His company had created advances to Mandalorian weaponry, and he needed muscle to ensure it made it to the handoff. &lt;br /&gt;
&lt;br /&gt;
The exact cause of the initial explosion was never discovered. Sabotage, a faulty regulator, bad coaxium, all were viable explanations. In an instant, several of the cargo holds were blown clean open. Forward momentum plus a weakened frame cause more of the ship to buckle, and several smaller explosions followed due to the weaponry in the jettisoned cargo. &lt;br /&gt;
&lt;br /&gt;
Valinor and Idris were just outside the main bridge of the freighter when the explosion happened. They had been talking to the captain about the approach to the planet before them. All three suffered head injuries and were unconscious for some time. Idris was the first to come back to consciousness, awaking to blood rolling down his face from a gash on his forehead. His attempts to get Valinor and the captain to wake up were unsuccessful. From what he could tell the rest of the crew was either already dead, or had managed to jettison in escape pods. The warning flashing on the terminals in the bridge presented a horrible decision for Idris. &lt;br /&gt;
&lt;br /&gt;
The ship&#039;s engines were in a critical state, and could not be shut down. They were locked at a full sub-light speed. With a huge amount of coaxium left for fuel, it was clear the ship was destined to end with a bang. The bigger issue was their trajectory had their impact on the planet right in the middle of a well-populated city and the autopilot to try to steer the ship away was nonfunctional. &lt;br /&gt;
&lt;br /&gt;
Idris could drag his father and the captain to the one remaining escape pod, jettison with them and let the ship continue on crashing into the city killing hundreds to thousands of people. Or he could jettison them to safety and remain on the ship, manually holding the steering away from the city to crash in the wilderness. &lt;br /&gt;
&lt;br /&gt;
He chose the second option. &lt;br /&gt;
&lt;br /&gt;
With his father and the captain safe away from the ship, he strapped himself into the pilot’s seat and held down the steering to keep the direction thrust away from the populated areas of the planet. He aimed for a long slow descent into the atmosphere, unable to adjust into a proper orbit, in the hopes that the ship would break apart enough that the major explosive issues would be handled in the upper atmosphere and not the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
As the ship descended, the structural damage of the original explosion caused the ship to break in half as it fell into the atmosphere. With no more engines or any form of thrusters, Idris held tight and tried to find ways to slow the remains of the front of the ship. &lt;br /&gt;
&lt;br /&gt;
The debris trail was hundred of kilometers long. As he had hoped the explosives did detonate/vaporize in the upper atmosphere, and the population was largely safe from falling debris. The front half of the ship held together surprisingly well as it finally crashed into the planet’s surface. Idris was unsure how long it took before they recovered his severely injured body from the wreckage, it would be months before he finally awoke from his coma.&lt;br /&gt;
&lt;br /&gt;
He awoke, in pain and in need of months more of therapy to restore his ability to walk and move, but also the news that his name and courageous actions aboard the ship had spread. The legends of the Viper were beginning to stick.&lt;br /&gt;
&lt;br /&gt;
Among the artifacts being transported was an ancient Nightsister sarcophagus. It was never accounted for amongst the wreckage. Unknown to the young Idris, it along with samples of his blood would return years later in the form of his daughter, Sirdi Tyma.&lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late 27 ABY, Idris had returned to full health and to helping his father out in the field. Job requests even specifically came in because of Idris as well. Amidst the jobs they worked, came another one from Aradas Larjoc. &lt;br /&gt;
&lt;br /&gt;
Aradas, to his credit, had funded the entirety of the medical expenses Idris required and donated heavily to see &#039;&#039;The Viper Fang&#039;&#039; fully restored. In this job, he wanted some backing security during a business deal with a particularly powerful individual known as Tysus Lanna’kor. Lanna’kor was renowned for being ruthless and cunning, cutting out large swatches of the weaponry industry. Aradas was hoping to secure a good sale of plans to Tysus but wanted the muscle there as a show of strength. Idris’ sister, Elia, begged to come along too, as she was enamored with Aradas’ son, Rhang. Together the three of them ventured to the Larjoc Headquarters. &lt;br /&gt;
&lt;br /&gt;
The deal went off without a hitch. While cleanly handled, negotiations and signing took a long time. Idris, bored out of his mind while this was going on, spent most of the meeting making eyes with several of the servants who were working at the facility. The one part of the deal he &#039;&#039;did&#039;&#039; find interesting was the bodyguard that Tysus Lanna’kor brought with him. The only word Idris could think of when he first laid eyes on the man was &#039;&#039;mountainous&#039;&#039;. Bjorn Clegathas was a hulking beast of pure muscle, towering at over seven feet tall. When the deal finally concluded, Tysus and Aradas suggested celebratory drinks for a well-struck arrangement. Idris took this as his opening to slip out with the servants he had been not so subtly flirting with. &lt;br /&gt;
&lt;br /&gt;
Later that night, Idris returned to the facility and found it had an air of deathly silence and absolute stillness. Then came a scream from deep within the facility, one that sounded like his father. &lt;br /&gt;
&lt;br /&gt;
He found the body of Aradas Larjoc first, laying face down in a pool of his own blood. It looked like he had tried to run before being savagely cut down from behind. He found the body of his sister, Elia, next. She was naked, restrained by ropes. Her head was a smashed pool of mush. He was only able to know for certain it was her by the bracelet she still had around her wrist. &lt;br /&gt;
&lt;br /&gt;
As Idris stood helpless over his sister, Rhang Larjoc stepped out of the shadows, a twisted grin on his face. He mocked about how much fun he and Bjorn had with Elia before Bjorn crushed her head in. Rhang explained he did this to correct the course of Clan Larjoc after the failures of his father. So he made a deal with Tysus Lanna’kor in secret. While Rhang foolishly gloated and monologued, Idris pulled his dagger out of his boot and lunged, stabbing Rhang through his throat and up into his skull. &lt;br /&gt;
&lt;br /&gt;
Rhang fell to the ground gurgling as he gulped his last breaths. Idris was already tearing down the hall to find his father. Valinor was alive, but barely. Idris dragged his father’s broken body out of the facility trying to find medical aid, but it was of no use. Valinor Adenn was dead.&lt;br /&gt;
&lt;br /&gt;
The Adenn’s, and the rest of the covert, grieved for the loss of the great Clan leader. Idris’ elder brother Erathan became the new head and fact of Clan Adenn. Erathan, still largely idolizing the failed [[starwars:New_Mandalorians|New Mandalorian Movement]], did not put up a fight when Idris laid claim to take Valinor’s armor. Erathan didn’t wish to be a warrior, he wanted to be a beloved politician. Armor was beneath his goals. &lt;br /&gt;
&lt;br /&gt;
Idris took the armor and had it reforged to his specifications. With a Black bodysuit, bright red plating, and golden accents, he made sure his enemies would always know who was coming for them. He would honor the generations of Clan Adenn who had worn, fought, bled, and died in this armor. He also laid claim to Shadowfang, having trained extensively with it. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; completely restored Idris, Rayjax, and Ashara took to the stars looking for work and hoping for an opportunity for revenge against Tysus Lanna’kor and Bjorn Clegathas. Rayjax handled piloting the ship well enough, and oversaw mechanical stuff, while Ashara brought her medical knowledge, having long studied science and medicine intending to become a full-fledged doctor.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed and armored, and with a thirst for vengeance, Idris and his crew aboard The Viper Fang left Batuu behind to explore the galaxy. Determined to protect his family, both on the Fang and on Batuu, Idris worked hard to carve out a name and reputation for himself. Haar Dreki’ormr be’Manda&#039;yaim — The Dragonsnake of Mandalore — would not be stopped. It would be a long road, hard, but the Viper was determined to leave his mark on the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
Early in 28 ABY. a group that was known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; popped up as an open bounty. Four of the seven had previously been apprehended and were each serving multiple life sentences in a supermax prison. The remaining three free ones successfully broke their compatriots out of the prison and went on the run. Considered extremely dangerous, and responsible for a massive pile of bodies, this bounty came in as a rarely seen &#039;&#039;Wanted Dead&#039;&#039; missive. &lt;br /&gt;
&lt;br /&gt;
For three months dozens of bounty hunters tried and failed to take out the Seven, only a handful escaping with their lives. Across the Outer Rim the gang moved planet to planet leaving nothing but death and destruction in their wake. Idris had considered going after them himself but was talked out of it by Rayjax and Ashara, who wished to focus on more manageable bounties. It was by pure luck, or the will of the Force, that their paths crossed on the desert world of [[starwars:Tatooine|Tatooine]]. &lt;br /&gt;
&lt;br /&gt;
Mos Espa was no stranger to violence. The sands of the city were often stained with blood, as the different criminal organizations vied for control. Unnoticed by the Seven, he tracked them through several streets, alleys, and buildings, racing along the rooftops of the city. He came at them from above, blasters drawn and firing. Two dropped immediately, and the third managed to knock one of Idris’ blasters from his hand before taking a blaster bolt to the chest from the other. &lt;br /&gt;
&lt;br /&gt;
Idris was lucky in that his armor was pure beskar, as several shots from the remaining four bounced off his armor, one ricocheting to kill another. Down to three members, the Shistavanen fled down an alleyway. Idris managed to fire off another shot, hitting the fuel tank of a parked speeder, killing a fifth. &lt;br /&gt;
&lt;br /&gt;
The remaining two hijacked a speeder bike and took off through the streets. Idris commandeered one himself and took off in pursuit. Rayjax and Ashara were already on the move to handle the bodies of the slain.&lt;br /&gt;
&lt;br /&gt;
The chase was fast, frantic, and frenzied leaving behind a wake of destruction before the two Shistavanen crashed into the wall of one of the many cantinas of the city. Limping they fled inside the cantina, with Idris close on their heels. &lt;br /&gt;
&lt;br /&gt;
Midday, the cantina was sparsely populated, and the few patrons there immediately hunkered down in the booths, while the Shistavanen hid behind the bar. Willing to deal with some property damage, Idris didn’t aim for the two targets, but instead at the glassware and alcohol bottles, causing them to shatter glass upon his bounties. In a single instant, the alcohol went up in flames, burning the two behind the bar top. One died of the burns, but the other survived. While the bounty was specifically cited dead, Idris kept the one alive to bring in alongside the corpses of his compatriots. For months later the people of Mos Espa talked about the rapid assault &#039;&#039;The Viper&#039;&#039; took to successfully take out the notorious Shistavanen Seven. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
[[starwars:Corellia|Corellia]], the wet gray dreary shipyards of the planet were responsible for some of the most important vessels in the galaxy. While the [[starwars:First_Order|First Order]] had yet to be publicly revealed, their tendrils were already present on the planet. &lt;br /&gt;
&lt;br /&gt;
Idris and the rest of &#039;&#039;The Viper Fang&#039;&#039; crew were ignorant of this fact. They were there for one reason only, Tagsa’ak &#039;&#039;The Crusher&#039;&#039; Menoron. The shipyard worker was notorious for smuggling illicit substances in the ships he helped build and had left a long line of bodies that had been crushed into concealed compartments alongside the drugs. Most of Corellia didn’t care, crime was all too common, and as long as the ships got built the corporations didn’t care. &lt;br /&gt;
&lt;br /&gt;
The family of one of his victims however disagreed and placed a large bounty on bringing him in alive to face punishment for his crimes. Idris was lucky, having training in the arts of the [[starwars:Rising_Phoenix|Rising Phoenix]], he was able to jetpack through the shipyards looking for his target. A maze of durasteel, and half-constructed vessels, it was all too easy to see why some people never found their way out. &lt;br /&gt;
&lt;br /&gt;
Tagsa’ak walked through the shipyard like he owned it. Yet the instant he noticed Idris hovering in the air, he took off running. He didn’t get far before Idris used his vambraces to shoot a rope restraining the man. Tagsa’ak fell face-first into a muddy puddle. A fast capture turned into a slow return, as Idris was forced to walk out of the shipyard with his bounty. Eventually making it out, Tagsa’ak was delivered and payment was received. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
Idris had worked as private security before. Idris had worked as a property escort before. He had hunted, tracked, killed, and captured all around the galaxy. In 29 ABY he was hired for the first time as a &#039;&#039;rescuer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Major companies waged a typically bloodless war against each other, silent chess moves in the dark to outearn each other. But now and again a pawn would get caught. Helio Industries was losing badly to its corporate rival, Nexicorp. Helio had sent a spy, undercover as an employee within Nexicorp. For ten long years, they siphoned intel out, finally escalating to the complete set of building specs and plans Nexicorp had ever created. &lt;br /&gt;
&lt;br /&gt;
Then they were discovered. Lod Hapfan had slipped up right at the goal line. And now Nexicorp was attempting to track down Lod to recover what had been stolen. It was a race between Idris and Nexicorp to locate and extract Lod with his intel. Both sides realized Lod was holed up near the top of a hundred-story tall highrise. &lt;br /&gt;
&lt;br /&gt;
For one hundred stories Idris and the forces of Nexicorp battled it out, trying to stop the other, without actually killing each other. Outgunned, and exhausted, Idris managed to get to Lod first but had no possible exit down the high rise as the Nexicorp forces closed in. He called for &#039;&#039;The Viper Fang&#039;&#039; to fly up next to the high rise. Not giving Lod any warning he threw his bounty out of a window, before jumping out himself. They landed hard on &#039;&#039;The Viper Fang&#039;&#039; hull but managed to get in and away before they could be shot down. &lt;br /&gt;
&lt;br /&gt;
In addition to the payment for getting the intel, and the bonus for getting Lod out alive, Helio Industries and Lod both acknowledge a continued debt to Idris and his crew. &lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In 30 ABY, Idris received a surprising communication, one he should have expected to happen sooner or later. One of his many “for pleasure” ventures had resulted in a child. With zero hesitation Idris redirected &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter. &lt;br /&gt;
&lt;br /&gt;
The girl’s mother, Ira, was just a servant, and in a panic about how to provide for the girl. Idris assured Ira that the girl would be well taken care of. They decided to name her Elia, in memory of Idris’ murdered sister. Elia would spend her time bouncing between living with Idris out on the move, or on Batuu, under the watchful eye of ba&#039;buir (&#039;&#039;nana&#039;&#039;) Melora. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
With a growing reputation, Idris found himself invited to assist in a great hunt by a wealthy patron, Erik Maroca. The target was a Greater [[starwars:Krayt_dragon|Krayt dragon]] that had been located on Tatooine. Following a night of free drinks and celebration at his return to Mos Espa, Idris met up with Erik and the arsenal of additional warriors he had hired out for the task. &lt;br /&gt;
&lt;br /&gt;
This venture promised to be rewarded, each guaranteed a take of the elusive [[starwars:Krayt_dragon_pearl|pearls]] that grew inside of the beasts, but of course, they could only be harvested if the dragon itself was killed. &lt;br /&gt;
&lt;br /&gt;
Erik Maroca was old school. He desired honor in his kill, something that had to be fought for, and the risk of death always was on the table. He easily could have paid to glass the fearsome beast, but instead led the charge of over a dozen men, each with a sordid history of violence. Erik organized and planned so that they could get on with the killing. &lt;br /&gt;
&lt;br /&gt;
The plan was simple, draw the beast out with bait, and aim for weak points such as the eyes, and inside of the mouth. Keep it out and engaged without letting off the assault. Once weak points were established, get explosives into them and under the protective armor of its skin. &lt;br /&gt;
&lt;br /&gt;
Plans rarely go the way you expect them to. The beast was twice the size as they had been told, ancient, and more than capable of killing. They managed to expose several pairs of the beast&#039;s powerful legs before crippling it. While it was unable to swim through the sandy dunes, it was still more than capable of crushing everyone. &lt;br /&gt;
&lt;br /&gt;
By sheer luck, the beast was slain, enough wounds had finally caused it to bleed out. Of the fifteen men, six remained alive, two of whom were critically injured. It was then Erik Maroca pulled out his blaster and told the group to walk away. Most too tired from dealing with the dragon backed away slowly. Idris did not. Erik fired, but Idris’ beskar’gam took the blow with ease. &lt;br /&gt;
&lt;br /&gt;
For his betrayal, Idris took Erik’s main hand and his manhood. He and the others stripped the Krayt Dragon for the reward they were promised (and then some) and left Erik a bloody mess in the middle of the dune sea with naught but a rotting corpse for company.  &lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
Idris once again found himself on a job that would drastically change his life. A king, Isaidar Kilvaari, from the planet Aeria in the Outer Rim contacted Idris about a job that would likely last several months. Rebelling tribal groups on the planet were kicking up violent encounters in protest of the Kilvaari Monarchy’s rule. &lt;br /&gt;
&lt;br /&gt;
To help restore peace, King Kilvaari was hiring dozens of mercenaries and military contractors with no ties to the planet. While conflicted about fighting those who were rebelling for freedom, the payout was just too much to ignore. So for several months, &#039;&#039;The Viper Fang&#039;&#039; set up shop in Isaidar’s palace hangar. &lt;br /&gt;
&lt;br /&gt;
This is where Idris, Rayjax, and Ashara met the princess, Madeline Jisella Kilvaari. Eighteen, beautiful, and a sharp quick mind, Idris was smitten with her at first sight. Despite dozens of attempts to woo her, Idris for the first time in his life experienced true rejection. She was already promised to be married off to a lord on Aeria. A traditional marriage for allegiance. &lt;br /&gt;
&lt;br /&gt;
Just three weeks into the job on Aeria, the trio spent a night off attending a very illegal street [[starwars:Swoop|swoop bike]] race. The winner of the race was a woman who kept her face completely concealed, even at the over-the-top after-party. The three found it suspicious but stayed at the party until it was broken up by the local police force. &lt;br /&gt;
&lt;br /&gt;
In the early hours of the morning, while returning to the palace, Idris spotted the racewinner sneaking back into the palace. He realized it was none other than Madeline.&lt;br /&gt;
&lt;br /&gt;
This knowledge led to a very frequent set of secret communications between Idris and Madeline, who asked him to call her MJ. They talked about everything, Idris’ history, the adventures he, Rayjax, and Ashara went on, and how much of a colossal asshole MJ’s father was. It was more than evident however that what MJ wanted more than anything was to leave the planet of Aeria behind and to see the stars. She certainly had no interest in being used as a political prop in a pre-arranged marriage. Through all of this Idris still failed to seduce her, a fact that both drove him crazy and desire her all the more. &lt;br /&gt;
&lt;br /&gt;
As the job on Aeria concluded, the rebelling tribes pacified, Idris and crew planned with MJ to help her escape to live the life she always wanted.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
It took several months before the plan was set, and enough time since the job on Aeria to not shed suspicion on &#039;&#039;The Viper Fang&#039;&#039; being connected. Idris even very publicly took a job in the core worlds to establish an alibi. &lt;br /&gt;
&lt;br /&gt;
Ashara and Rayjax secretly made their way back to Aeria, and commandeered some tribal transport ships (along with providing the tribes security access codes and security maps for the major cities on the planet). They used the ship to “crash” another transport ship that MJ was taking to cross the planet. They smuggled themselves off-planet in a container that was left floating in deep space, where Idris picked them up with &#039;&#039;The Viper Fang&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MJ’s father King Isaidar was frantic, and eventually even contacted Idris himself to request help in locating his missing daughter. Idris promised he would let the king know if he came across any information regarding MJ. Idris offered to drop MJ off at any planet she wanted, and after a very prolonged series of “one more job” claims on her end, it was evident she was happy staying aboard the ship as one of the crew, taking over the role of the primary pilot from Rayjax, who was much happier focusing purely on mechanics. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Idris had done a lot of stupid stuff in his life. Accepting a hunt request to corral a [[starwars:Terentatek|Terentatek]] was certainly up there on the list. A rich game collector, Divad Ston’iving, had owned it as part of his private menagerie. His attempts to recapture the beast failed, as did the first four bounty hunters he hired to help. Idris was completely unaware of the prior four hunters when he accepted the job. &lt;br /&gt;
&lt;br /&gt;
This bounty was very specifically wanted “alive”. Divad had spent too much money to get it in the first place, and on its living quarters to let it die. This fact was a likely contributing factor to the first four bounty hunters failing. &lt;br /&gt;
&lt;br /&gt;
Idris learned several things in quick order about the Terentatek. It was bipedal. It was fast. It was definitely poisonous. And it was dumber than his brother was. &lt;br /&gt;
&lt;br /&gt;
The damage to the menagerie was extensive. Idris lost count of how many exotic animals were either collateral damage or also escaped during the conflict, never mind the cost of repairing the facility itself. Armor severely damaged, most of his ribs broken, and a taint of poison from a minor scratch flowing through his veins, Idris realized it was a kill-or-be-killed situation. &lt;br /&gt;
&lt;br /&gt;
Idris chose the first option, to the wrath of Divad Ston’iving, who refused to pay Idris for his efforts. In serious need of medical attention, he severed the head of the Terentatek and dragged it back with him to the ship to have it mounted as a trophy. Before Ashara could knock him out and get him in a bacta tank he also made sure the ship fired on the main gates of the menagerie ensuring what creatures were still alive in there could escape. &lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
It was several days before anyone on &#039;&#039;The Viper Fang&#039;&#039; realized they had a stow-away on board. Everyone was focused on Idris healing, and what next job to take. Only as more food went missing did they realize one of the creatures held by Divad Ston’iving had snuck aboard the ship. &lt;br /&gt;
&lt;br /&gt;
A young [[starwars:Ewok|Ewok]] named Takkoo, who after smelling some of the food being stored on &#039;&#039;The Viper Fang&#039;&#039; snuck on board.&lt;br /&gt;
&lt;br /&gt;
It took some work, but Idris picked up enough of Ewokese to understand Takkoo, who in turn picked up enough Basic to know he should stop stealing their food, they would gladly feed him. When Takkoo came in contact with Rayjax, he seemed to believe the Wookiee was in fact a giant Ewok, and constantly stuck by Rayjax’s side. &lt;br /&gt;
&lt;br /&gt;
They tried several times to free Takkoo, including taking him back to the Forest Moon of [[starwars:Endor|Endor]]. Takkoo refused to leave. Curious, and smart, he seemed to enjoy life on the ship and took up studying about all the strange new food he would encounter on their travels. He eventually became a very capable cook.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]] are a sight to behold. But its majestic beauty was a bonus for &#039;&#039;The Viper Fang’s&#039;&#039; visit to the planet. A popular retreat for the [[starwars:Mon_Calamari|Mon Calamari]], it also happened to be the last known location of Qelmaax Rohb, a particularly dangerous and sociopathic environmental terrorist, wanted dead or alive.  &lt;br /&gt;
&lt;br /&gt;
Qelmaax was responsible for the bombings of over two dozen corporate offices, each responsible for their own fair share of pollution and eco-damage through the core systems. Logging, ship manufacturing, chemical processing. There was no real rhyme or reason to the companies he went after, only that they contributed to damage to the planets they operated on. &lt;br /&gt;
&lt;br /&gt;
Idris had always admired the Mon Calamari. Their contributions to the Rebellion during the war could never be understated, and their ability to convert ships to war vessels was impressive no matter what side of the war you sat on. In fact, Qelmaax was the first instance of a truly dangerous and mental Mon Calamari that Idris had ever heard of. &lt;br /&gt;
&lt;br /&gt;
Lucky for Idris, Qelmaax wasn’t in a location to expose a lot of collateral damage, a small dingy of a lifeboat on the dunes. Unfortunately, the whole thing was rigged with enough booby traps, weapons, and explosives to wage war on a small planet. Only Qelmaax seemed to know the vessel well enough to move about it without being skewered, sliced, diced, impaled, or detonated. &lt;br /&gt;
&lt;br /&gt;
Idris’ primary strategy was always to attempt to bring in a bounty warm if it was possible. But as he scanned the ship he realized that was less and less an option. Thankfully the bounty was open on the status of the Mon Calamari to get paid. Idris never even stepped foot on the ship, He waited for Qelmaax to appear, then roasted him while hovering in the air with the flamethrower on his vambraces. The toasted corpse of Qelmaax did give Idris a hankering for some seafood, something Takkoo was more than happy to supply back on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
Idris found himself on the nightclub and research station of [[Danktooine]], located in the [[Caperion System]]. He was totally unaware of the station&#039;s affiliation with the Brotherhood, Scholae Palatinae’s status as an Imperial remnant, or who the owner of the station, [[Xen%27Mordin_Palpatine|Xen’Mordin]], was. It was just a stopping point following a long day in the field. &lt;br /&gt;
&lt;br /&gt;
As fate would have it, this night also saw Xen’Mordin leave his private office and visit the nightclub as well. He was looking to witness the next test in a series of chemical developments to increase suggestibility in sentient beings. As always the nightclub remained an incredible testing site for Vismorsus Industries to exploit. &lt;br /&gt;
&lt;br /&gt;
However, the tests didn’t go as planned, as in several of the unwitting test subjects the chemical drastically increased aggression. A step back for Xen’Mordin but something he would have filed away for use should it be needed. But first, there was the issue of the full-on brawl taking place. &lt;br /&gt;
&lt;br /&gt;
Idris was always down for a good bar fight, having experienced more than a few himself. He jumped in to subdue the aggressive test subjects/club patrons. In the middle of the fight, he tackled Xen’Mordin to the ground, saving him from a spray of blaster fire. Xen’Mordin, a bit annoyed at being manhandled when he was perfectly capable of handling the blaster fire himself, did feel slightly grateful for Idris’ quick action to protect him, a stranger, from danger. &lt;br /&gt;
&lt;br /&gt;
While the club cleaned up from the fight, Xen’Mordin bought Idris a round, while quickly running a background check on the Mandalorian. Upon learning that Idris was an accomplished bounty hunter, Xen’Mordin offered him a substantial amount of money to take on some less-than-savory jobs he needed to be taken care of.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
An agent of [[House Excidium]] went rogue, in the worst possible way. Ull Domar had taken secrets from the house, and of [[Clan Scholae Palatinae]], and run. The House, clan, and all of the Brotherhood’s dealings within the Caperion System had to remain a secret. Should the wrong people learn of it, the system would be at risk, and Scholae Palatinae might find themselves on the run once again. &lt;br /&gt;
&lt;br /&gt;
Knowing there would be many from the clan looking for the rogue agent, he decided to intervene by hiring a professional. &lt;br /&gt;
&lt;br /&gt;
Idris gladly took the job, shocked at how many credits were on the table for what he could tell was nothing more than a routine snatch and grab. Domar didn’t even seem particularly dangerous, a timid sort of man more interested in reading than fighting. Utilizing his own contacts, Idris was able to quickly trace Domar to the smuggler’s moon, [[starwars:Nar_Shaddaa|Nar Shaddaa]]. &lt;br /&gt;
&lt;br /&gt;
All data pointed to Domar trying to sell info to the Hutts, who had been less than pleased that Scholae Palatinae had been operating for decades in their territory when they occupied the Cocytus System. &lt;br /&gt;
&lt;br /&gt;
Upon reaching the moon, Idris realized the warehouse Ull Domar was hiding in was very well-defended. The Hutts took maintaining their domain seriously, and infractions on their turf would come with deadly consequences. Rather than shoot his way through to get to Domar, Idris faked it. He claimed to work for the same Hutt that owned the warehouse, telling the guards he was there to escort Domar to “The Boss”. &lt;br /&gt;
&lt;br /&gt;
Remarkably it worked, and Idris returned Ull Domar to the Caperion System without having to fire a single shot. &lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
Idris’ name and the deeds he had done for Xen’Mordin traveled around the Brotherhood. Another Mandalorian, talented and deadly, but not directly affiliated with the Brotherhood was a rare sight. His name eventually found its way to the ears of another such Mandalorian, Declan Roark. &lt;br /&gt;
&lt;br /&gt;
Contact between the two was established by [[Thane_Skotos|Atra Ventrus]] delivering a challenge coin. Declan was looking to form a group of like-minded individuals to open a new clan within the Brotherhood, one that would provide a reliable way to make a lot of credits. &lt;br /&gt;
&lt;br /&gt;
Idris jumped at the opportunity and was among those who helped plan and open the Brotherhood’s newest clan, [[Clan Vizsla]], named after the legendary Mandalorian clan. During this time, his underworld contacts also brought him into the fold of the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s own underworld operating out of the [[Godless_Matron|Godless Matron]].  He quickly found himself under the direct employee of one of the [[Dark Council|Council]], the [[Herald]] [[Selika_Roh|Selika Roh]], as her [[Praetor]].&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
In 37 ABY, shortly after the formation of Clan Vizsla a woman was murdered and defiled outside the Saga drinking hall on the Clan’s homeworld of [[Zsoldos]]. Idris and the crew of &#039;&#039;The Viper Fang&#039;&#039;  were among some of the Vizsla members that accepted the contract on the murderer and rapist, Nnelg Noswil. &lt;br /&gt;
&lt;br /&gt;
Nnelg was a crafty loner, who lived deep in the forest surrounding the town of Ullr, and only returned to town for supplies when he needed them. No one was certain of his exact location in the forest, but what the people of Ullr did know was that none of the people who had ventured to bring him in had returned.&lt;br /&gt;
&lt;br /&gt;
While Idris was questioning people in town, Nnelg reappeared and in the attempts by the locals to stop him, resulting in several other civilian deaths and injuries. Idris eventually learned some Vizsla initiates had attempted and failed to kill Nnelg, and using the still-active transponders in their suits, tracked down Nnelg’s location in the forest. Following a brief battle, Nnelg was killed and Idris turned in the body as proof.&lt;br /&gt;
&lt;br /&gt;
For his actions in stopping Nnelg, Idris became known as &#039;&#039;The Protector of Ullr&#039;&#039; amongst the locals. &lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Clan Vizsla was called to action shortly after forming. One of the Brotherhood’s greatest enemies, [[The_Collective|The Collective]] had faked a Brotherhood attack on a group of potential new allies, [[The_Severian_Principate||The Severian Principate]]. With the Collective falsely attributing these attacks to the Brotherhood and holding several important Brotherhood individuals, including the Deputy Grand Master [[Evant_Taelyan|Evant Taelyan]], Clan Vizsla jumped into action. &lt;br /&gt;
&lt;br /&gt;
By this time, not only had Idris become a full-fledged member of the Brotherhood, and founding member of Clan Vizsla, but he was also now in charge of a small team within Clan Vizsla, [[Saxon|Battleteam Saxon]]. Idris and his crew found themselves in heavy combat within [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main settlement for the mining operations within the [[Lyra-3K-a_system|Lyra-3K-a system]]. Alongside the rest of Clan Vizsla, Idris helped push back the Collective forces from the colony and save the civilians who called it home. This bolstered the Brotherhood’s relationship with the Principate while furthering the continuing war against the Collective. &lt;br /&gt;
&lt;br /&gt;
==== Do U Kno Da Wae (37 ABY) ====&lt;br /&gt;
Aiding Clan Vizsla put Idris in contact with more Mandalorians than he thought possible. Following the great purge, he had grown up believing them to be a mostly extinct order, that he was one of the last few holding on. Relieved to see so many other brothers and sisters, he came to enjoy his time in the Brotherhood, leading Team Saxon and working deep within the Shroud Syndicate. &lt;br /&gt;
&lt;br /&gt;
It was while on &#039;&#039;The Godless Matron&#039;&#039; that Idris first came across [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian, and strict adherent to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]. Idris’ had only heard of the ultra-orthodox cult of Mandalore and worried that his own approach to what it meant to be one would clash hard with Zxyl. Luckily that did not become the case, as both men respected each other’s views, and appreciated just having another Mandalorian around. This was exceedingly good luck as both men would find their way to serve on the Council before too long. &lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris&#039; was busting down the door. Despite a lifetime of wandering and self-reliance, Idris found himself tasked by the Brotherhood to oversee the Inquistorius. A position of honor, and a lot more desk time than he had the patience to handle. His reputation secure, Idris was able to forge lasting alliances and friendships all while working the Brotherhood&#039;s information network to his advantage, often sneaking out to handle things personally in the field. The Voice of the Brotherhood would be heard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
Following the events in the Kyra-3K-a system, the [[Voice_of_the_Brotherhood|Voice of the Brotherhood]], [[Marick_Tyris_Arconae|Marick Tyris]] retired from the position, returning back to his home in [[Clan Arcona]]. The immediate power vacuum in the leadership of the [[Inquisitorius]] network. Many were vying to gain the upper hand and take the mantle of Voice. Ascending to serve on the Council was seen as a great honor, one that came with great rewards and great risks. &lt;br /&gt;
&lt;br /&gt;
Idris’ own abilities, history, and expansive network had put him on the list presented to the Grand Master Telaris Cantor. But Idris had little patience for political scheming. If he was to be Voice, he would not play the game to get it. There were multiple attempts by Inquisitorius agents to contact Idris. &lt;br /&gt;
&lt;br /&gt;
Instead, he went and did his job, hunting. Tracking a collection of Collective agents to the planet of Corellia, Idris assaulted their base single-handedly. Such was his refusal to play games, that the Inquisitorius Director [[Inquisitorius#Director|Ness&#039;arin Ohnaka]] herself had to make a rare appearance in the field to tell him he had the job. &lt;br /&gt;
&lt;br /&gt;
In the space of a year, he had gone from freelance to sitting on the Council of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
While the Brotherhood coped with a missing Deputy Grand Master, and the diplomats that were abducted during the events in Lyra-3K-a, Idris spent a great deal of time attempting to locate the prisoners’ location. All the while, they were being tortured by the Collective, who in turn was looking to free their own captive forces. &lt;br /&gt;
&lt;br /&gt;
The Severian Principate had taken as many prisoners as they could from the Collective as retribution for their betrayal. They housed these Collective forces in the same supermax prison they kept all of their criminals, on [[Tenixir]]. A planet with intense gravity, the prison was contained with gravity well to make it habitable. When the Collective attempted to rescue their people, The Brotherhood honored their alliance with the Principate and helped repel the Collective Forces. &lt;br /&gt;
&lt;br /&gt;
At the same time, Idris had located the location of [[Evant Taelyan]], and the diplomats, and sent forces to recover them. Regrettably, only the Deputy Grand Master and two of the diplomats were recovered. Evant was a tortured broken man, yet the Grand Master seemed to care not. &lt;br /&gt;
&lt;br /&gt;
With Evant safely recovered, Idris left to make peace with the now-freed captives from the Tenixir Prison. Calling themselves [[The Tenixir Revenants]], Idris helped supply an initial set of ships and weapons so that they might leave Principate Space. &lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The conflict with the Collective came to its climax on the planet of [[Arx]] itself, the seat of the Brotherhood. Rath Oligard, believing he had broken Evant enough to use him, launched a full-scale assault on the planet. This of course was all to the Grand Master’s plans, seeking to destroy the Collective once and for all. &lt;br /&gt;
&lt;br /&gt;
The assault was violent, bloody, and led to heavy casualties on both sides. It was the first time Idris had to find a way to balance his need to be in the thick of combat and his ability to lead others. A difficult lesson for a man with a massive ego. &lt;br /&gt;
&lt;br /&gt;
In the end, the combined efforts of the clans, the Council Forces, and the Principate were able to repel the Collective. Evant was seemingly killed, although he was merely severely injured and smuggled off-planet, a fact Idris did not share with the rest of the Council. &lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
Evant took months to recover. Eventually, both body and soul were ready to return to work. He had one goal, to take the Iron Throne. To accomplish this he enlisted the help of the [[Regent]], Atra Ventrus, the [[Justicar]], [[Dacien_Victae|Dacien Victae]], and Idris to ensure as peaceful of a transition as possible. A lofty goal given so many who claimed the Iron Throne did so on the backs of thousands of corpses to obtain it. Dacien was to use the laws of the Brotherhood to maintain order, while Atra bribed the clans with assets from ACE. Idris was simply to blackmail clan leaders or provide them valuable information they desired. &lt;br /&gt;
&lt;br /&gt;
In the end, it became a non-event, with only one casualty, and Telaris Cantor vanished before the eyes of the Council and Consuls. Evant ascended to take the title of Dark Lord of the Sith and named himself Darth Nehalem. &lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
A full-blown war between the Principate and the Revenants was all but inevitable. This was escalated due to both parties, along with the Brotherhood, and the Collective, having collected rare crystals. These crystals were able to influence the desires of those around them, turning them hyper-violent and aggressive. &lt;br /&gt;
&lt;br /&gt;
On the Hutt-controlled planet of [[Dandoran]], war finally broke out, though not simply along faction lines of Principate and Revenant. Both factions split in half, each with their own goals. Some vying for peace, others for the annihilation of their enemies. And the prize to seal the deal was a massive collection of crystals, being set up for auction by a Hutt collector. &lt;br /&gt;
&lt;br /&gt;
Idris himself had a limited presence during this conflict. While he was in fact within the Dandoran system, he never managed to set foot on the planet itself and was too busy attending a massive party being thrown by Py’zah the Hutt on his yacht at the far end of the system. &lt;br /&gt;
&lt;br /&gt;
The end of the conflict however spelled a massive amount of work landing on Idris’ plate. A new enemy appeared in the form of a woman who called herself &#039;&#039;The Seer&#039;&#039;. She had used the crystals to create monstrous abominations that were incredibly difficult to kill. It was apparent a powerful group had taken notice of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late 39 ABY, Idris himself entered the field to get any information he could about The Seer, and her organization. For weeks he went from planet to planet-hunting down whatever he could. In the end, it paid off. While the effort to extract a member of the mysterious organization severely damaged his armor and left him severely injured, Idris was able to extract a single person, Acolyte Saikar who referred to himself as a Fateweaver. &lt;br /&gt;
&lt;br /&gt;
Saikar explained that he was a member of [[The Children of Mortis]], an ancient organization that was devoted to one cause. Setting the Force free. With new information on the table, Idris began to utilize the inquisitorius’ artificial intelligence, E.D.I. (Entire Database of the Inquistorius) to pour over anything they had on the Children. The game was on. &lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Using the information gathered from Saikar, Idris tasked the Inquistorius to focus all of their efforts on preparing to fight the Children of Mortis. However, Idris was not able to devote his full attention to this pressing matter as he was also helping each clan secretly research the crystals the Children had been using. The Inquistorius&#039; best source of information came from planting one of their own as a recruit for the Children&#039;s Lightbringers, Qru Avajor. Regrettably, Qru was found out, and killed shortly before the Children of Mortis unleashed a horrible attack against the Brotherhood. Idris felt responsible for this, having not opted to pull Qru out sooner. &lt;br /&gt;
&lt;br /&gt;
Idris was not able to wallow in his guilt for long, as the Children finally showed their cards, releasing massive crystalline asteroids against the home worlds of each of the clans. While the Council had expected an attack on Arx, this sudden attack against the clans made their defensive plans useless. Unable to immediately help the Clans, Idris worked with his fellow Councilors to consolidate the research each clan had made to create a counteragent to the conversion gas that was pouring out across the homeworlds. The Clans stood firm and held their ground before the counteragent was released and the Children shockingly repelled. The Children retreated through Force portals, a new occurrence that the Inquistorius needed to research. &lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
The Grand Master, Darth Nehalem, personally tasked Idris with a matter of great importance, hunting down the former Grand Master Telaris Cantor. Nehalem had become obsessed with his predecessor who had been taunting his mind. At this time, the Grand Master also named Idris, alongside the Justicar Thane &amp;quot;Atra&amp;quot; Skotos, as lords. A great honor and a powerful vanity title, the two newly minted lords had also been working together in secret for years. Together they decided to feed false information to the Grand Master to appease his growing obsession while continuing to focus their efforts on their own plans. &lt;br /&gt;
&lt;br /&gt;
Their efforts of course were hindered partially by the plan to go on the offensive against the Children of Mortis. Over the following months a great portal was constructed to lead the Brotherhood, and its clans into the &#039;&#039;Ethereal Realm&#039;&#039;. With the Council leading the charge, Idris was among the first through the portal and into the hell that was the assault against the Children of Mortis. &lt;br /&gt;
&lt;br /&gt;
The leader of the Children of Mortis, the Father, had once been known as Matthias Westland many thousands of years ago. Over that time he had repeatedly attempted to &amp;quot;break the chain&amp;quot; and combine his soul with the Force to build a new reality with him as the ultimate power. This assault against the Children quickly became a race against the clock as the Father began yet another attempt. Luckily the Brotherhood&#039;s forces made it to the Father&#039;s ritual site and stopped it before it could happen.&lt;br /&gt;
&lt;br /&gt;
Dacien Victae, the Deputy Grand Master, had quickly been elevated as the primary leader of the conflict, as Darth Nehalem had abandoned the Brotherhood to finally face his own nemesis, Telaris Cantor, who was present in the Ethereal Realm. As Dacien and the rest of the Council fled back to the portal, they remained at the furthest edge of the Brotherhood&#039;s forces, the ones constantly in combat with the Children. Giving the Clans time to retreat, this heavy combat came at a great loss of life. Dacien was a major target for the Children, and Idris jumped between the Deputy Grand Master and a crystalline spear at the last moment, saving Dacien&#039;s life. Speared through the abdomen, Idris fell and was pulled out by a fellow Mandalorian, the Regent Zxyl Bes&#039;uliik Taldrya. &lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Idris spent many months in a coma straddling the line between life and death. His armor was left in ruin from the fight, unusable should he manage to recover. Luckily Zxyl was also an incredibly skilled beskar armor and labored hard over this time to repair Idris&#039; armor. He left the armor in Idris&#039; office for the day that the Voice woke up. &lt;br /&gt;
&lt;br /&gt;
Eventually, Idris did make a full recovery, and then some. Between his time in the Ethereal Realm, the crystalline spear that nearly ended his life, and his meditative reflection while healing, Idris found a way to tap into the Force, able to wield the slightest portion of its power. &lt;br /&gt;
&lt;br /&gt;
This very near-death experience changed the Mandalorian in other ways too. While still cocky and headstrong, Idris found himself more mature from the experience and more deeply attached to the ways of his Mandalorian ancestors. It also made him incredibly more caring about those he considered his family and friends.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
Idris Adenn has an easy but commanding presence. His tall, lean, and lithe body is toned and muscular without being bulging, covered by bronzed skin. He is graceful and confident in his movement, calm but like his moniker, he is always coiled ready to strike. Idris has a very focused physical regiment, and while it helps keep him strong, his focus is speed and agility, not brute strength. &lt;br /&gt;
&lt;br /&gt;
Considered by many to be attractive, Idris has a square face with clear cheekbones and jawline. His jawline is further defined by his extended goatee, and the rest of his face is full of scruffy beard growth from only shaving periodically. His hair is a luscious black, having grown longer, it is typically swept back, and goes down to his shoulders. He has dark brown eyes, mischievous and cunning, that are set under a sharp browline. &lt;br /&gt;
&lt;br /&gt;
His face is extremely expressive, typically displayed as youthful, vigorous, full of life and lust. However, Idris is capable of being serious, and his face can often be found reflecting his more calm, respectful, and insightful side. With a quick temper, his expression can change in a snap. However often found in the bouts of combat, his expression typically reflects a fierce rage mixed with deep enjoyment of combat. &lt;br /&gt;
&lt;br /&gt;
His body is littered with various scars, none serious, but all clearly reflect his combative lifestyle.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
Like many Mandalorians, Idris’ identity is closely tied to his [[starwars:Mandalorian_armor|armor]]. While not his family’s oldest child, he was the one to inherit the Adenn’s primary armor from his father, Vaeden. Constructed of the incredible Mandalorian alloy [[starwars:beskar|beskar]], it is one of Idris’ most prized possessions. The exact date of the original forging of the armor is unknown, but it is at least 600 years old and has been passed down the Adenn line that entire time. According to Clan lore, it contains fragments of Beskar worn by several great Manda’lors and other Mandalorian heroes from ages long past. &lt;br /&gt;
&lt;br /&gt;
It is of a unique construction for Mandalorian armor, with the chest piece broken into several pieces, allowing for better movement, but also making it more susceptible for damaging blows. Upon receiving it from his father, Idris had reforged, restoring its worn-down appearance to a pristine condition, and painted it a metallic blood red with bright orange highlights. It was subsequently nearly damaged beyond repair in 40 ABY. When it was reforged, Idris had it repainted, a rich black color with shiny silver accents, accompanied by a deep crimson body glove.  &lt;br /&gt;
&lt;br /&gt;
Also typical of the Mandalorians, Idris utilizes a jetpack for increased mobility. He frequently has a dark brown flame-resistant cape wrapped around him. His primary weapons of choice are two [[starwars:WESTAR-35_blaster_pistol|Westar-35 Blaster Pistols]] constructed of red and black metals that fire uniquely colored violet with black core bolts. His main-hand blaster is known as &#039;&#039;Haar Maan Miit&#039;&#039;, The First Word. Its twin is &#039;&#039;Darasuum Uur&#039;&#039;, Eternal Silence. He is nearly always equipped with his traditional Mandalorian Vambraces, styled to match the rest of his armor and also of high quality beskar material. He also owns several other beskar crafted weapons including a Kal Dagger, Beskad, and Spear. &lt;br /&gt;
&lt;br /&gt;
Unlike many Mandalorians, Idris does take time away from his armor. These ventures have become less and less common the older he has gotten. Not out of disrespect of the ancient Mandalorian code, something Idris takes seriously, but out of comfort and convenience. It&#039;s much easier to get out of casual clothing than his armor, something he is quite fond of on his nights off. He has also found it is frequently easier to go home with someone when not taken as a pure Mandalorian brute. &lt;br /&gt;
&lt;br /&gt;
His casual wear is simple but clearly, reflects a refined taste. A blood-red undershirt with a deep cut for his neckline, black trousers, sturdy but tasteful boots. This is typically placed within a knee-length black jacket featuring a stiff upright collar and red accent colors.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a forceful, lusty man with a quick wit and barbed tongue. He likes to fight, often spurred on by his quick temper. But he also demonstrates a keen intellect and intense carnality. Personable and what many take as an easy-going personality, many miss the serious man beneath. Most either find themselves enchanted or repulsed, with very few ever feeling truly apathetic about the Mandalorian. &lt;br /&gt;
&lt;br /&gt;
Idris has ended his fair share of lives and feels life must be enjoyed to the fullest while one can. Many would say his lifestyle is excessive, but Idris is a man who knows what he likes; be it men, women, food, drink, or a good old-fashioned fight. If it is obtainable and he wants it, he will take it and enjoy it in abundance.&lt;br /&gt;
&lt;br /&gt;
Arrogant is one of the most common words thrown around when people mention Idris. There is no doubt that he thinks very highly of himself. Idris never merely walks around like he owns the place, he *swaggers*. Coupled with his quick temper and flair for dramatic moments, this leads to many forms of conflict. &lt;br /&gt;
&lt;br /&gt;
That isn’t to say Idris is so self-centered he doesn’t care about other people. Above all else, Idris is a passionate man, and that passion extends to those he is loyal to. Most close to the members of his crew on &#039;&#039;The Viper Fang&#039;&#039;, and his surviving family members, he will protect them above all else. &lt;br /&gt;
&lt;br /&gt;
Idris is also a hardline traditional Mandalorian. He takes his Mandalorian heritage seriously, be it his honor or adherence to the Mandalorian Code. He does not buy into the newer pacifist movement of the last several decades and maintains the old Mandalorian ways were the best. He seeks to remind the galaxy that the Mandalorians are still alive and ready for the good fight. &lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Idris is well-traveled and has connections in most parts of the galaxy. The most frequent ones, however, are listed below. They can be considered Idris’ family and hiring him means their involvement as well, though typically far away from the line of fire. They all worked and lived on a VCX-100, &#039;&#039;The Viper Fang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: Ritually aged/experienced an additional 5 years of life - {{Birthyear_and_Age|ABY|27}} &lt;br /&gt;
&lt;br /&gt;
Sirdi Tyma is a Nightsister born from the combination of Idris&#039; DNA recovered at the crash site of the &#039;&#039;Epsilon Shade&#039;&#039; and her mother&#039;s remains were recovered from a Nightsister casket on board the ship. She was part of a brutal Nightsister ritual that caused her to experience a total of an additional 5 years of life than she would have otherwise, being raised by her coven and the spirit of her beloved Night Mother. She is a wild card, torn between learning more of her father, and the pull of her cultural upbringing. &lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
Madeline Jisella “MJ” Kilvaari is the vivacious pilot of the &#039;&#039;Viper Fang&#039;&#039;. A young and naturally skilled pilot, she keeps a safe eye both on the ship and its crew. Her skills as a pilot are augmented by the fact she is force-sensitive. She understands the rough and morally ambiguous lifestyle that comes with being a bounty hunter and mercenary but still attempts to keep Idris and the rest of the crew on the &#039;&#039;light&#039;&#039; end of the spectrum. She continues to reject Idris’ romantic advances, but that doesn’t stop him from trying, especially given her continued playful flirting with him.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
“Rayjax” is the &#039;&#039;Viper Fang’s&#039;&#039; co-pilot and primary mechanic. He is incredibly protective of the crew on the &#039;&#039;Fang&#039;&#039;, especially Idris and Elia. Rayjax’s full Wookiee name is much longer and too difficult for Basic speakers to pronounce. He had shorted it to Rayjax decades before meeting Idris. He is a constant tinkerer and is never without his tools and some sort of gadget he is working on. &lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
Ashara Kyl is a deeply spiritual and scholarly Twi’lek. She believes in the sanctity of life and has dedicated her life to the arts of healing and preservation of knowledge. She grew up alongside Idris, with her family having been freed by Idris’ grandfather. She is very OCD about her medical supplies, living quarters, and personal health. She frequently provides unsolicited health advice to anyone who attempts to talk to her. &lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
Takkoo is an Ewok who snuck aboard The Viper Fang, seeking the food he smelled onboard. Since then he has become an avid foodie and functions as the cook for the crew. He still frequently attempts to trap people in rudimentary snares. Most of the crew of the Viper Fang subconsciously notice and avoid them.  &lt;br /&gt;
&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia is Idris’ daughter, named after his murdered sister. She is typically found on Batuu with Melora, Idris’ mother. She is learning the ways of the Mandalorians to be like her father. &lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
BB-89 aka &amp;quot;Marble&amp;quot; II is a [[starwars:BB-series_astromech_droid|BB Series Astromech]]. It has a masculine programming personality. Marble helps keep track of the workings on helped keep track of the workings on the &#039;&#039;The Viper Fang&#039;&#039;, working along side the Wookiee, Rayjax. Originally painted a matte black base with metallic red accents, he has various “Elia Adenn Originals” painted on his spherical body.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. (Entire Database of the Inquistorius) is an advanced artificial intelligence with many quantum nodes found throughout the galaxy. She was linked to the Brotherhood&#039;s databases upon Idris&#039; taking the position of Voice. She has a direct line to Idris&#039; helmet, as well a node location on his ship, &#039;&#039;The Viper Fang&#039;&#039;, and various droid bodies to use. Most frequently, she maintains a presence within a captured Ascendant Drone, accompanying Idris in the field.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris went through multiple versions before being finalized as a Mandalorian Human. With the addition of the NPC and Non-Force User options to the club, the man behind [[Xen%27Mordin_Palpatine|Xen’Mordin]] began formulating an alternative character to utilize. Originally, Idris was to be a [[starwars:Lasat|Lasat]] mercenary with a sadistic streak. Idris sat completely unused at this time. &lt;br /&gt;
&lt;br /&gt;
Eventually, bored with utilizing Xen’Mordin as his main character, Idris became the primary focus of development. LucasArts announced a new streaming TV series &#039;&#039;The Mandalorian&#039;&#039;. At the time, there were no confirmed castings for the show and Xen’Mordin had the idea of Oberyn Martell from Game of Thrones as a Mandalorian bounty hunter, which he found too exciting to let be, and the mercenary became Idris Adenn, Mandalorian Bounty Hunter. Due to this, Idris’ appearance and personality are largely based on Oberyn Martell. Idris, in this state, predates the announcement that Pedro Pascal would be playing the titular character in the show. &lt;br /&gt;
&lt;br /&gt;
Further development of Idris resulted in utilizing the old legends Mandalorian language, [[starwars:Mando%27a|Mando’a]], for both Idris’ CS aspect names and his last name, Adenn, coming from the word for ‘merciless’.&lt;br /&gt;
&lt;br /&gt;
His clan&#039;s signet is that of a Dragonsnake, a dangerous beast, and part of how he got his “Viper” moniker. His Mandalorian title of Haar Dreki’ormr be’Manda&#039;yaim translates to “The Dragonsnake of Mandalore”. Neither current nor old EU Mando’a had a word for the Dragonsnake species, or just dragon or snake. As such Old Norse was used as a substitute, as Mandalorians are largely inspired by the Viking culture.&lt;br /&gt;
&lt;br /&gt;
Idris became a M-Pop (Mandalorian Pop) star thanks to a dancing gif of Boba Fett at Disneyland, and the ACC Championship &#039;&#039;Singularity&#039;&#039; where several members wrote Idris dancing and singing as part of the battle intros. &lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:IdrisMJ.jpg&amp;diff=198110</id>
		<title>File:IdrisMJ.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:IdrisMJ.jpg&amp;diff=198110"/>
		<updated>2025-07-16T02:58:50Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Characters]] [[Category:Images-Humans]] [[Category:Images-Head Shots]]&lt;br /&gt;
Commissioned Art by Kaela Croft&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyrighted Com}}&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:IdrisMJ.jpg&amp;diff=198109</id>
		<title>File:IdrisMJ.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:IdrisMJ.jpg&amp;diff=198109"/>
		<updated>2025-07-16T02:58:13Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Idris Adenn uploaded a new version of File:IdrisMJ.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Images-Characters]] [[Category:Images-Humans]] [[Category:Images-Head Shots]]&lt;br /&gt;
Made via AI at Artbreeder.com&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{AI Art}}&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198108</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198108"/>
		<updated>2025-07-16T00:32:08Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Bale Andros&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= [[item:67050|The Viper Fang]] VCX-100 Light Freighter&lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039;  — also known as &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) or more commonly in Basic &#039;&#039;The Viper&#039;&#039; — is a cocky, headstrong, and dangerous [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on [[starwars:Batuu|Batuu]] in a secret Mandalorian [[starwars:Covert|covert]] near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. His father, Valinor, and mother, Melora, were the heads of Clan Adenn and helped maintain the covert. Their fourth son, Idris was only the second to live into adolescence. He was trained to honor the traditional ways of his Mandalorian ancestors and continues to take great pride in his heritage, warrior ways, and people. &lt;br /&gt;
&lt;br /&gt;
Idris mainly lived aboard his ship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] called &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, with his crew who he considers his family. His daughter, Elia, is named after his murdered sister and typically stays on Batuu with his mother, Melora. &lt;br /&gt;
&lt;br /&gt;
Full of swagger and a love for the pleasures of the galaxy, Idris has traveled from one end to the other fighting and partying to a notorious level. He has been a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; star since his teenage years. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;. He also has served as [[Praetor]] to the [[Herald]], [[Combat Master]], and was one of the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was not the life Idris’ parents had hoped to provide for their children, but it was a life at the very least. Surviving the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]] Clan Adenn had spent several years adrift before settling on Batuu. The loss of Mandalore was a looming shadow over all of Idris’ early life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]] in his family’s hidden covert near Black Spire Outpost on Batuu. While the Galactic Civil War had formally ended three years prior, the destructive measure of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge against the Mandalorians had left Clan Adenn holed away, a choice echoed by many of the surviving Mandalorians. Both Valinor and Melora had been active combatants in the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], and had returned to live full time at the covert on Batuu following the Empire’s defeat at the Battle of Jakku. &lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and the head of Clan Adenn, was a battle-worn veteran by the time Idris was born. He was a hard man, with strict discipline and adherence to the traditions of the Mandalorians. With the defeat of the Empire, he was able to turn his attention back to protecting and expanding the covert on Batuu. &lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was more than a perfect match for Valinor’s firm personality. A skilled warrior in her own right, she was playful and wise beyond her years. However the death of the Adenns’ second child Avand in [[0_BBY_to_9_ABY#7_ABY|7 ABY]] had softened her thirst for combat. However, they did have two other living children at this time, Erathan, age seven, and Okarro, age three. &lt;br /&gt;
&lt;br /&gt;
The covert itself was primarily comprised of landed ships and cargo crates amid the great petrified trees and rocks that littered the landscape around Black Spire Outpost. Covered with rocks, dirt, and shrubbery, along with the remote location of Batuu helped keep the covert hidden. Over time additional ships and crates were added, and at the time of Idris’ birth, it was home to dozens of Mandalorians from various clans. &lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Despite being forced to the outskirts of the galaxy, Idris’ first few years of life were surprisingly typical of a Mandalorian child. He learned hard and played hard. &lt;br /&gt;
&lt;br /&gt;
Among the other members of the covert was the Kyls, a [[starwars:Twi%27lek|Twi’lek]] family who had functioned as part of Clan Adenn. The first had been freed by Idris’ grandfather in 53 BBY. Since that time they had gone from [[starwars:Foundling|foundlings]] to having their own clan name. Among these was one of Idris’ closest friends, Ashara Kyl, who was about half a year older than him. &lt;br /&gt;
&lt;br /&gt;
Also, a part of the covert was Clan Nezsa. Melora’s sister had married into Clan Nezsa and had children of her own. [[Evio Nezsa]], seven years Idris’ senior, was far more the older brother to Idris than his own brothers were. The two spent much of their free time together exploring and getting into trouble around the covert and Black Spire Outpost. &lt;br /&gt;
&lt;br /&gt;
In 10 ABY, Idris’ sister Elia was born. The happy family was hit by tragedy when in 11 ABY, Idris’ older brother Okarro died from ongoing health issues. Both Valinor and Melora took the death of their second child hard, but they kept a calm face in front of their children. One of Idris’ earliest memories is the funeral service for his brother. &lt;br /&gt;
&lt;br /&gt;
By the age of three, he was already being trained and schooled in the ways of the Mandalorian. Far more healthy than Okarro ever had been, Valinor wanted to insure that Idris would have the strength and capabilities to survive. Erathan was already deep into his training and resented every second of it. However, Idris took to it like a fish to water.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As he grew into his adolescent years, Idris’ training amplified. Where his brother favored empathy and diplomacy, Idris fell heavy into the Mandalorian ideals. With a strong disregard for authority that exists for authority’s sake, Idris clashed frequently with his father. While a difficult relationship it would help shape Idris into the man he became, especially the tragedy that came for the Adenns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the time Idris was ten, his Mandalorian training was in full swing. His abilities were pushed to the absolute limits for a developing boy, with Valinor being increasingly driven that at least one of his children learn to respect the Mandalorian traditions and bring honor as a capable warrior. Erathan, now sixteen, had already come to reject many of the warrior customs of the Mandalorians and instead idolized the peaceful pacifist movements seen in years past. &lt;br /&gt;
&lt;br /&gt;
With Erathan set in his ways, and as Valinor’s only other living son, the hopes of both Valinor and Clan Adenn were placed upon Idris. Valinor knew as the eldest, Erathan would likely one day be the head of the Clan, but its reputation and standing would depend on if Idris could be the skilled warrior he needed to be. &lt;br /&gt;
&lt;br /&gt;
This of course meant Idris would fight with his father constantly. Enjoyment of life’s luxuries, coupled with a deep need to shirk authority, Idris’ sarcastic and contrary nature was always at odds with Valinor’s more serious and focused nature. In 20 ABY, at the age of twelve, Idris was left abandoned on the streets of Coruscant&#039;s undercity, and was forced to show he could survive and make his way back to Batuu on his own. &lt;br /&gt;
&lt;br /&gt;
This was of course in preparation for when he turned thirteen and underwent the [[starwars:Verd&#039;goten|Verd&#039;goten]], a rite of passage his elder brother never took. Dumped in the wilderness of Ryloth, forcing him to deal with the deadly [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. When he made it back to Batuu, he was drenched in blood and mud and carried the severed head of a Doashim. &lt;br /&gt;
&lt;br /&gt;
Upon completion of his Verd’goten, Valinor taught Idris of [[item:48073|Shadowfang]], an ancient &#039;&#039;jetii’kad&#039;&#039; (lightsaber) that had a deep purple glow and a black core. Shadowfang had been a clan heirloom for centuries. Typically given to the eldest child to train with. As Erathan had vehemently opposed his own Verd’goten, this honor of beginning to train with the jetii&#039;kad. Despite the very tense, harsh, and confrontational nature of their relationship, it was moments like this that showed Idris just how much Valinor cared for him.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Successful completion of his verd’goten meant even more adventures away from Batuu. Valinor took Idris across the galaxy, working as bounty hunters, mercenaries, security, and whatever else would earn some credits. At the age of sixteen, one such job took them deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], to work as extra security for a dangerous warlord, Yr’drav Dolov. &lt;br /&gt;
&lt;br /&gt;
Dolov, by most standards, was a ruthless and vile man, one who never shied away from slave labor. With many Wookiees on his estate, Idris’ moral compass was going wild. He had no issues with killing or capturing a bounty, but slave-owning was a deplorable and despicable act. With Valinor as the one who primarily interacted with Dolov, Idris was able to spend time around the slaves, getting to know them. During their time with Dolov, Idris became particularly close with one of the Wookiees who called himself Rayjax. &lt;br /&gt;
&lt;br /&gt;
Idris used this time to begin to form a plan to free the slaves, without implicating himself or his father. In his biggest act of defiance to date, once they left Dolov behind, he went and stole a light freighter packed full of trade goods. In the dead of night, Idris landed outside Dolov’s compound and snuck all the Wookiees out, removing their collars and chains with a carefully practiced precision. &lt;br /&gt;
&lt;br /&gt;
He took the Wookiees back to their homeworld of [[starwars:Kashyyyk|Kashyyyk]]. There Rayjax learned that his own family had been killed in a slaver raid, and his tribe was on the brink of collapse. Idris quickly offloaded all the goods from the freighter, hoping it would help the Wookiees rebuild. &lt;br /&gt;
&lt;br /&gt;
Then Valinor arrived. Bearing a mix of rage and pride for his son’s actions, his punishment was dealt out in the center of Rayjax’s village. Five strong lashes to the back, which Idris took without complaint. He already knew he would be working to pay off the cost of the trade goods he had stolen. Once the lashings were done, Valinor helped tend to the wounds on Idris’ back, as well unload the supplies he had brought to aid the Wookiees. Valinor could not help but be proud of his son, as his own father had taken similar action to free the Kyls years ago. For his actions, Idris was recognized as a member of the tribe. &lt;br /&gt;
&lt;br /&gt;
With his own family dead, Rayjax did not wish to remain on Kashyyyk. The constant reminder of their loss made staying unbearable. Before he could attempt to swear a [[starwars:Life_debt|life debt]] to Idris for freeing him, Idris offered to take Rayjax back to Batuu, promising a home, and a family that would care for him as one of their own. &lt;br /&gt;
&lt;br /&gt;
Rayjax accepted the offer and accompanied the Adenns back to Batuu. While Warlord Dolov was never able to prove it was Idris who had freed the slaves, he made the obvious assumption that it was, vowing to one day get his revenge.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
At the age of seventeen, Idris had become well versed in the pleasures of the galaxy. From sneaking out to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] while home on Batuu or enjoying the unique opportunities that came from every new job off-planet, Idris always found time to mix in some play with his work. While this had led to some less than pleasant troubling encounters, it only finally reached a critical point in 25 ABY.  &lt;br /&gt;
&lt;br /&gt;
While working with his father on [[starwars:Coruscant|Coruscant]], a diplomat, Sedanol Berr, found Idris in bed with his wife. During the short tussle, Idris managed to get his hands on his dagger. While security broke up the fight, Sedanol did suffer a small minor cut on his forearm. &lt;br /&gt;
&lt;br /&gt;
Valinor quickly sent Idris back to Batuu, while he finished up the job alone and tried to patch things up with Sedanol. Regrettably, Sedanol died several days later. While there was no proof Idris had poisoned the man with his dagger, the nature of the death was suspicious. Coupled with Clan Adenn’s signet of the [[starwars:Dragonsnake|dragonsnake]], Idris’ moniker in Basic of being a &#039;&#039;Viper&#039;&#039; was born. &lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The events on Coruscant led to Valinor being much more reluctant to take Idris with him on jobs. This didn’t deter Idris, with Rayjax having his back and a knack for mechanics, and Ashara Kyl’s love of medicine, the trio were able to make their own adventure on Batuu and its neighboring systems. &lt;br /&gt;
&lt;br /&gt;
Together they found themselves on a largely abandoned moon, which happened to house a base for the [[starwars:Black_Sun|Black Sun Crime Syndicate]]. Base is a bit generous for what they found, it was much more a chop shop for stolen ships.&lt;br /&gt;
&lt;br /&gt;
It was love at first sight for the trio. A [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] that had been partially stripped down with its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Rayjax and Ashara got to work getting it flyable while Idris blasted through a handful of security droids. A short hyperspace jump later they were back on Batuu, not a moment too soon as all but the life support and one of the secondary engines failed upon landing. &lt;br /&gt;
&lt;br /&gt;
The newly minted &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039; became their free time project, turning it into a functional mobile home base of their dreams. &lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
In early 26 ABY, Valinor began to slowly trust Idris enough to take him out on bigger jobs in the field. Idris was torn between being taken away from Rayjax, Ashara, working on &#039;&#039;The Viper Fang&#039;&#039;, and the mischief they would get up to, and being grateful for once again being in the good graces of his father. Despite their rough relationship, nearly everything Idris knew and was capable of came due to his father. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Epsilon Shade&#039;&#039; changed everything for Idris and Clan Adenn. &lt;br /&gt;
&lt;br /&gt;
The job was simple enough. Valinor and Idris had been hired as extra protection on the large freighter. The cargo was a simple load of weaponry, nothing particularly fancy or expensive. But still, weapons in any form are useful, making the ship a prime target. The pair had been hired by a fellow set of Mandalorians, Clan Larjoc. Aradas Larjoc was an anomaly of a Mandalorian, a shrewd businessman, but not a capable warrior. His company had created advances to Mandalorian weaponry, and he needed muscle to ensure it made it to the handoff. &lt;br /&gt;
&lt;br /&gt;
The exact cause of the initial explosion was never discovered. Sabotage, a faulty regulator, bad coaxium, all were viable explanations. In an instant, several of the cargo holds were blown clean open. Forward momentum plus a weakened frame cause more of the ship to buckle, and several smaller explosions followed due to the weaponry in the jettisoned cargo. &lt;br /&gt;
&lt;br /&gt;
Valinor and Idris were just outside the main bridge of the freighter when the explosion happened. They had been talking to the captain about the approach to the planet before them. All three suffered head injuries and were unconscious for some time. Idris was the first to come back to consciousness, awaking to blood rolling down his face from a gash on his forehead. His attempts to get Valinor and the captain to wake up were unsuccessful. From what he could tell the rest of the crew was either already dead, or had managed to jettison in escape pods. The warning flashing on the terminals in the bridge presented a horrible decision for Idris. &lt;br /&gt;
&lt;br /&gt;
The ship&#039;s engines were in a critical state, and could not be shut down. They were locked at a full sub-light speed. With a huge amount of coaxium left for fuel and a massive amount of explosives still present in the surviving cargo bays, it was clear the ship was destined to end with a bang. The bigger issue was their trajectory had their impact on the planet right in the middle of a well-populated city and the autopilot to try to steer the ship away was nonfunctional. &lt;br /&gt;
&lt;br /&gt;
Idris could drag his father and the captain to the one remaining escape pod, jettison with them and let the ship continue on crashing into the city killing hundreds to thousands of people. Or he could jettison them to safety and remain on the ship, manually holding the steering away from the city to crash in the wilderness. &lt;br /&gt;
&lt;br /&gt;
He chose the second option. &lt;br /&gt;
&lt;br /&gt;
With his father and the captain safe away from the ship, he strapped himself into the pilot’s seat and held down the steering to keep the direction thrust away from the populated areas of the planet. He aimed for a long slow descent into the atmosphere, unable to adjust into a proper orbit, in the hopes that the ship would break apart enough that the major explosive issues would be handled in the upper atmosphere and not the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
As the ship descended, the structural damage of the original explosion caused the ship to break in half as it fell into the atmosphere. With no more engines or any form of thrusters, Idris held tight and tried to find ways to slow the remains of the front of the ship. &lt;br /&gt;
&lt;br /&gt;
The debris trail was hundred of kilometers long. As he had hoped the explosives did detonate/vaporize in the upper atmosphere, and the population was largely safe from falling debris. The front half of the ship held together surprisingly well as it finally crashed into the planet’s surface. Idris was unsure how long it took before they recovered his severely injured body from the wreckage, it would be months before he finally awoke from his coma.&lt;br /&gt;
&lt;br /&gt;
He awoke, in pain and in need of months more of therapy to restore his ability to walk and move, but also the news that his name and courageous actions aboard the ship had spread. The legends of the Viper were beginning to stick. &lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late 27 ABY, Idris had returned to full health and to helping his father out in the field. Job requests even specifically came in because of Idris as well. Amidst the jobs they worked, came another one from Aradas Larjoc. &lt;br /&gt;
&lt;br /&gt;
Aradas, to his credit, had funded the entirety of the medical expenses Idris required and donated heavily to see &#039;&#039;The Viper Fang&#039;&#039; fully restored. In this job, he wanted some backing security during a business deal with a particularly powerful individual known as Tysus Lanna’kor. Lanna’kor was renowned for being ruthless and cunning, cutting out large swatches of the weaponry industry. Aradas was hoping to secure a good sale of plans to Tysus but wanted the muscle there as a show of strength. Idris’ sister, Elia, begged to come along too, as she was enamored with Aradas’ son, Rhang. Together the three of them ventured to the Larjoc Headquarters. &lt;br /&gt;
&lt;br /&gt;
The deal went off without a hitch. While cleanly handled, negotiations and signing took a long time. Idris, bored out of his mind while this was going on, spent most of the meeting making eyes with several of the servants who were working at the facility. The one part of the deal he &#039;&#039;did&#039;&#039; find interesting was the bodyguard that Tysus Lanna’kor brought with him. The only word Idris could think of when he first laid eyes on the man was &#039;&#039;mountainous&#039;&#039;. Bjorn Clegathas was a hulking beast of pure muscle, towering at over seven feet tall. When the deal finally concluded, Tysus and Aradas suggested celebratory drinks for a well-struck arrangement. Idris took this as his opening to slip out with the servants he had been not so subtly flirting with. &lt;br /&gt;
&lt;br /&gt;
Later that night, Idris returned to the facility and found it had an air of deathly silence and absolute stillness. Then came a scream from deep within the facility, one that sounded like his father. &lt;br /&gt;
&lt;br /&gt;
He found the body of Aradas Larjoc first, laying face down in a pool of his own blood. It looked like he had tried to run before being savagely cut down from behind. He found the body of his sister, Elia, next. She was naked, restrained by ropes. Her head was a smashed pool of mush. He was only able to know for certain it was her by the bracelet she still had around her wrist. &lt;br /&gt;
&lt;br /&gt;
As Idris stood helpless over his sister, Rhang Larjoc stepped out of the shadows, a twisted grin on his face. He mocked about how much fun he and Bjorn had with Elia before Bjorn crushed her head in. Rhang explained he did this to correct the course of Clan Larjoc after the failures of his father. So he made a deal with Tysus Lanna’kor in secret. While Rhang foolishly gloated and monologued, Idris pulled his dagger out of his boot and lunged, stabbing Rhang through his throat and up into his skull. &lt;br /&gt;
&lt;br /&gt;
Rhang fell to the ground gurgling as he gulped his last breaths. Idris was already tearing down the hall to find his father. Valinor was alive, but barely. Idris dragged his father’s broken body out of the facility trying to find medical aid, but it was of no use. Valinor Adenn was dead.&lt;br /&gt;
&lt;br /&gt;
The Adenn’s, and the rest of the covert, grieved for the loss of the great Clan leader. Idris’ elder brother Erathan became the new head and fact of Clan Adenn. Erathan, still largely idolizing the failed [[starwars:New_Mandalorians|New Mandalorian Movement]], did not put up a fight when Idris laid claim to take Valinor’s armor. Erathan didn’t wish to be a warrior, he wanted to be a beloved politician. Armor was beneath his goals. &lt;br /&gt;
&lt;br /&gt;
Idris took the armor and had it reforged to his specifications. With a Black bodysuit, bright red plating, and golden accents, he made sure his enemies would always know who was coming for them. He would honor the generations of Clan Adenn who had worn, fought, bled, and died in this armor. He also laid claim to Shadowfang, having trained extensively with it. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; completely restored Idris, Rayjax, and Ashara took to the stars looking for work and hoping for an opportunity for revenge against Tysus Lanna’kor and Bjorn Clegathas. Rayjax handled piloting the ship well enough, and oversaw mechanical stuff, while Ashara brought her medical knowledge, having long studied science and medicine intending to become a full-fledged doctor.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed and armored, and with a thirst for vengeance, Idris and his crew aboard The Viper Fang left Batuu behind to explore the galaxy. Determined to protect his family, both on the Fang and on Batuu, Idris worked hard to carve out a name and reputation for himself. Haar Dreki’ormr be’Manda&#039;yaim — The Dragonsnake of Mandalore — would not be stopped. It would be a long road, hard, but the Viper was determined to leave his mark on the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
Early in 28 ABY. a group that was known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; popped up as an open bounty. Four of the seven had previously been apprehended and were each serving multiple life sentences in a supermax prison. The remaining three free ones successfully broke their compatriots out of the prison and went on the run. Considered extremely dangerous, and responsible for a massive pile of bodies, this bounty came in as a rarely seen &#039;&#039;Wanted Dead&#039;&#039; missive. &lt;br /&gt;
&lt;br /&gt;
For three months dozens of bounty hunters tried and failed to take out the Seven, only a handful escaping with their lives. Across the Outer Rim the gang moved planet to planet leaving nothing but death and destruction in their wake. Idris had considered going after them himself but was talked out of it by Rayjax and Ashara, who wished to focus on more manageable bounties. It was by pure luck, or the will of the Force, that their paths crossed on the desert world of [[starwars:Tatooine|Tatooine]]. &lt;br /&gt;
&lt;br /&gt;
Mos Espa was no stranger to violence. The sands of the city were often stained with blood, as the different criminal organizations vied for control. Unnoticed by the Seven, he tracked them through several streets, alleys, and buildings, racing along the rooftops of the city. He came at them from above, blasters drawn and firing. Two dropped immediately, and the third managed to knock one of Idris’ blasters from his hand before taking a blaster bolt to the chest from the other. &lt;br /&gt;
&lt;br /&gt;
Idris was lucky in that his armor was pure beskar, as several shots from the remaining four bounced off his armor, one ricocheting to kill another. Down to three members, the Shistavanen fled down an alleyway. Idris managed to fire off another shot, hitting the fuel tank of a parked speeder, killing a fifth. &lt;br /&gt;
&lt;br /&gt;
The remaining two hijacked a speeder bike and took off through the streets. Idris commandeered one himself and took off in pursuit. Rayjax and Ashara were already on the move to handle the bodies of the slain.&lt;br /&gt;
&lt;br /&gt;
The chase was fast, frantic, and frenzied leaving behind a wake of destruction before the two Shistavanen crashed into the wall of one of the many cantinas of the city. Limping they fled inside the cantina, with Idris close on their heels. &lt;br /&gt;
&lt;br /&gt;
Midday, the cantina was sparsely populated, and the few patrons there immediately hunkered down in the booths, while the Shistavanen hid behind the bar. Willing to deal with some property damage, Idris didn’t aim for the two targets, but instead at the glassware and alcohol bottles, causing them to shatter glass upon his bounties. In a single instant, the alcohol went up in flames, burning the two behind the bar top. One died of the burns, but the other survived. While the bounty was specifically cited dead, Idris kept the one alive to bring in alongside the corpses of his compatriots. For months later the people of Mos Espa talked about the rapid assault &#039;&#039;The Viper&#039;&#039; took to successfully take out the notorious Shistavanen Seven. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
[[starwars:Corellia|Corellia]], the wet gray dreary shipyards of the planet were responsible for some of the most important vessels in the galaxy. While the [[starwars:First_Order|First Order]] had yet to be publicly revealed, their tendrils were already present on the planet. &lt;br /&gt;
&lt;br /&gt;
Idris and the rest of &#039;&#039;The Viper Fang&#039;&#039; crew were ignorant of this fact. They were there for one reason only, Tagsa’ak &#039;&#039;The Crusher&#039;&#039; Menoron. The shipyard worker was notorious for smuggling illicit substances in the ships he helped build and had left a long line of bodies that had been crushed into concealed compartments alongside the drugs. Most of Corellia didn’t care, crime was all too common, and as long as the ships got built the corporations didn’t care. &lt;br /&gt;
&lt;br /&gt;
The family of one of his victims however disagreed and placed a large bounty on bringing him in alive to face punishment for his crimes. Idris was lucky, having training in the arts of the [[starwars:Rising_Phoenix|Rising Phoenix]], he was able to jetpack through the shipyards looking for his target. A maze of durasteel, and half-constructed vessels, it was all too easy to see why some people never found their way out. &lt;br /&gt;
&lt;br /&gt;
Tagsa’ak walked through the shipyard like he owned it. Yet the instant he noticed Idris hovering in the air, he took off running. He didn’t get far before Idris used his vambraces to shoot a rope restraining the man. Tagsa’ak fell face-first into a muddy puddle. A fast capture turned into a slow return, as Idris was forced to walk out of the shipyard with his bounty. Eventually making it out, Tagsa’ak was delivered and payment was received. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
Idris had worked as private security before. Idris had worked as a property escort before. He had hunted, tracked, killed, and captured all around the galaxy. In 29 ABY he was hired for the first time as a &#039;&#039;rescuer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Major companies waged a typically bloodless war against each other, silent chess moves in the dark to outearn each other. But now and again a pawn would get caught. Helio Industries was losing badly to its corporate rival, Nexicorp. Helio had sent a spy, undercover as an employee within Nexicorp. For ten long years, they siphoned intel out, finally escalating to the complete set of building specs and plans Nexicorp had ever created. &lt;br /&gt;
&lt;br /&gt;
Then they were discovered. Lod Hapfan had slipped up right at the goal line. And now Nexicorp was attempting to track down Lod to recover what had been stolen. It was a race between Idris and Nexicorp to locate and extract Lod with his intel. Both sides realized Lod was holed up near the top of a hundred-story tall highrise. &lt;br /&gt;
&lt;br /&gt;
For one hundred stories Idris and the forces of Nexicorp battled it out, trying to stop the other, without actually killing each other. Outgunned, and exhausted, Idris managed to get to Lod first but had no possible exit down the high rise as the Nexicorp forces closed in. He called for &#039;&#039;The Viper Fang&#039;&#039; to fly up next to the high rise. Not giving Lod any warning he threw his bounty out of a window, before jumping out himself. They landed hard on &#039;&#039;The Viper Fang&#039;&#039; hull but managed to get in and away before they could be shot down. &lt;br /&gt;
&lt;br /&gt;
In addition to the payment for getting the intel, and the bonus for getting Lod out alive, Helio Industries and Lod both acknowledge a continued debt to Idris and his crew. &lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In 30 ABY, Idris received a surprising communication, one he should have expected to happen sooner or later. One of his many “for pleasure” ventures had resulted in a child. With zero hesitation Idris redirected &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter. &lt;br /&gt;
&lt;br /&gt;
The girl’s mother, Ira, was just a servant, and in a panic about how to provide for the girl. Idris assured Ira that the girl would be well taken care of. They decided to name her Elia, in memory of Idris’ murdered sister. Elia would spend her time bouncing between living with Idris out on the move, or on Batuu, under the watchful eye of ba&#039;buir (&#039;&#039;nana&#039;&#039;) Melora. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
With a growing reputation, Idris found himself invited to assist in a great hunt by a wealthy patron, Erik Maroca. The target was a Greater [[starwars:Krayt_dragon|Krayt dragon]] that had been located on Tatooine. Following a night of free drinks and celebration at his return to Mos Espa, Idris met up with Erik and the arsenal of additional warriors he had hired out for the task. &lt;br /&gt;
&lt;br /&gt;
This venture promised to be rewarded, each guaranteed a take of the elusive [[starwars:Krayt_dragon_pearl|pearls]] that grew inside of the beasts, but of course, they could only be harvested if the dragon itself was killed. &lt;br /&gt;
&lt;br /&gt;
Erik Maroca was old school. He desired honor in his kill, something that had to be fought for, and the risk of death always was on the table. He easily could have paid to glass the fearsome beast, but instead led the charge of over a dozen men, each with a sordid history of violence. Erik organized and planned so that they could get on with the killing. &lt;br /&gt;
&lt;br /&gt;
The plan was simple, draw the beast out with bait, and aim for weak points such as the eyes, and inside of the mouth. Keep it out and engaged without letting off the assault. Once weak points were established, get explosives into them and under the protective armor of its skin. &lt;br /&gt;
&lt;br /&gt;
Plans rarely go the way you expect them to. The beast was twice the size as they had been told, ancient, and more than capable of killing. They managed to expose several pairs of the beast&#039;s powerful legs before crippling it. While it was unable to swim through the sandy dunes, it was still more than capable of crushing everyone. &lt;br /&gt;
&lt;br /&gt;
By sheer luck, the beast was slain, enough wounds had finally caused it to bleed out. Of the fifteen men, six remained alive, two of whom were critically injured. It was then Erik Maroca pulled out his blaster and told the group to walk away. Most too tired from dealing with the dragon backed away slowly. Idris did not. Erik fired, but Idris’ beskar’gam took the blow with ease. &lt;br /&gt;
&lt;br /&gt;
For his betrayal, Idris took Erik’s main hand and his manhood. He and the others stripped the Krayt Dragon for the reward they were promised (and then some) and left Erik a bloody mess in the middle of the dune sea with naught but a rotting corpse for company.  &lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
Idris once again found himself on a job that would drastically change his life. A king, Isaidar Kilvaari, from the planet Aeria in the Outer Rim contacted Idris about a job that would likely last several months. Rebelling tribal groups on the planet were kicking up violent encounters in protest of the Kilvaari Monarchy’s rule. &lt;br /&gt;
&lt;br /&gt;
To help restore peace, King Kilvaari was hiring dozens of mercenaries and military contractors with no ties to the planet. While conflicted about fighting those who were rebelling for freedom, the payout was just too much to ignore. So for several months, &#039;&#039;The Viper Fang&#039;&#039; set up shop in Isaidar’s palace hangar. &lt;br /&gt;
&lt;br /&gt;
This is where Idris, Rayjax, and Ashara met the princess, Madeline Jisella Kilvaari. Eighteen, beautiful, and a sharp quick mind, Idris was smitten with her at first sight. Despite dozens of attempts to woo her, Idris for the first time in his life experienced true rejection. She was already promised to be married off to a lord on Aeria. A traditional marriage for allegiance. &lt;br /&gt;
&lt;br /&gt;
Just three weeks into the job on Aeria, the trio spent a night off attending a very illegal street [[starwars:Swoop|swoop bike]] race. The winner of the race was a woman who kept her face completely concealed, even at the over-the-top after-party. The three found it suspicious but stayed at the party until it was broken up by the local police force. &lt;br /&gt;
&lt;br /&gt;
In the early hours of the morning, while returning to the palace, Idris spotted the racewinner sneaking back into the palace. He realized it was none other than Madeline.&lt;br /&gt;
&lt;br /&gt;
This knowledge led to a very frequent set of secret communications between Idris and Madeline, who asked him to call her MJ. They talked about everything, Idris’ history, the adventures he, Rayjax, and Ashara went on, and how much of a colossal asshole MJ’s father was. It was more than evident however that what MJ wanted more than anything was to leave the planet of Aeria behind and to see the stars. She certainly had no interest in being used as a political prop in a pre-arranged marriage. Through all of this Idris still failed to seduce her, a fact that both drove him crazy and desire her all the more. &lt;br /&gt;
&lt;br /&gt;
As the job on Aeria concluded, the rebelling tribes pacified, Idris and crew planned with MJ to help her escape to live the life she always wanted.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
It took several months before the plan was set, and enough time since the job on Aeria to not shed suspicion on &#039;&#039;The Viper Fang&#039;&#039; being connected. Idris even very publicly took a job in the core worlds to establish an alibi. &lt;br /&gt;
&lt;br /&gt;
Ashara and Rayjax secretly made their way back to Aeria, and commandeered some tribal transport ships (along with providing the tribes security access codes and security maps for the major cities on the planet). They used the ship to “crash” another transport ship that MJ was taking to cross the planet. They smuggled themselves off-planet in a container that was left floating in deep space, where Idris picked them up with &#039;&#039;The Viper Fang&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MJ’s father King Isaidar was frantic, and eventually even contacted Idris himself to request help in locating his missing daughter. Idris promised he would let the king know if he came across any information regarding MJ. Idris offered to drop MJ off at any planet she wanted, and after a very prolonged series of “one more job” claims on her end, it was evident she was happy staying aboard the ship as one of the crew, taking over the role of the primary pilot from Rayjax, who was much happier focusing purely on mechanics. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Idris had done a lot of stupid stuff in his life. Accepting a hunt request to corral a [[starwars:Terentatek|Terentatek]] was certainly up there on the list. A rich game collector, Divad Ston’iving, had owned it as part of his private menagerie. His attempts to recapture the beast failed, as did the first four bounty hunters he hired to help. Idris was completely unaware of the prior four hunters when he accepted the job. &lt;br /&gt;
&lt;br /&gt;
This bounty was very specifically wanted “alive”. Divad had spent too much money to get it in the first place, and on its living quarters to let it die. This fact was a likely contributing factor to the first four bounty hunters failing. &lt;br /&gt;
&lt;br /&gt;
Idris learned several things in quick order about the Terentatek. It was bipedal. It was fast. It was definitely poisonous. And it was dumber than his brother was. &lt;br /&gt;
&lt;br /&gt;
The damage to the menagerie was extensive. Idris lost count of how many exotic animals were either collateral damage or also escaped during the conflict, never mind the cost of repairing the facility itself. Armor severely damaged, most of his ribs broken, and a taint of poison from a minor scratch flowing through his veins, Idris realized it was a kill-or-be-killed situation. &lt;br /&gt;
&lt;br /&gt;
Idris chose the first option, to the wrath of Divad Ston’iving, who refused to pay Idris for his efforts. In serious need of medical attention, he severed the head of the Terentatek and dragged it back with him to the ship to have it mounted as a trophy. Before Ashara could knock him out and get him in a bacta tank he also made sure the ship fired on the main gates of the menagerie ensuring what creatures were still alive in there could escape. &lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
It was several days before anyone on &#039;&#039;The Viper Fang&#039;&#039; realized they had a stow-away on board. Everyone was focused on Idris healing, and what next job to take. Only as more food went missing did they realize one of the creatures held by Divad Ston’iving had snuck aboard the ship. &lt;br /&gt;
&lt;br /&gt;
A young [[starwars:Ewok|Ewok]] named Takkoo, who after smelling some of the food being stored on &#039;&#039;The Viper Fang&#039;&#039; snuck on board.&lt;br /&gt;
&lt;br /&gt;
It took some work, but Idris picked up enough of Ewokese to understand Takkoo, who in turn picked up enough Basic to know he should stop stealing their food, they would gladly feed him. When Takkoo came in contact with Rayjax, he seemed to believe the Wookiee was in fact a giant Ewok, and constantly stuck by Rayjax’s side. &lt;br /&gt;
&lt;br /&gt;
They tried several times to free Takkoo, including taking him back to the Forest Moon of [[starwars:Endor|Endor]]. Takkoo refused to leave. Curious, and smart, he seemed to enjoy life on the ship and took up studying about all the strange new food he would encounter on their travels. He eventually became a very capable cook.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]] are a sight to behold. But its majestic beauty was a bonus for &#039;&#039;The Viper Fang’s&#039;&#039; visit to the planet. A popular retreat for the [[starwars:Mon_Calamari|Mon Calamari]], it also happened to be the last known location of Qelmaax Rohb, a particularly dangerous and sociopathic environmental terrorist, wanted dead or alive.  &lt;br /&gt;
&lt;br /&gt;
Qelmaax was responsible for the bombings of over two dozen corporate offices, each responsible for their own fair share of pollution and eco-damage through the core systems. Logging, ship manufacturing, chemical processing. There was no real rhyme or reason to the companies he went after, only that they contributed to damage to the planets they operated on. &lt;br /&gt;
&lt;br /&gt;
Idris had always admired the Mon Calamari. Their contributions to the Rebellion during the war could never be understated, and their ability to convert ships to war vessels was impressive no matter what side of the war you sat on. In fact, Qelmaax was the first instance of a truly dangerous and mental Mon Calamari that Idris had ever heard of. &lt;br /&gt;
&lt;br /&gt;
Lucky for Idris, Qelmaax wasn’t in a location to expose a lot of collateral damage, a small dingy of a lifeboat on the dunes. Unfortunately, the whole thing was rigged with enough booby traps, weapons, and explosives to wage war on a small planet. Only Qelmaax seemed to know the vessel well enough to move about it without being skewered, sliced, diced, impaled, or detonated. &lt;br /&gt;
&lt;br /&gt;
Idris’ primary strategy was always to attempt to bring in a bounty warm if it was possible. But as he scanned the ship he realized that was less and less an option. Thankfully the bounty was open on the status of the Mon Calamari to get paid. Idris never even stepped foot on the ship, He waited for Qelmaax to appear, then roasted him while hovering in the air with the flamethrower on his vambraces. The toasted corpse of Qelmaax did give Idris a hankering for some seafood, something Takkoo was more than happy to supply back on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
Idris found himself on the nightclub and research station of [[Danktooine]], located in the [[Caperion System]]. He was totally unaware of the station&#039;s affiliation with the Brotherhood, Scholae Palatinae’s status as an Imperial remnant, or who the owner of the station, [[Xen%27Mordin_Palpatine|Xen’Mordin]], was. It was just a stopping point following a long day in the field. &lt;br /&gt;
&lt;br /&gt;
As fate would have it, this night also saw Xen’Mordin leave his private office and visit the nightclub as well. He was looking to witness the next test in a series of chemical developments to increase suggestibility in sentient beings. As always the nightclub remained an incredible testing site for Vismorsus Industries to exploit. &lt;br /&gt;
&lt;br /&gt;
However, the tests didn’t go as planned, as in several of the unwitting test subjects the chemical drastically increased aggression. A step back for Xen’Mordin but something he would have filed away for use should it be needed. But first, there was the issue of the full-on brawl taking place. &lt;br /&gt;
&lt;br /&gt;
Idris was always down for a good bar fight, having experienced more than a few himself. He jumped in to subdue the aggressive test subjects/club patrons. In the middle of the fight, he tackled Xen’Mordin to the ground, saving him from a spray of blaster fire. Xen’Mordin, a bit annoyed at being manhandled when he was perfectly capable of handling the blaster fire himself, did feel slightly grateful for Idris’ quick action to protect him, a stranger, from danger. &lt;br /&gt;
&lt;br /&gt;
While the club cleaned up from the fight, Xen’Mordin bought Idris a round, while quickly running a background check on the Mandalorian. Upon learning that Idris was an accomplished bounty hunter, Xen’Mordin offered him a substantial amount of money to take on some less-than-savory jobs he needed to be taken care of.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
An agent of [[House Excidium]] went rogue, in the worst possible way. Ull Domar had taken secrets from the house, and of [[Clan Scholae Palatinae]], and run. The House, clan, and all of the Brotherhood’s dealings within the Caperion System had to remain a secret. Should the wrong people learn of it, the system would be at risk, and Scholae Palatinae might find themselves on the run once again. &lt;br /&gt;
&lt;br /&gt;
Knowing there would be many from the clan looking for the rogue agent, he decided to intervene by hiring a professional. &lt;br /&gt;
&lt;br /&gt;
Idris gladly took the job, shocked at how many credits were on the table for what he could tell was nothing more than a routine snatch and grab. Domar didn’t even seem particularly dangerous, a timid sort of man more interested in reading than fighting. Utilizing his own contacts, Idris was able to quickly trace Domar to the smuggler’s moon, [[starwars:Nar_Shaddaa|Nar Shaddaa]]. &lt;br /&gt;
&lt;br /&gt;
All data pointed to Domar trying to sell info to the Hutts, who had been less than pleased that Scholae Palatinae had been operating for decades in their territory when they occupied the Cocytus System. &lt;br /&gt;
&lt;br /&gt;
Upon reaching the moon, Idris realized the warehouse Ull Domar was hiding in was very well-defended. The Hutts took maintaining their domain seriously, and infractions on their turf would come with deadly consequences. Rather than shoot his way through to get to Domar, Idris faked it. He claimed to work for the same Hutt that owned the warehouse, telling the guards he was there to escort Domar to “The Boss”. &lt;br /&gt;
&lt;br /&gt;
Remarkably it worked, and Idris returned Ull Domar to the Caperion System without having to fire a single shot. &lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
Idris’ name and the deeds he had done for Xen’Mordin traveled around the Brotherhood. Another Mandalorian, talented and deadly, but not directly affiliated with the Brotherhood was a rare sight. His name eventually found its way to the ears of another such Mandalorian, Declan Roark. &lt;br /&gt;
&lt;br /&gt;
Contact between the two was established by [[Thane_Skotos|Atra Ventrus]] delivering a challenge coin. Declan was looking to form a group of like-minded individuals to open a new clan within the Brotherhood, one that would provide a reliable way to make a lot of credits. &lt;br /&gt;
&lt;br /&gt;
Idris jumped at the opportunity and was among those who helped plan and open the Brotherhood’s newest clan, [[Clan Vizsla]], named after the legendary Mandalorian clan. During this time, his underworld contacts also brought him into the fold of the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s own underworld operating out of the [[Godless_Matron|Godless Matron]].  He quickly found himself under the direct employee of one of the [[Dark Council|Council]], the [[Herald]] [[Selika_Roh|Selika Roh]], as her [[Praetor]].&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
In 37 ABY, shortly after the formation of Clan Vizsla a woman was murdered and defiled outside the Saga drinking hall on the Clan’s homeworld of [[Zsoldos]]. Idris and the crew of &#039;&#039;The Viper Fang&#039;&#039;  were among some of the Vizsla members that accepted the contract on the murderer and rapist, Nnelg Noswil. &lt;br /&gt;
&lt;br /&gt;
Nnelg was a crafty loner, who lived deep in the forest surrounding the town of Ullr, and only returned to town for supplies when he needed them. No one was certain of his exact location in the forest, but what the people of Ullr did know was that none of the people who had ventured to bring him in had returned.&lt;br /&gt;
&lt;br /&gt;
While Idris was questioning people in town, Nnelg reappeared and in the attempts by the locals to stop him, resulting in several other civilian deaths and injuries. Idris eventually learned some Vizsla initiates had attempted and failed to kill Nnelg, and using the still-active transponders in their suits, tracked down Nnelg’s location in the forest. Following a brief battle, Nnelg was killed and Idris turned in the body as proof.&lt;br /&gt;
&lt;br /&gt;
For his actions in stopping Nnelg, Idris became known as &#039;&#039;The Protector of Ullr&#039;&#039; amongst the locals. &lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Clan Vizsla was called to action shortly after forming. One of the Brotherhood’s greatest enemies, [[The_Collective|The Collective]] had faked a Brotherhood attack on a group of potential new allies, [[The_Severian_Principate||The Severian Principate]]. With the Collective falsely attributing these attacks to the Brotherhood and holding several important Brotherhood individuals, including the Deputy Grand Master [[Evant_Taelyan|Evant Taelyan]], Clan Vizsla jumped into action. &lt;br /&gt;
&lt;br /&gt;
By this time, not only had Idris become a full-fledged member of the Brotherhood, and founding member of Clan Vizsla, but he was also now in charge of a small team within Clan Vizsla, [[Saxon|Battleteam Saxon]]. Idris and his crew found themselves in heavy combat within [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main settlement for the mining operations within the [[Lyra-3K-a_system|Lyra-3K-a system]]. Alongside the rest of Clan Vizsla, Idris helped push back the Collective forces from the colony and save the civilians who called it home. This bolstered the Brotherhood’s relationship with the Principate while furthering the continuing war against the Collective. &lt;br /&gt;
&lt;br /&gt;
==== Do U Kno Da Wae (37 ABY) ====&lt;br /&gt;
Aiding Clan Vizsla put Idris in contact with more Mandalorians than he thought possible. Following the great purge, he had grown up believing them to be a mostly extinct order, that he was one of the last few holding on. Relieved to see so many other brothers and sisters, he came to enjoy his time in the Brotherhood, leading Team Saxon and working deep within the Shroud Syndicate. &lt;br /&gt;
&lt;br /&gt;
It was while on &#039;&#039;The Godless Matron&#039;&#039; that Idris first came across [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian, and strict adherent to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]. Idris’ had only heard of the ultra-orthodox cult of Mandalore and worried that his own approach to what it meant to be one would clash hard with Zxyl. Luckily that did not become the case, as both men respected each other’s views, and appreciated just having another Mandalorian around. This was exceedingly good luck as both men would find their way to serve on the Council before too long. &lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris&#039; was busting down the door. Despite a lifetime of wandering and self-reliance, Idris found himself tasked by the Brotherhood to oversee the Inquistorius. A position of honor, and a lot more desk time than he had the patience to handle. His reputation secure, Idris was able to forge lasting alliances and friendships all while working the Brotherhood&#039;s information network to his advantage, often sneaking out to handle things personally in the field. The Voice of the Brotherhood would be heard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
Following the events in the Kyra-3K-a system, the [[Voice_of_the_Brotherhood|Voice of the Brotherhood]], [[Marick_Tyris_Arconae|Marick Tyris]] retired from the position, returning back to his home in [[Clan Arcona]]. The immediate power vacuum in the leadership of the [[Inquisitorius]] network. Many were vying to gain the upper hand and take the mantle of Voice. Ascending to serve on the Council was seen as a great honor, one that came with great rewards and great risks. &lt;br /&gt;
&lt;br /&gt;
Idris’ own abilities, history, and expansive network had put him on the list presented to the Grand Master Telaris Cantor. But Idris had little patience for political scheming. If he was to be Voice, he would not play the game to get it. There were multiple attempts by Inquisitorius agents to contact Idris. &lt;br /&gt;
&lt;br /&gt;
Instead, he went and did his job, hunting. Tracking a collection of Collective agents to the planet of Corellia, Idris assaulted their base single-handedly. Such was his refusal to play games, that the Inquisitorius Director [[Inquisitorius#Director|Ness&#039;arin Ohnaka]] herself had to make a rare appearance in the field to tell him he had the job. &lt;br /&gt;
&lt;br /&gt;
In the space of a year, he had gone from freelance to sitting on the Council of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
While the Brotherhood coped with a missing Deputy Grand Master, and the diplomats that were abducted during the events in Lyra-3K-a, Idris spent a great deal of time attempting to locate the prisoners’ location. All the while, they were being tortured by the Collective, who in turn was looking to free their own captive forces. &lt;br /&gt;
&lt;br /&gt;
The Severian Principate had taken as many prisoners as they could from the Collective as retribution for their betrayal. They housed these Collective forces in the same supermax prison they kept all of their criminals, on [[Tenixir]]. A planet with intense gravity, the prison was contained with gravity well to make it habitable. When the Collective attempted to rescue their people, The Brotherhood honored their alliance with the Principate and helped repel the Collective Forces. &lt;br /&gt;
&lt;br /&gt;
At the same time, Idris had located the location of [[Evant Taelyan]], and the diplomats, and sent forces to recover them. Regrettably, only the Deputy Grand Master and two of the diplomats were recovered. Evant was a tortured broken man, yet the Grand Master seemed to care not. &lt;br /&gt;
&lt;br /&gt;
With Evant safely recovered, Idris left to make peace with the now-freed captives from the Tenixir Prison. Calling themselves [[The Tenixir Revenants]], Idris helped supply an initial set of ships and weapons so that they might leave Principate Space. &lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The conflict with the Collective came to its climax on the planet of [[Arx]] itself, the seat of the Brotherhood. Rath Oligard, believing he had broken Evant enough to use him, launched a full-scale assault on the planet. This of course was all to the Grand Master’s plans, seeking to destroy the Collective once and for all. &lt;br /&gt;
&lt;br /&gt;
The assault was violent, bloody, and led to heavy casualties on both sides. It was the first time Idris had to find a way to balance his need to be in the thick of combat and his ability to lead others. A difficult lesson for a man with a massive ego. &lt;br /&gt;
&lt;br /&gt;
In the end, the combined efforts of the clans, the Council Forces, and the Principate were able to repel the Collective. Evant was seemingly killed, although he was merely severely injured and smuggled off-planet, a fact Idris did not share with the rest of the Council. &lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
Evant took months to recover. Eventually, both body and soul were ready to return to work. He had one goal, to take the Iron Throne. To accomplish this he enlisted the help of the [[Regent]], Atra Ventrus, the [[Justicar]], [[Dacien_Victae|Dacien Victae]], and Idris to ensure as peaceful of a transition as possible. A lofty goal given so many who claimed the Iron Throne did so on the backs of thousands of corpses to obtain it. Dacien was to use the laws of the Brotherhood to maintain order, while Atra bribed the clans with assets from ACE. Idris was simply to blackmail clan leaders or provide them valuable information they desired. &lt;br /&gt;
&lt;br /&gt;
In the end, it became a non-event, with only one casualty, and Telaris Cantor vanished before the eyes of the Council and Consuls. Evant ascended to take the title of Dark Lord of the Sith and named himself Darth Nehalem. &lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
A full-blown war between the Principate and the Revenants was all but inevitable. This was escalated due to both parties, along with the Brotherhood, and the Collective, having collected rare crystals. These crystals were able to influence the desires of those around them, turning them hyper-violent and aggressive. &lt;br /&gt;
&lt;br /&gt;
On the Hutt-controlled planet of [[Dandoran]], war finally broke out, though not simply along faction lines of Principate and Revenant. Both factions split in half, each with their own goals. Some vying for peace, others for the annihilation of their enemies. And the prize to seal the deal was a massive collection of crystals, being set up for auction by a Hutt collector. &lt;br /&gt;
&lt;br /&gt;
Idris himself had a limited presence during this conflict. While he was in fact within the Dandoran system, he never managed to set foot on the planet itself and was too busy attending a massive party being thrown by Py’zah the Hutt on his yacht at the far end of the system. &lt;br /&gt;
&lt;br /&gt;
The end of the conflict however spelled a massive amount of work landing on Idris’ plate. A new enemy appeared in the form of a woman who called herself &#039;&#039;The Seer&#039;&#039;. She had used the crystals to create monstrous abominations that were incredibly difficult to kill. It was apparent a powerful group had taken notice of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late 39 ABY, Idris himself entered the field to get any information he could about The Seer, and her organization. For weeks he went from planet to planet-hunting down whatever he could. In the end, it paid off. While the effort to extract a member of the mysterious organization severely damaged his armor and left him severely injured, Idris was able to extract a single person, Acolyte Saikar who referred to himself as a Fateweaver. &lt;br /&gt;
&lt;br /&gt;
Saikar explained that he was a member of [[The Children of Mortis]], an ancient organization that was devoted to one cause. Setting the Force free. With new information on the table, Idris began to utilize the inquisitorius’ artificial intelligence, E.D.I. (Entire Database of the Inquistorius) to pour over anything they had on the Children. The game was on. &lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Using the information gathered from Saikar, Idris tasked the Inquistorius to focus all of their efforts on preparing to fight the Children of Mortis. However, Idris was not able to devote his full attention to this pressing matter as he was also helping each clan secretly research the crystals the Children had been using. The Inquistorius&#039; best source of information came from planting one of their own as a recruit for the Children&#039;s Lightbringers, Qru Avajor. Regrettably, Qru was found out, and killed shortly before the Children of Mortis unleashed a horrible attack against the Brotherhood. Idris felt responsible for this, having not opted to pull Qru out sooner. &lt;br /&gt;
&lt;br /&gt;
Idris was not able to wallow in his guilt for long, as the Children finally showed their cards, releasing massive crystalline asteroids against the home worlds of each of the clans. While the Council had expected an attack on Arx, this sudden attack against the clans made their defensive plans useless. Unable to immediately help the Clans, Idris worked with his fellow Councilors to consolidate the research each clan had made to create a counteragent to the conversion gas that was pouring out across the homeworlds. The Clans stood firm and held their ground before the counteragent was released and the Children shockingly repelled. The Children retreated through Force portals, a new occurrence that the Inquistorius needed to research. &lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
The Grand Master, Darth Nehalem, personally tasked Idris with a matter of great importance, hunting down the former Grand Master Telaris Cantor. Nehalem had become obsessed with his predecessor who had been taunting his mind. At this time, the Grand Master also named Idris, alongside the Justicar Thane &amp;quot;Atra&amp;quot; Skotos, as lords. A great honor and a powerful vanity title, the two newly minted lords had also been working together in secret for years. Together they decided to feed false information to the Grand Master to appease his growing obsession while continuing to focus their efforts on their own plans. &lt;br /&gt;
&lt;br /&gt;
Their efforts of course were hindered partially by the plan to go on the offensive against the Children of Mortis. Over the following months a great portal was constructed to lead the Brotherhood, and its clans into the &#039;&#039;Ethereal Realm&#039;&#039;. With the Council leading the charge, Idris was among the first through the portal and into the hell that was the assault against the Children of Mortis. &lt;br /&gt;
&lt;br /&gt;
The leader of the Children of Mortis, the Father, had once been known as Matthias Westland many thousands of years ago. Over that time he had repeatedly attempted to &amp;quot;break the chain&amp;quot; and combine his soul with the Force to build a new reality with him as the ultimate power. This assault against the Children quickly became a race against the clock as the Father began yet another attempt. Luckily the Brotherhood&#039;s forces made it to the Father&#039;s ritual site and stopped it before it could happen.&lt;br /&gt;
&lt;br /&gt;
Dacien Victae, the Deputy Grand Master, had quickly been elevated as the primary leader of the conflict, as Darth Nehalem had abandoned the Brotherhood to finally face his own nemesis, Telaris Cantor, who was present in the Ethereal Realm. As Dacien and the rest of the Council fled back to the portal, they remained at the furthest edge of the Brotherhood&#039;s forces, the ones constantly in combat with the Children. Giving the Clans time to retreat, this heavy combat came at a great loss of life. Dacien was a major target for the Children, and Idris jumped between the Deputy Grand Master and a crystalline spear at the last moment, saving Dacien&#039;s life. Speared through the abdomen, Idris fell and was pulled out by a fellow Mandalorian, the Regent Zxyl Bes&#039;uliik Taldrya. &lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Idris spent many months in a coma straddling the line between life and death. His armor was left in ruin from the fight, unusable should he manage to recover. Luckily Zxyl was also an incredibly skilled beskar armor and labored hard over this time to repair Idris&#039; armor. He left the armor in Idris&#039; office for the day that the Voice woke up. &lt;br /&gt;
&lt;br /&gt;
Eventually, Idris did make a full recovery, and then some. Between his time in the Ethereal Realm, the crystalline spear that nearly ended his life, and his meditative reflection while healing, Idris found a way to tap into the Force, able to wield the slightest portion of its power. &lt;br /&gt;
&lt;br /&gt;
This very near-death experience changed the Mandalorian in other ways too. While still cocky and headstrong, Idris found himself more mature from the experience and more deeply attached to the ways of his Mandalorian ancestors. It also made him incredibly more caring about those he considered his family and friends.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
Idris Adenn has an easy but commanding presence. His tall, lean, and lithe body is toned and muscular without being bulging, covered by bronzed skin. He is graceful and confident in his movement, calm but like his moniker, he is always coiled ready to strike. Idris has a very focused physical regiment, and while it helps keep him strong, his focus is speed and agility, not brute strength. &lt;br /&gt;
&lt;br /&gt;
Considered by many to be attractive, Idris has a square face with clear cheekbones and jawline. His jawline is further defined by his extended goatee, and the rest of his face is full of scruffy beard growth from only shaving periodically. His hair is a luscious black, having grown longer, it is typically swept back, and goes down to his shoulders. He has dark brown eyes, mischievous and cunning, that are set under a sharp browline. &lt;br /&gt;
&lt;br /&gt;
His face is extremely expressive, typically displayed as youthful, vigorous, full of life and lust. However, Idris is capable of being serious, and his face can often be found reflecting his more calm, respectful, and insightful side. With a quick temper, his expression can change in a snap. However often found in the bouts of combat, his expression typically reflects a fierce rage mixed with deep enjoyment of combat. &lt;br /&gt;
&lt;br /&gt;
His body is littered with various scars, none serious, but all clearly reflect his combative lifestyle.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
Like many Mandalorians, Idris’ identity is closely tied to his [[starwars:Mandalorian_armor|armor]]. While not his family’s oldest child, he was the one to inherit the Adenn’s primary armor from his father, Vaeden. Constructed of the incredible Mandalorian alloy [[starwars:beskar|beskar]], it is one of Idris’ most prized possessions. The exact date of the original forging of the armor is unknown, but it is at least 600 years old and has been passed down the Adenn line that entire time. According to Clan lore, it contains fragments of Beskar worn by several great Manda’lors and other Mandalorian heroes from ages long past. &lt;br /&gt;
&lt;br /&gt;
It is of a unique construction for Mandalorian armor, with the chest piece broken into several pieces, allowing for better movement, but also making it more susceptible for damaging blows. Upon receiving it from his father, Idris had reforged, restoring its worn-down appearance to a pristine condition, and painted it a metallic blood red with bright orange highlights. It was subsequently nearly damaged beyond repair in 40 ABY. When it was reforged, Idris had it repainted, a rich black color with shiny silver accents, accompanied by a deep crimson body glove.  &lt;br /&gt;
&lt;br /&gt;
Also typical of the Mandalorians, Idris utilizes a jetpack for increased mobility. He frequently has a dark brown flame-resistant cape wrapped around him. His primary weapons of choice are two [[starwars:WESTAR-35_blaster_pistol|Westar-35 Blaster Pistols]] constructed of red and black metals that fire uniquely colored violet with black core bolts. His main-hand blaster is known as &#039;&#039;Haar Maan Miit&#039;&#039;, The First Word. Its twin is &#039;&#039;Darasuum Uur&#039;&#039;, Eternal Silence. He is nearly always equipped with his traditional Mandalorian Vambraces, styled to match the rest of his armor and also of high quality beskar material. He also owns several other beskar crafted weapons including a Kal Dagger, Beskad, and Spear. &lt;br /&gt;
&lt;br /&gt;
Unlike many Mandalorians, Idris does take time away from his armor. These ventures have become less and less common the older he has gotten. Not out of disrespect of the ancient Mandalorian code, something Idris takes seriously, but out of comfort and convenience. It&#039;s much easier to get out of casual clothing than his armor, something he is quite fond of on his nights off. He has also found it is frequently easier to go home with someone when not taken as a pure Mandalorian brute. &lt;br /&gt;
&lt;br /&gt;
His casual wear is simple but clearly, reflects a refined taste. A blood-red undershirt with a deep cut for his neckline, black trousers, sturdy but tasteful boots. This is typically placed within a knee-length black jacket featuring a stiff upright collar and red accent colors.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a forceful, lusty man with a quick wit and barbed tongue. He likes to fight, often spurred on by his quick temper. But he also demonstrates a keen intellect and intense carnality. Personable and what many take as an easy-going personality, many miss the serious man beneath. Most either find themselves enchanted or repulsed, with very few ever feeling truly apathetic about the Mandalorian. &lt;br /&gt;
&lt;br /&gt;
Idris has ended his fair share of lives and feels life must be enjoyed to the fullest while one can. Many would say his lifestyle is excessive, but Idris is a man who knows what he likes; be it men, women, food, drink, or a good old-fashioned fight. If it is obtainable and he wants it, he will take it and enjoy it in abundance.&lt;br /&gt;
&lt;br /&gt;
Arrogant is one of the most common words thrown around when people mention Idris. There is no doubt that he thinks very highly of himself. Idris never merely walks around like he owns the place, he *swaggers*. Coupled with his quick temper and flair for dramatic moments, this leads to many forms of conflict. &lt;br /&gt;
&lt;br /&gt;
That isn’t to say Idris is so self-centered he doesn’t care about other people. Above all else, Idris is a passionate man, and that passion extends to those he is loyal to. Most close to the members of his crew on &#039;&#039;The Viper Fang&#039;&#039;, and his surviving family members, he will protect them above all else. &lt;br /&gt;
&lt;br /&gt;
Idris is also a hardline traditional Mandalorian. He takes his Mandalorian heritage seriously, be it his honor or adherence to the Mandalorian Code. He does not buy into the newer pacifist movement of the last several decades and maintains the old Mandalorian ways were the best. He seeks to remind the galaxy that the Mandalorians are still alive and ready for the good fight. &lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Idris is well-traveled and has connections in most parts of the galaxy. The most frequent ones, however, are listed below. They can be considered Idris’ family and hiring him means their involvement as well, though typically far away from the line of fire. They all worked and lived on a VCX-100, &#039;&#039;The Viper Fang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: Ritually aged/experienced an additional 5 years of life - {{Birthyear_and_Age|ABY|27}} &lt;br /&gt;
&lt;br /&gt;
Sirdi Tyma is a Nightsister born from the combination of Idris&#039; DNA recovered at the crash site of the &#039;&#039;Epsilon Shade&#039;&#039; and her mother&#039;s remains were recovered from a Nightsister casket on board the ship. She was part of a brutal Nightsister ritual that caused her to experience a total of an additional 5 years of life than she would have otherwise, being raised by her coven and the spirit of her beloved Night Mother. She is a wild card, torn between learning more of her father, and the pull of her cultural upbringing. &lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
Madeline Jisella “MJ” Kilvaari is the vivacious pilot of the &#039;&#039;Viper Fang&#039;&#039;. A young and naturally skilled pilot, she keeps a safe eye both on the ship and its crew. Her skills as a pilot are augmented by the fact she is force-sensitive. She understands the rough and morally ambiguous lifestyle that comes with being a bounty hunter and mercenary but still attempts to keep Idris and the rest of the crew on the &#039;&#039;light&#039;&#039; end of the spectrum. She continues to reject Idris’ romantic advances, but that doesn’t stop him from trying, especially given her continued playful flirting with him.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
“Rayjax” is the &#039;&#039;Viper Fang’s&#039;&#039; co-pilot and primary mechanic. He is incredibly protective of the crew on the &#039;&#039;Fang&#039;&#039;, especially Idris and Elia. Rayjax’s full Wookiee name is much longer and too difficult for Basic speakers to pronounce. He had shorted it to Rayjax decades before meeting Idris. He is a constant tinkerer and is never without his tools and some sort of gadget he is working on. &lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
Ashara Kyl is a deeply spiritual and scholarly Twi’lek. She believes in the sanctity of life and has dedicated her life to the arts of healing and preservation of knowledge. She grew up alongside Idris, with her family having been freed by Idris’ grandfather. She is very OCD about her medical supplies, living quarters, and personal health. She frequently provides unsolicited health advice to anyone who attempts to talk to her. &lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
Takkoo is an Ewok who snuck aboard The Viper Fang, seeking the food he smelled onboard. Since then he has become an avid foodie and functions as the cook for the crew. He still frequently attempts to trap people in rudimentary snares. Most of the crew of the Viper Fang subconsciously notice and avoid them.  &lt;br /&gt;
&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia is Idris’ daughter, named after his murdered sister. She is typically found on Batuu with Melora, Idris’ mother. She is learning the ways of the Mandalorians to be like her father. &lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
BB-89 aka &amp;quot;Marble&amp;quot; II is a [[starwars:BB-series_astromech_droid|BB Series Astromech]]. It has a masculine programming personality. Marble helps keep track of the workings on helped keep track of the workings on the &#039;&#039;The Viper Fang&#039;&#039;, working along side the Wookiee, Rayjax. Originally painted a matte black base with metallic red accents, he has various “Elia Adenn Originals” painted on his spherical body.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. (Entire Database of the Inquistorius) is an advanced artificial intelligence with many quantum nodes found throughout the galaxy. She was linked to the Brotherhood&#039;s databases upon Idris&#039; taking the position of Voice. She has a direct line to Idris&#039; helmet, as well a node location on his ship, &#039;&#039;The Viper Fang&#039;&#039;, and various droid bodies to use. Most frequently, she maintains a presence within a captured Ascendant Drone, accompanying Idris in the field.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris went through multiple versions before being finalized as a Mandalorian Human. With the addition of the NPC and Non-Force User options to the club, the man behind [[Xen%27Mordin_Palpatine|Xen’Mordin]] began formulating an alternative character to utilize. Originally, Idris was to be a [[starwars:Lasat|Lasat]] mercenary with a sadistic streak. Idris sat completely unused at this time. &lt;br /&gt;
&lt;br /&gt;
Eventually, bored with utilizing Xen’Mordin as his main character, Idris became the primary focus of development. LucasArts announced a new streaming TV series &#039;&#039;The Mandalorian&#039;&#039;. At the time, there were no confirmed castings for the show and Xen’Mordin had the idea of Oberyn Martell from Game of Thrones as a Mandalorian bounty hunter, which he found too exciting to let be, and the mercenary became Idris Adenn, Mandalorian Bounty Hunter. Due to this, Idris’ appearance and personality are largely based on Oberyn Martell. Idris, in this state, predates the announcement that Pedro Pascal would be playing the titular character in the show. &lt;br /&gt;
&lt;br /&gt;
Further development of Idris resulted in utilizing the old legends Mandalorian language, [[starwars:Mando%27a|Mando’a]], for both Idris’ CS aspect names and his last name, Adenn, coming from the word for ‘merciless’.&lt;br /&gt;
&lt;br /&gt;
His clan&#039;s signet is that of a Dragonsnake, a dangerous beast, and part of how he got his “Viper” moniker. His Mandalorian title of Haar Dreki’ormr be’Manda&#039;yaim translates to “The Dragonsnake of Mandalore”. Neither current nor old EU Mando’a had a word for the Dragonsnake species, or just dragon or snake. As such Old Norse was used as a substitute, as Mandalorians are largely inspired by the Viking culture.&lt;br /&gt;
&lt;br /&gt;
Idris became a M-Pop (Mandalorian Pop) star thanks to a dancing gif of Boba Fett at Disneyland, and the ACC Championship &#039;&#039;Singularity&#039;&#039; where several members wrote Idris dancing and singing as part of the battle intros. &lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=The_Viper_Fang&amp;diff=198107</id>
		<title>The Viper Fang</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=The_Viper_Fang&amp;diff=198107"/>
		<updated>2025-07-15T23:25:22Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Nominated}}&lt;br /&gt;
{{Eras|nor}}&lt;br /&gt;
{{Ship&lt;br /&gt;
|image=[[File:TheViperFang.png|250px]]&lt;br /&gt;
|name=The Viper Fang&lt;br /&gt;
|manufacturer=[[starwars:Corellian_Engineering_Corporation|Corellian Engineering Corporation]]&lt;br /&gt;
|line=&lt;br /&gt;
|model=[[starwars:VCX-100_light_freighter|VCX-100 light freighter]]&lt;br /&gt;
|class=[[starwars:Light_freighter|Light freighter]]&lt;br /&gt;
|cost=150,000 [[starwars:Credit|Credits]]&lt;br /&gt;
|modifier= [[Idris Adenn]]&lt;br /&gt;
|item=&lt;br /&gt;
|length= 43.9 meters&lt;br /&gt;
|width= 32.4 meters&lt;br /&gt;
|height= 14.5 meters&lt;br /&gt;
|max accel=&lt;br /&gt;
|mglt=&lt;br /&gt;
|max speed= 1,025 kph&lt;br /&gt;
|engine= Main Engines (2)&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary Engines (2)&lt;br /&gt;
|hyperdrive= Class 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Backup Class 14&lt;br /&gt;
|hdsystem=&lt;br /&gt;
|poweroutput=&lt;br /&gt;
|power=&lt;br /&gt;
|shield gen=&lt;br /&gt;
|hull=&lt;br /&gt;
|sensor=&lt;br /&gt;
|target=&lt;br /&gt;
|navigation=&lt;br /&gt;
|avionics=&lt;br /&gt;
|countermeasures=&lt;br /&gt;
|armament= 2 Dual Laser Turrets (1 top and 1 forward)&lt;br /&gt;
|sysmods=&lt;br /&gt;
|complement=&lt;br /&gt;
|crew= &lt;br /&gt;
|skeleton=&lt;br /&gt;
|passengers=&lt;br /&gt;
|capacity=&lt;br /&gt;
|consumables=&lt;br /&gt;
|othersystems=&lt;br /&gt;
|role= Personal Starship / Home&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation=&lt;br /&gt;
|known=&lt;br /&gt;
|fleet=&lt;br /&gt;
|taskforce=&lt;br /&gt;
|owners= [[Idris Adenn]]&lt;br /&gt;
|namedcrew= Idris Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Rayjax&amp;lt;br /&amp;gt;&lt;br /&gt;
MJ Kilvaari&amp;lt;br /&amp;gt;&lt;br /&gt;
Ashara Kyl&amp;lt;br /&amp;gt;&lt;br /&gt;
Takkoo&amp;lt;br /&amp;gt;&lt;br /&gt;
Multiple Droids&lt;br /&gt;
|captains=&lt;br /&gt;
|status=&lt;br /&gt;
|commission=&lt;br /&gt;
|firstsight=&lt;br /&gt;
|destroyed=&lt;br /&gt;
|retired=&lt;br /&gt;
|lastsight=&lt;br /&gt;
|battles=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Viper Fang&#039;&#039;&#039;&#039;&#039; is a heavily modified VCX-100 light freighter, owned by Bounty Hunter [[Idris Adenn]]. It serves as his primary home and base of operations. Attached is a VCX Auxiliary Starfighter known as &#039;&#039;Haar Vaar’ika&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:TheVaarika.png|thumb|250px|left|The Vaar’ika - Auxiliary Ship]]&lt;br /&gt;
The &#039;&#039;Viper Fang&#039;&#039; is a VCX-100 light freighter, named in part due to Idris’ moniker &#039;&#039;The Red Viper&#039;&#039;. After being stole by Idris and the Wookiee Rayjax in 25 ABY, it had been stripped down and constructed to better suit their needs as Bounty Hunters and Mercenaries. The exterior of the &#039;&#039;Fang&#039;&#039; and its auxiliary ship the &#039;&#039;Vaar’ika&#039;&#039; have been painted a matte black with metallic red accents.&lt;br /&gt;
&lt;br /&gt;
The ship has a nose turret gunner station underneath the cockpit section, with a dedicated gunner seat, and a 360-degree dorsal laser cannon turret midships. There are four main cargo holds, two located in the bow corners of the ship, two located in the stern corners of the ship. Several of these cargo holds were converted from holding cargo to having functionality such as holding cells and a medbay. There are four separate crew rooms, a galley, and rec room. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Fang&#039;&#039; is also equipped with a VCX Auxiliary Starfighter the &#039;&#039;Vaar’ika&#039;&#039; which could mount at the top stern of the ship, just forward of the main engines. It pulls quadruple duty, as a shuttle, starfighter, an aft gun armament, and frequent home to a pillow and blanket fort constructed by Elia Adenn.&lt;br /&gt;
&lt;br /&gt;
===Crew Quarters===&lt;br /&gt;
Sitting aft of the cockpit are the &#039;&#039;Fang&#039;&#039;’s four crew rooms. Each has been modified by their owners to better reflect their desires for a personal living space. &lt;br /&gt;
&lt;br /&gt;
The foward-port room belongs Idris Adenn. It is decorated in an elegant but traditional Mandalorian manner. It’s bed is deeper than normally installed on a VCX-100, as Idris often likes to bring company in. It has a desk, small collection of books, and various tools for cleaning and maintaining his armor and weaponry. &lt;br /&gt;
&lt;br /&gt;
The aft-port room belongs to Rayjax and Takkoo. Rayjax had designed his room much in the style of housing on his native [[starwars:Kashyyyk|Kashyyyk]] including natural wood. Takkoo, an [[starwars:Ewok|Ewok]], decided to bunk with the Wookiee, and installed a hammock above Rayjax’ bed. &lt;br /&gt;
&lt;br /&gt;
The foward-starboard room belongs to Ashara Kyl. It is clean and bright, kept a very sterile white with teal accents. There are many medical books, diagrams, and biological specimens that line the walls of her room. She has an oversized video screen mounted on the wall, she claims is for research and watching medical procedures on, though it is most often used to watch reruns of her favorite dramas. &lt;br /&gt;
&lt;br /&gt;
The aft-starboard room belongs to MJ Kilvaari. It is painted in many bright and vibrant colors. Many of the walls are covered with posters of new starships and speeders. She also has a collection of family heirlooms she took with her when she ran away from her family and arranged marriage. &lt;br /&gt;
&lt;br /&gt;
===Cargo Hold Modifications===&lt;br /&gt;
VCX-100 light freighters came with 4 main cargo holds, outside of the entrance hold just up the loading ramp of the ship. Idris and Rayjax spent several years converting the interior of the &#039;&#039;Fang&#039;&#039; to better suit their needs. The foward-port cargo hold has been converted to a fully functional medbay. The forward-starboard into a series of holding cells. The aft-port hold was turned into a ready room. Only the aft-starboard cargo hold remains as extra storage for the ship. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The &#039;&#039;&#039;Viper Fang&#039;&#039;&#039; was originally constructed some time prior to the Battle of Yavin. It had a series of owners before falling into the hands of the Black Suns. In 25 ABY at the age of 17, Idris Adenn stole it from the Black Suns with help of his best friend and associate Rayjax. They spent several years working on the ship to better suit their wants and needs. &lt;br /&gt;
&lt;br /&gt;
[[Category:Personal starships]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198106</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198106"/>
		<updated>2025-07-15T23:22:15Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Restoring back to the Viper Fang and getting rid of the Corvette.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Bale Andros&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship= &lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039;  — also known as &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) or more commonly in Basic &#039;&#039;The Viper&#039;&#039; — is a cocky, headstrong, and dangerous [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on [[starwars:Batuu|Batuu]] in a secret Mandalorian [[starwars:Covert|covert]] near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. His father, Valinor, and mother, Melora, were the heads of Clan Adenn and helped maintain the covert. Their fourth son, Idris was only the second to live into adolescence. He was trained to honor the traditional ways of his Mandalorian ancestors and continues to take great pride in his heritage, warrior ways, and people. &lt;br /&gt;
&lt;br /&gt;
Idris mainly lived aboard his ship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] called &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, with his crew who he considers his family. His daughter, Elia, is named after his murdered sister and typically stays on Batuu with his mother, Melora. &lt;br /&gt;
&lt;br /&gt;
Full of swagger and a love for the pleasures of the galaxy, Idris has traveled from one end to the other fighting and partying to a notorious level. He has been a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; star since his teenage years. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;. He also has served as [[Praetor]] to the [[Herald]], [[Combat Master]], and was one of the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was not the life Idris’ parents had hoped to provide for their children, but it was a life at the very least. Surviving the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]] Clan Adenn had spent several years adrift before settling on Batuu. The loss of Mandalore was a looming shadow over all of Idris’ early life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]] in his family’s hidden covert near Black Spire Outpost on Batuu. While the Galactic Civil War had formally ended three years prior, the destructive measure of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge against the Mandalorians had left Clan Adenn holed away, a choice echoed by many of the surviving Mandalorians. Both Valinor and Melora had been active combatants in the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], and had returned to live full time at the covert on Batuu following the Empire’s defeat at the Battle of Jakku. &lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and the head of Clan Adenn, was a battle-worn veteran by the time Idris was born. He was a hard man, with strict discipline and adherence to the traditions of the Mandalorians. With the defeat of the Empire, he was able to turn his attention back to protecting and expanding the covert on Batuu. &lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was more than a perfect match for Valinor’s firm personality. A skilled warrior in her own right, she was playful and wise beyond her years. However the death of the Adenns’ second child Avand in [[0_BBY_to_9_ABY#7_ABY|7 ABY]] had softened her thirst for combat. However, they did have two other living children at this time, Erathan, age seven, and Okarro, age three. &lt;br /&gt;
&lt;br /&gt;
The covert itself was primarily comprised of landed ships and cargo crates amid the great petrified trees and rocks that littered the landscape around Black Spire Outpost. Covered with rocks, dirt, and shrubbery, along with the remote location of Batuu helped keep the covert hidden. Over time additional ships and crates were added, and at the time of Idris’ birth, it was home to dozens of Mandalorians from various clans. &lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Despite being forced to the outskirts of the galaxy, Idris’ first few years of life were surprisingly typical of a Mandalorian child. He learned hard and played hard. &lt;br /&gt;
&lt;br /&gt;
Among the other members of the covert was the Kyls, a [[starwars:Twi%27lek|Twi’lek]] family who had functioned as part of Clan Adenn. The first had been freed by Idris’ grandfather in 53 BBY. Since that time they had gone from [[starwars:Foundling|foundlings]] to having their own clan name. Among these was one of Idris’ closest friends, Ashara Kyl, who was about half a year older than him. &lt;br /&gt;
&lt;br /&gt;
Also, a part of the covert was Clan Nezsa. Melora’s sister had married into Clan Nezsa and had children of her own. [[Evio Nezsa]], seven years Idris’ senior, was far more the older brother to Idris than his own brothers were. The two spent much of their free time together exploring and getting into trouble around the covert and Black Spire Outpost. &lt;br /&gt;
&lt;br /&gt;
In 10 ABY, Idris’ sister Elia was born. The happy family was hit by tragedy when in 11 ABY, Idris’ older brother Okarro died from ongoing health issues. Both Valinor and Melora took the death of their second child hard, but they kept a calm face in front of their children. One of Idris’ earliest memories is the funeral service for his brother. &lt;br /&gt;
&lt;br /&gt;
By the age of three, he was already being trained and schooled in the ways of the Mandalorian. Far more healthy than Okarro ever had been, Valinor wanted to insure that Idris would have the strength and capabilities to survive. Erathan was already deep into his training and resented every second of it. However, Idris took to it like a fish to water.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As he grew into his adolescent years, Idris’ training amplified. Where his brother favored empathy and diplomacy, Idris fell heavy into the Mandalorian ideals. With a strong disregard for authority that exists for authority’s sake, Idris clashed frequently with his father. While a difficult relationship it would help shape Idris into the man he became, especially the tragedy that came for the Adenns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the time Idris was ten, his Mandalorian training was in full swing. His abilities were pushed to the absolute limits for a developing boy, with Valinor being increasingly driven that at least one of his children learn to respect the Mandalorian traditions and bring honor as a capable warrior. Erathan, now sixteen, had already come to reject many of the warrior customs of the Mandalorians and instead idolized the peaceful pacifist movements seen in years past. &lt;br /&gt;
&lt;br /&gt;
With Erathan set in his ways, and as Valinor’s only other living son, the hopes of both Valinor and Clan Adenn were placed upon Idris. Valinor knew as the eldest, Erathan would likely one day be the head of the Clan, but its reputation and standing would depend on if Idris could be the skilled warrior he needed to be. &lt;br /&gt;
&lt;br /&gt;
This of course meant Idris would fight with his father constantly. Enjoyment of life’s luxuries, coupled with a deep need to shirk authority, Idris’ sarcastic and contrary nature was always at odds with Valinor’s more serious and focused nature. In 20 ABY, at the age of twelve, Idris was left abandoned on the streets of Coruscant&#039;s undercity, and was forced to show he could survive and make his way back to Batuu on his own. &lt;br /&gt;
&lt;br /&gt;
This was of course in preparation for when he turned thirteen and underwent the [[starwars:Verd&#039;goten|Verd&#039;goten]], a rite of passage his elder brother never took. Dumped in the wilderness of Ryloth, forcing him to deal with the deadly [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. When he made it back to Batuu, he was drenched in blood and mud and carried the severed head of a Doashim. &lt;br /&gt;
&lt;br /&gt;
Upon completion of his Verd’goten, Valinor taught Idris of [[item:48073|Shadowfang]], an ancient &#039;&#039;jetii’kad&#039;&#039; (lightsaber) that had a deep purple glow and a black core. Shadowfang had been a clan heirloom for centuries. Typically given to the eldest child to train with. As Erathan had vehemently opposed his own Verd’goten, this honor of beginning to train with the jetii&#039;kad. Despite the very tense, harsh, and confrontational nature of their relationship, it was moments like this that showed Idris just how much Valinor cared for him.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Successful completion of his verd’goten meant even more adventures away from Batuu. Valinor took Idris across the galaxy, working as bounty hunters, mercenaries, security, and whatever else would earn some credits. At the age of sixteen, one such job took them deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], to work as extra security for a dangerous warlord, Yr’drav Dolov. &lt;br /&gt;
&lt;br /&gt;
Dolov, by most standards, was a ruthless and vile man, one who never shied away from slave labor. With many Wookiees on his estate, Idris’ moral compass was going wild. He had no issues with killing or capturing a bounty, but slave-owning was a deplorable and despicable act. With Valinor as the one who primarily interacted with Dolov, Idris was able to spend time around the slaves, getting to know them. During their time with Dolov, Idris became particularly close with one of the Wookiees who called himself Rayjax. &lt;br /&gt;
&lt;br /&gt;
Idris used this time to begin to form a plan to free the slaves, without implicating himself or his father. In his biggest act of defiance to date, once they left Dolov behind, he went and stole a light freighter packed full of trade goods. In the dead of night, Idris landed outside Dolov’s compound and snuck all the Wookiees out, removing their collars and chains with a carefully practiced precision. &lt;br /&gt;
&lt;br /&gt;
He took the Wookiees back to their homeworld of [[starwars:Kashyyyk|Kashyyyk]]. There Rayjax learned that his own family had been killed in a slaver raid, and his tribe was on the brink of collapse. Idris quickly offloaded all the goods from the freighter, hoping it would help the Wookiees rebuild. &lt;br /&gt;
&lt;br /&gt;
Then Valinor arrived. Bearing a mix of rage and pride for his son’s actions, his punishment was dealt out in the center of Rayjax’s village. Five strong lashes to the back, which Idris took without complaint. He already knew he would be working to pay off the cost of the trade goods he had stolen. Once the lashings were done, Valinor helped tend to the wounds on Idris’ back, as well unload the supplies he had brought to aid the Wookiees. Valinor could not help but be proud of his son, as his own father had taken similar action to free the Kyls years ago. For his actions, Idris was recognized as a member of the tribe. &lt;br /&gt;
&lt;br /&gt;
With his own family dead, Rayjax did not wish to remain on Kashyyyk. The constant reminder of their loss made staying unbearable. Before he could attempt to swear a [[starwars:Life_debt|life debt]] to Idris for freeing him, Idris offered to take Rayjax back to Batuu, promising a home, and a family that would care for him as one of their own. &lt;br /&gt;
&lt;br /&gt;
Rayjax accepted the offer and accompanied the Adenns back to Batuu. While Warlord Dolov was never able to prove it was Idris who had freed the slaves, he made the obvious assumption that it was, vowing to one day get his revenge.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
At the age of seventeen, Idris had become well versed in the pleasures of the galaxy. From sneaking out to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] while home on Batuu or enjoying the unique opportunities that came from every new job off-planet, Idris always found time to mix in some play with his work. While this had led to some less than pleasant troubling encounters, it only finally reached a critical point in 25 ABY.  &lt;br /&gt;
&lt;br /&gt;
While working with his father on [[starwars:Coruscant|Coruscant]], a diplomat, Sedanol Berr, found Idris in bed with his wife. During the short tussle, Idris managed to get his hands on his dagger. While security broke up the fight, Sedanol did suffer a small minor cut on his forearm. &lt;br /&gt;
&lt;br /&gt;
Valinor quickly sent Idris back to Batuu, while he finished up the job alone and tried to patch things up with Sedanol. Regrettably, Sedanol died several days later. While there was no proof Idris had poisoned the man with his dagger, the nature of the death was suspicious. Coupled with Clan Adenn’s signet of the [[starwars:Dragonsnake|dragonsnake]], Idris’ moniker in Basic of being a &#039;&#039;Viper&#039;&#039; was born. &lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The events on Coruscant led to Valinor being much more reluctant to take Idris with him on jobs. This didn’t deter Idris, with Rayjax having his back and a knack for mechanics, and Ashara Kyl’s love of medicine, the trio were able to make their own adventure on Batuu and its neighboring systems. &lt;br /&gt;
&lt;br /&gt;
Together they found themselves on a largely abandoned moon, which happened to house a base for the [[starwars:Black_Sun|Black Sun Crime Syndicate]]. Base is a bit generous for what they found, it was much more a chop shop for stolen ships.&lt;br /&gt;
&lt;br /&gt;
It was love at first sight for the trio. A [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] that had been partially stripped down with its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Rayjax and Ashara got to work getting it flyable while Idris blasted through a handful of security droids. A short hyperspace jump later they were back on Batuu, not a moment too soon as all but the life support and one of the secondary engines failed upon landing. &lt;br /&gt;
&lt;br /&gt;
The newly minted &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039; became their free time project, turning it into a functional mobile home base of their dreams. &lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
In early 26 ABY, Valinor began to slowly trust Idris enough to take him out on bigger jobs in the field. Idris was torn between being taken away from Rayjax, Ashara, working on &#039;&#039;The Viper Fang&#039;&#039;, and the mischief they would get up to, and being grateful for once again being in the good graces of his father. Despite their rough relationship, nearly everything Idris knew and was capable of came due to his father. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Epsilon Shade&#039;&#039; changed everything for Idris and Clan Adenn. &lt;br /&gt;
&lt;br /&gt;
The job was simple enough. Valinor and Idris had been hired as extra protection on the large freighter. The cargo was a simple load of weaponry, nothing particularly fancy or expensive. But still, weapons in any form are useful, making the ship a prime target. The pair had been hired by a fellow set of Mandalorians, Clan Larjoc. Aradas Larjoc was an anomaly of a Mandalorian, a shrewd businessman, but not a capable warrior. His company had created advances to Mandalorian weaponry, and he needed muscle to ensure it made it to the handoff. &lt;br /&gt;
&lt;br /&gt;
The exact cause of the initial explosion was never discovered. Sabotage, a faulty regulator, bad coaxium, all were viable explanations. In an instant, several of the cargo holds were blown clean open. Forward momentum plus a weakened frame cause more of the ship to buckle, and several smaller explosions followed due to the weaponry in the jettisoned cargo. &lt;br /&gt;
&lt;br /&gt;
Valinor and Idris were just outside the main bridge of the freighter when the explosion happened. They had been talking to the captain about the approach to the planet before them. All three suffered head injuries and were unconscious for some time. Idris was the first to come back to consciousness, awaking to blood rolling down his face from a gash on his forehead. His attempts to get Valinor and the captain to wake up were unsuccessful. From what he could tell the rest of the crew was either already dead, or had managed to jettison in escape pods. The warning flashing on the terminals in the bridge presented a horrible decision for Idris. &lt;br /&gt;
&lt;br /&gt;
The ship&#039;s engines were in a critical state, and could not be shut down. They were locked at a full sub-light speed. With a huge amount of coaxium left for fuel and a massive amount of explosives still present in the surviving cargo bays, it was clear the ship was destined to end with a bang. The bigger issue was their trajectory had their impact on the planet right in the middle of a well-populated city and the autopilot to try to steer the ship away was nonfunctional. &lt;br /&gt;
&lt;br /&gt;
Idris could drag his father and the captain to the one remaining escape pod, jettison with them and let the ship continue on crashing into the city killing hundreds to thousands of people. Or he could jettison them to safety and remain on the ship, manually holding the steering away from the city to crash in the wilderness. &lt;br /&gt;
&lt;br /&gt;
He chose the second option. &lt;br /&gt;
&lt;br /&gt;
With his father and the captain safe away from the ship, he strapped himself into the pilot’s seat and held down the steering to keep the direction thrust away from the populated areas of the planet. He aimed for a long slow descent into the atmosphere, unable to adjust into a proper orbit, in the hopes that the ship would break apart enough that the major explosive issues would be handled in the upper atmosphere and not the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
As the ship descended, the structural damage of the original explosion caused the ship to break in half as it fell into the atmosphere. With no more engines or any form of thrusters, Idris held tight and tried to find ways to slow the remains of the front of the ship. &lt;br /&gt;
&lt;br /&gt;
The debris trail was hundred of kilometers long. As he had hoped the explosives did detonate/vaporize in the upper atmosphere, and the population was largely safe from falling debris. The front half of the ship held together surprisingly well as it finally crashed into the planet’s surface. Idris was unsure how long it took before they recovered his severely injured body from the wreckage, it would be months before he finally awoke from his coma.&lt;br /&gt;
&lt;br /&gt;
He awoke, in pain and in need of months more of therapy to restore his ability to walk and move, but also the news that his name and courageous actions aboard the ship had spread. The legends of the Viper were beginning to stick. &lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late 27 ABY, Idris had returned to full health and to helping his father out in the field. Job requests even specifically came in because of Idris as well. Amidst the jobs they worked, came another one from Aradas Larjoc. &lt;br /&gt;
&lt;br /&gt;
Aradas, to his credit, had funded the entirety of the medical expenses Idris required and donated heavily to see &#039;&#039;The Viper Fang&#039;&#039; fully restored. In this job, he wanted some backing security during a business deal with a particularly powerful individual known as Tysus Lanna’kor. Lanna’kor was renowned for being ruthless and cunning, cutting out large swatches of the weaponry industry. Aradas was hoping to secure a good sale of plans to Tysus but wanted the muscle there as a show of strength. Idris’ sister, Elia, begged to come along too, as she was enamored with Aradas’ son, Rhang. Together the three of them ventured to the Larjoc Headquarters. &lt;br /&gt;
&lt;br /&gt;
The deal went off without a hitch. While cleanly handled, negotiations and signing took a long time. Idris, bored out of his mind while this was going on, spent most of the meeting making eyes with several of the servants who were working at the facility. The one part of the deal he &#039;&#039;did&#039;&#039; find interesting was the bodyguard that Tysus Lanna’kor brought with him. The only word Idris could think of when he first laid eyes on the man was &#039;&#039;mountainous&#039;&#039;. Bjorn Clegathas was a hulking beast of pure muscle, towering at over seven feet tall. When the deal finally concluded, Tysus and Aradas suggested celebratory drinks for a well-struck arrangement. Idris took this as his opening to slip out with the servants he had been not so subtly flirting with. &lt;br /&gt;
&lt;br /&gt;
Later that night, Idris returned to the facility and found it had an air of deathly silence and absolute stillness. Then came a scream from deep within the facility, one that sounded like his father. &lt;br /&gt;
&lt;br /&gt;
He found the body of Aradas Larjoc first, laying face down in a pool of his own blood. It looked like he had tried to run before being savagely cut down from behind. He found the body of his sister, Elia, next. She was naked, restrained by ropes. Her head was a smashed pool of mush. He was only able to know for certain it was her by the bracelet she still had around her wrist. &lt;br /&gt;
&lt;br /&gt;
As Idris stood helpless over his sister, Rhang Larjoc stepped out of the shadows, a twisted grin on his face. He mocked about how much fun he and Bjorn had with Elia before Bjorn crushed her head in. Rhang explained he did this to correct the course of Clan Larjoc after the failures of his father. So he made a deal with Tysus Lanna’kor in secret. While Rhang foolishly gloated and monologued, Idris pulled his dagger out of his boot and lunged, stabbing Rhang through his throat and up into his skull. &lt;br /&gt;
&lt;br /&gt;
Rhang fell to the ground gurgling as he gulped his last breaths. Idris was already tearing down the hall to find his father. Valinor was alive, but barely. Idris dragged his father’s broken body out of the facility trying to find medical aid, but it was of no use. Valinor Adenn was dead.&lt;br /&gt;
&lt;br /&gt;
The Adenn’s, and the rest of the covert, grieved for the loss of the great Clan leader. Idris’ elder brother Erathan became the new head and fact of Clan Adenn. Erathan, still largely idolizing the failed [[starwars:New_Mandalorians|New Mandalorian Movement]], did not put up a fight when Idris laid claim to take Valinor’s armor. Erathan didn’t wish to be a warrior, he wanted to be a beloved politician. Armor was beneath his goals. &lt;br /&gt;
&lt;br /&gt;
Idris took the armor and had it reforged to his specifications. With a Black bodysuit, bright red plating, and golden accents, he made sure his enemies would always know who was coming for them. He would honor the generations of Clan Adenn who had worn, fought, bled, and died in this armor. He also laid claim to Shadowfang, having trained extensively with it. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; completely restored Idris, Rayjax, and Ashara took to the stars looking for work and hoping for an opportunity for revenge against Tysus Lanna’kor and Bjorn Clegathas. Rayjax handled piloting the ship well enough, and oversaw mechanical stuff, while Ashara brought her medical knowledge, having long studied science and medicine intending to become a full-fledged doctor.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed and armored, and with a thirst for vengeance, Idris and his crew aboard The Viper Fang left Batuu behind to explore the galaxy. Determined to protect his family, both on the Fang and on Batuu, Idris worked hard to carve out a name and reputation for himself. Haar Dreki’ormr be’Manda&#039;yaim — The Dragonsnake of Mandalore — would not be stopped. It would be a long road, hard, but the Viper was determined to leave his mark on the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
Early in 28 ABY. a group that was known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; popped up as an open bounty. Four of the seven had previously been apprehended and were each serving multiple life sentences in a supermax prison. The remaining three free ones successfully broke their compatriots out of the prison and went on the run. Considered extremely dangerous, and responsible for a massive pile of bodies, this bounty came in as a rarely seen &#039;&#039;Wanted Dead&#039;&#039; missive. &lt;br /&gt;
&lt;br /&gt;
For three months dozens of bounty hunters tried and failed to take out the Seven, only a handful escaping with their lives. Across the Outer Rim the gang moved planet to planet leaving nothing but death and destruction in their wake. Idris had considered going after them himself but was talked out of it by Rayjax and Ashara, who wished to focus on more manageable bounties. It was by pure luck, or the will of the Force, that their paths crossed on the desert world of [[starwars:Tatooine|Tatooine]]. &lt;br /&gt;
&lt;br /&gt;
Mos Espa was no stranger to violence. The sands of the city were often stained with blood, as the different criminal organizations vied for control. Unnoticed by the Seven, he tracked them through several streets, alleys, and buildings, racing along the rooftops of the city. He came at them from above, blasters drawn and firing. Two dropped immediately, and the third managed to knock one of Idris’ blasters from his hand before taking a blaster bolt to the chest from the other. &lt;br /&gt;
&lt;br /&gt;
Idris was lucky in that his armor was pure beskar, as several shots from the remaining four bounced off his armor, one ricocheting to kill another. Down to three members, the Shistavanen fled down an alleyway. Idris managed to fire off another shot, hitting the fuel tank of a parked speeder, killing a fifth. &lt;br /&gt;
&lt;br /&gt;
The remaining two hijacked a speeder bike and took off through the streets. Idris commandeered one himself and took off in pursuit. Rayjax and Ashara were already on the move to handle the bodies of the slain.&lt;br /&gt;
&lt;br /&gt;
The chase was fast, frantic, and frenzied leaving behind a wake of destruction before the two Shistavanen crashed into the wall of one of the many cantinas of the city. Limping they fled inside the cantina, with Idris close on their heels. &lt;br /&gt;
&lt;br /&gt;
Midday, the cantina was sparsely populated, and the few patrons there immediately hunkered down in the booths, while the Shistavanen hid behind the bar. Willing to deal with some property damage, Idris didn’t aim for the two targets, but instead at the glassware and alcohol bottles, causing them to shatter glass upon his bounties. In a single instant, the alcohol went up in flames, burning the two behind the bar top. One died of the burns, but the other survived. While the bounty was specifically cited dead, Idris kept the one alive to bring in alongside the corpses of his compatriots. For months later the people of Mos Espa talked about the rapid assault &#039;&#039;The Viper&#039;&#039; took to successfully take out the notorious Shistavanen Seven. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
[[starwars:Corellia|Corellia]], the wet gray dreary shipyards of the planet were responsible for some of the most important vessels in the galaxy. While the [[starwars:First_Order|First Order]] had yet to be publicly revealed, their tendrils were already present on the planet. &lt;br /&gt;
&lt;br /&gt;
Idris and the rest of &#039;&#039;The Viper Fang&#039;&#039; crew were ignorant of this fact. They were there for one reason only, Tagsa’ak &#039;&#039;The Crusher&#039;&#039; Menoron. The shipyard worker was notorious for smuggling illicit substances in the ships he helped build and had left a long line of bodies that had been crushed into concealed compartments alongside the drugs. Most of Corellia didn’t care, crime was all too common, and as long as the ships got built the corporations didn’t care. &lt;br /&gt;
&lt;br /&gt;
The family of one of his victims however disagreed and placed a large bounty on bringing him in alive to face punishment for his crimes. Idris was lucky, having training in the arts of the [[starwars:Rising_Phoenix|Rising Phoenix]], he was able to jetpack through the shipyards looking for his target. A maze of durasteel, and half-constructed vessels, it was all too easy to see why some people never found their way out. &lt;br /&gt;
&lt;br /&gt;
Tagsa’ak walked through the shipyard like he owned it. Yet the instant he noticed Idris hovering in the air, he took off running. He didn’t get far before Idris used his vambraces to shoot a rope restraining the man. Tagsa’ak fell face-first into a muddy puddle. A fast capture turned into a slow return, as Idris was forced to walk out of the shipyard with his bounty. Eventually making it out, Tagsa’ak was delivered and payment was received. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
Idris had worked as private security before. Idris had worked as a property escort before. He had hunted, tracked, killed, and captured all around the galaxy. In 29 ABY he was hired for the first time as a &#039;&#039;rescuer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Major companies waged a typically bloodless war against each other, silent chess moves in the dark to outearn each other. But now and again a pawn would get caught. Helio Industries was losing badly to its corporate rival, Nexicorp. Helio had sent a spy, undercover as an employee within Nexicorp. For ten long years, they siphoned intel out, finally escalating to the complete set of building specs and plans Nexicorp had ever created. &lt;br /&gt;
&lt;br /&gt;
Then they were discovered. Lod Hapfan had slipped up right at the goal line. And now Nexicorp was attempting to track down Lod to recover what had been stolen. It was a race between Idris and Nexicorp to locate and extract Lod with his intel. Both sides realized Lod was holed up near the top of a hundred-story tall highrise. &lt;br /&gt;
&lt;br /&gt;
For one hundred stories Idris and the forces of Nexicorp battled it out, trying to stop the other, without actually killing each other. Outgunned, and exhausted, Idris managed to get to Lod first but had no possible exit down the high rise as the Nexicorp forces closed in. He called for &#039;&#039;The Viper Fang&#039;&#039; to fly up next to the high rise. Not giving Lod any warning he threw his bounty out of a window, before jumping out himself. They landed hard on &#039;&#039;The Viper Fang&#039;&#039; hull but managed to get in and away before they could be shot down. &lt;br /&gt;
&lt;br /&gt;
In addition to the payment for getting the intel, and the bonus for getting Lod out alive, Helio Industries and Lod both acknowledge a continued debt to Idris and his crew. &lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In 30 ABY, Idris received a surprising communication, one he should have expected to happen sooner or later. One of his many “for pleasure” ventures had resulted in a child. With zero hesitation Idris redirected &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter. &lt;br /&gt;
&lt;br /&gt;
The girl’s mother, Ira, was just a servant, and in a panic about how to provide for the girl. Idris assured Ira that the girl would be well taken care of. They decided to name her Elia, in memory of Idris’ murdered sister. Elia would spend her time bouncing between living with Idris out on the move, or on Batuu, under the watchful eye of ba&#039;buir (&#039;&#039;nana&#039;&#039;) Melora. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
With a growing reputation, Idris found himself invited to assist in a great hunt by a wealthy patron, Erik Maroca. The target was a Greater [[starwars:Krayt_dragon|Krayt dragon]] that had been located on Tatooine. Following a night of free drinks and celebration at his return to Mos Espa, Idris met up with Erik and the arsenal of additional warriors he had hired out for the task. &lt;br /&gt;
&lt;br /&gt;
This venture promised to be rewarded, each guaranteed a take of the elusive [[starwars:Krayt_dragon_pearl|pearls]] that grew inside of the beasts, but of course, they could only be harvested if the dragon itself was killed. &lt;br /&gt;
&lt;br /&gt;
Erik Maroca was old school. He desired honor in his kill, something that had to be fought for, and the risk of death always was on the table. He easily could have paid to glass the fearsome beast, but instead led the charge of over a dozen men, each with a sordid history of violence. Erik organized and planned so that they could get on with the killing. &lt;br /&gt;
&lt;br /&gt;
The plan was simple, draw the beast out with bait, and aim for weak points such as the eyes, and inside of the mouth. Keep it out and engaged without letting off the assault. Once weak points were established, get explosives into them and under the protective armor of its skin. &lt;br /&gt;
&lt;br /&gt;
Plans rarely go the way you expect them to. The beast was twice the size as they had been told, ancient, and more than capable of killing. They managed to expose several pairs of the beast&#039;s powerful legs before crippling it. While it was unable to swim through the sandy dunes, it was still more than capable of crushing everyone. &lt;br /&gt;
&lt;br /&gt;
By sheer luck, the beast was slain, enough wounds had finally caused it to bleed out. Of the fifteen men, six remained alive, two of whom were critically injured. It was then Erik Maroca pulled out his blaster and told the group to walk away. Most too tired from dealing with the dragon backed away slowly. Idris did not. Erik fired, but Idris’ beskar’gam took the blow with ease. &lt;br /&gt;
&lt;br /&gt;
For his betrayal, Idris took Erik’s main hand and his manhood. He and the others stripped the Krayt Dragon for the reward they were promised (and then some) and left Erik a bloody mess in the middle of the dune sea with naught but a rotting corpse for company.  &lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
Idris once again found himself on a job that would drastically change his life. A king, Isaidar Kilvaari, from the planet Aeria in the Outer Rim contacted Idris about a job that would likely last several months. Rebelling tribal groups on the planet were kicking up violent encounters in protest of the Kilvaari Monarchy’s rule. &lt;br /&gt;
&lt;br /&gt;
To help restore peace, King Kilvaari was hiring dozens of mercenaries and military contractors with no ties to the planet. While conflicted about fighting those who were rebelling for freedom, the payout was just too much to ignore. So for several months, &#039;&#039;The Viper Fang&#039;&#039; set up shop in Isaidar’s palace hangar. &lt;br /&gt;
&lt;br /&gt;
This is where Idris, Rayjax, and Ashara met the princess, Madeline Jisella Kilvaari. Eighteen, beautiful, and a sharp quick mind, Idris was smitten with her at first sight. Despite dozens of attempts to woo her, Idris for the first time in his life experienced true rejection. She was already promised to be married off to a lord on Aeria. A traditional marriage for allegiance. &lt;br /&gt;
&lt;br /&gt;
Just three weeks into the job on Aeria, the trio spent a night off attending a very illegal street [[starwars:Swoop|swoop bike]] race. The winner of the race was a woman who kept her face completely concealed, even at the over-the-top after-party. The three found it suspicious but stayed at the party until it was broken up by the local police force. &lt;br /&gt;
&lt;br /&gt;
In the early hours of the morning, while returning to the palace, Idris spotted the racewinner sneaking back into the palace. He realized it was none other than Madeline.&lt;br /&gt;
&lt;br /&gt;
This knowledge led to a very frequent set of secret communications between Idris and Madeline, who asked him to call her MJ. They talked about everything, Idris’ history, the adventures he, Rayjax, and Ashara went on, and how much of a colossal asshole MJ’s father was. It was more than evident however that what MJ wanted more than anything was to leave the planet of Aeria behind and to see the stars. She certainly had no interest in being used as a political prop in a pre-arranged marriage. Through all of this Idris still failed to seduce her, a fact that both drove him crazy and desire her all the more. &lt;br /&gt;
&lt;br /&gt;
As the job on Aeria concluded, the rebelling tribes pacified, Idris and crew planned with MJ to help her escape to live the life she always wanted.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
It took several months before the plan was set, and enough time since the job on Aeria to not shed suspicion on &#039;&#039;The Viper Fang&#039;&#039; being connected. Idris even very publicly took a job in the core worlds to establish an alibi. &lt;br /&gt;
&lt;br /&gt;
Ashara and Rayjax secretly made their way back to Aeria, and commandeered some tribal transport ships (along with providing the tribes security access codes and security maps for the major cities on the planet). They used the ship to “crash” another transport ship that MJ was taking to cross the planet. They smuggled themselves off-planet in a container that was left floating in deep space, where Idris picked them up with &#039;&#039;The Viper Fang&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MJ’s father King Isaidar was frantic, and eventually even contacted Idris himself to request help in locating his missing daughter. Idris promised he would let the king know if he came across any information regarding MJ. Idris offered to drop MJ off at any planet she wanted, and after a very prolonged series of “one more job” claims on her end, it was evident she was happy staying aboard the ship as one of the crew, taking over the role of the primary pilot from Rayjax, who was much happier focusing purely on mechanics. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Idris had done a lot of stupid stuff in his life. Accepting a hunt request to corral a [[starwars:Terentatek|Terentatek]] was certainly up there on the list. A rich game collector, Divad Ston’iving, had owned it as part of his private menagerie. His attempts to recapture the beast failed, as did the first four bounty hunters he hired to help. Idris was completely unaware of the prior four hunters when he accepted the job. &lt;br /&gt;
&lt;br /&gt;
This bounty was very specifically wanted “alive”. Divad had spent too much money to get it in the first place, and on its living quarters to let it die. This fact was a likely contributing factor to the first four bounty hunters failing. &lt;br /&gt;
&lt;br /&gt;
Idris learned several things in quick order about the Terentatek. It was bipedal. It was fast. It was definitely poisonous. And it was dumber than his brother was. &lt;br /&gt;
&lt;br /&gt;
The damage to the menagerie was extensive. Idris lost count of how many exotic animals were either collateral damage or also escaped during the conflict, never mind the cost of repairing the facility itself. Armor severely damaged, most of his ribs broken, and a taint of poison from a minor scratch flowing through his veins, Idris realized it was a kill-or-be-killed situation. &lt;br /&gt;
&lt;br /&gt;
Idris chose the first option, to the wrath of Divad Ston’iving, who refused to pay Idris for his efforts. In serious need of medical attention, he severed the head of the Terentatek and dragged it back with him to the ship to have it mounted as a trophy. Before Ashara could knock him out and get him in a bacta tank he also made sure the ship fired on the main gates of the menagerie ensuring what creatures were still alive in there could escape. &lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
It was several days before anyone on &#039;&#039;The Viper Fang&#039;&#039; realized they had a stow-away on board. Everyone was focused on Idris healing, and what next job to take. Only as more food went missing did they realize one of the creatures held by Divad Ston’iving had snuck aboard the ship. &lt;br /&gt;
&lt;br /&gt;
A young [[starwars:Ewok|Ewok]] named Takkoo, who after smelling some of the food being stored on &#039;&#039;The Viper Fang&#039;&#039; snuck on board.&lt;br /&gt;
&lt;br /&gt;
It took some work, but Idris picked up enough of Ewokese to understand Takkoo, who in turn picked up enough Basic to know he should stop stealing their food, they would gladly feed him. When Takkoo came in contact with Rayjax, he seemed to believe the Wookiee was in fact a giant Ewok, and constantly stuck by Rayjax’s side. &lt;br /&gt;
&lt;br /&gt;
They tried several times to free Takkoo, including taking him back to the Forest Moon of [[starwars:Endor|Endor]]. Takkoo refused to leave. Curious, and smart, he seemed to enjoy life on the ship and took up studying about all the strange new food he would encounter on their travels. He eventually became a very capable cook.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]] are a sight to behold. But its majestic beauty was a bonus for &#039;&#039;The Viper Fang’s&#039;&#039; visit to the planet. A popular retreat for the [[starwars:Mon_Calamari|Mon Calamari]], it also happened to be the last known location of Qelmaax Rohb, a particularly dangerous and sociopathic environmental terrorist, wanted dead or alive.  &lt;br /&gt;
&lt;br /&gt;
Qelmaax was responsible for the bombings of over two dozen corporate offices, each responsible for their own fair share of pollution and eco-damage through the core systems. Logging, ship manufacturing, chemical processing. There was no real rhyme or reason to the companies he went after, only that they contributed to damage to the planets they operated on. &lt;br /&gt;
&lt;br /&gt;
Idris had always admired the Mon Calamari. Their contributions to the Rebellion during the war could never be understated, and their ability to convert ships to war vessels was impressive no matter what side of the war you sat on. In fact, Qelmaax was the first instance of a truly dangerous and mental Mon Calamari that Idris had ever heard of. &lt;br /&gt;
&lt;br /&gt;
Lucky for Idris, Qelmaax wasn’t in a location to expose a lot of collateral damage, a small dingy of a lifeboat on the dunes. Unfortunately, the whole thing was rigged with enough booby traps, weapons, and explosives to wage war on a small planet. Only Qelmaax seemed to know the vessel well enough to move about it without being skewered, sliced, diced, impaled, or detonated. &lt;br /&gt;
&lt;br /&gt;
Idris’ primary strategy was always to attempt to bring in a bounty warm if it was possible. But as he scanned the ship he realized that was less and less an option. Thankfully the bounty was open on the status of the Mon Calamari to get paid. Idris never even stepped foot on the ship, He waited for Qelmaax to appear, then roasted him while hovering in the air with the flamethrower on his vambraces. The toasted corpse of Qelmaax did give Idris a hankering for some seafood, something Takkoo was more than happy to supply back on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
Idris found himself on the nightclub and research station of [[Danktooine]], located in the [[Caperion System]]. He was totally unaware of the station&#039;s affiliation with the Brotherhood, Scholae Palatinae’s status as an Imperial remnant, or who the owner of the station, [[Xen%27Mordin_Palpatine|Xen’Mordin]], was. It was just a stopping point following a long day in the field. &lt;br /&gt;
&lt;br /&gt;
As fate would have it, this night also saw Xen’Mordin leave his private office and visit the nightclub as well. He was looking to witness the next test in a series of chemical developments to increase suggestibility in sentient beings. As always the nightclub remained an incredible testing site for Vismorsus Industries to exploit. &lt;br /&gt;
&lt;br /&gt;
However, the tests didn’t go as planned, as in several of the unwitting test subjects the chemical drastically increased aggression. A step back for Xen’Mordin but something he would have filed away for use should it be needed. But first, there was the issue of the full-on brawl taking place. &lt;br /&gt;
&lt;br /&gt;
Idris was always down for a good bar fight, having experienced more than a few himself. He jumped in to subdue the aggressive test subjects/club patrons. In the middle of the fight, he tackled Xen’Mordin to the ground, saving him from a spray of blaster fire. Xen’Mordin, a bit annoyed at being manhandled when he was perfectly capable of handling the blaster fire himself, did feel slightly grateful for Idris’ quick action to protect him, a stranger, from danger. &lt;br /&gt;
&lt;br /&gt;
While the club cleaned up from the fight, Xen’Mordin bought Idris a round, while quickly running a background check on the Mandalorian. Upon learning that Idris was an accomplished bounty hunter, Xen’Mordin offered him a substantial amount of money to take on some less-than-savory jobs he needed to be taken care of.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
An agent of [[House Excidium]] went rogue, in the worst possible way. Ull Domar had taken secrets from the house, and of [[Clan Scholae Palatinae]], and run. The House, clan, and all of the Brotherhood’s dealings within the Caperion System had to remain a secret. Should the wrong people learn of it, the system would be at risk, and Scholae Palatinae might find themselves on the run once again. &lt;br /&gt;
&lt;br /&gt;
Knowing there would be many from the clan looking for the rogue agent, he decided to intervene by hiring a professional. &lt;br /&gt;
&lt;br /&gt;
Idris gladly took the job, shocked at how many credits were on the table for what he could tell was nothing more than a routine snatch and grab. Domar didn’t even seem particularly dangerous, a timid sort of man more interested in reading than fighting. Utilizing his own contacts, Idris was able to quickly trace Domar to the smuggler’s moon, [[starwars:Nar_Shaddaa|Nar Shaddaa]]. &lt;br /&gt;
&lt;br /&gt;
All data pointed to Domar trying to sell info to the Hutts, who had been less than pleased that Scholae Palatinae had been operating for decades in their territory when they occupied the Cocytus System. &lt;br /&gt;
&lt;br /&gt;
Upon reaching the moon, Idris realized the warehouse Ull Domar was hiding in was very well-defended. The Hutts took maintaining their domain seriously, and infractions on their turf would come with deadly consequences. Rather than shoot his way through to get to Domar, Idris faked it. He claimed to work for the same Hutt that owned the warehouse, telling the guards he was there to escort Domar to “The Boss”. &lt;br /&gt;
&lt;br /&gt;
Remarkably it worked, and Idris returned Ull Domar to the Caperion System without having to fire a single shot. &lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
Idris’ name and the deeds he had done for Xen’Mordin traveled around the Brotherhood. Another Mandalorian, talented and deadly, but not directly affiliated with the Brotherhood was a rare sight. His name eventually found its way to the ears of another such Mandalorian, Declan Roark. &lt;br /&gt;
&lt;br /&gt;
Contact between the two was established by [[Thane_Skotos|Atra Ventrus]] delivering a challenge coin. Declan was looking to form a group of like-minded individuals to open a new clan within the Brotherhood, one that would provide a reliable way to make a lot of credits. &lt;br /&gt;
&lt;br /&gt;
Idris jumped at the opportunity and was among those who helped plan and open the Brotherhood’s newest clan, [[Clan Vizsla]], named after the legendary Mandalorian clan. During this time, his underworld contacts also brought him into the fold of the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s own underworld operating out of the [[Godless_Matron|Godless Matron]].  He quickly found himself under the direct employee of one of the [[Dark Council|Council]], the [[Herald]] [[Selika_Roh|Selika Roh]], as her [[Praetor]].&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
In 37 ABY, shortly after the formation of Clan Vizsla a woman was murdered and defiled outside the Saga drinking hall on the Clan’s homeworld of [[Zsoldos]]. Idris and the crew of &#039;&#039;The Viper Fang&#039;&#039;  were among some of the Vizsla members that accepted the contract on the murderer and rapist, Nnelg Noswil. &lt;br /&gt;
&lt;br /&gt;
Nnelg was a crafty loner, who lived deep in the forest surrounding the town of Ullr, and only returned to town for supplies when he needed them. No one was certain of his exact location in the forest, but what the people of Ullr did know was that none of the people who had ventured to bring him in had returned.&lt;br /&gt;
&lt;br /&gt;
While Idris was questioning people in town, Nnelg reappeared and in the attempts by the locals to stop him, resulting in several other civilian deaths and injuries. Idris eventually learned some Vizsla initiates had attempted and failed to kill Nnelg, and using the still-active transponders in their suits, tracked down Nnelg’s location in the forest. Following a brief battle, Nnelg was killed and Idris turned in the body as proof.&lt;br /&gt;
&lt;br /&gt;
For his actions in stopping Nnelg, Idris became known as &#039;&#039;The Protector of Ullr&#039;&#039; amongst the locals. &lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Clan Vizsla was called to action shortly after forming. One of the Brotherhood’s greatest enemies, [[The_Collective|The Collective]] had faked a Brotherhood attack on a group of potential new allies, [[The_Severian_Principate||The Severian Principate]]. With the Collective falsely attributing these attacks to the Brotherhood and holding several important Brotherhood individuals, including the Deputy Grand Master [[Evant_Taelyan|Evant Taelyan]], Clan Vizsla jumped into action. &lt;br /&gt;
&lt;br /&gt;
By this time, not only had Idris become a full-fledged member of the Brotherhood, and founding member of Clan Vizsla, but he was also now in charge of a small team within Clan Vizsla, [[Saxon|Battleteam Saxon]]. Idris and his crew found themselves in heavy combat within [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main settlement for the mining operations within the [[Lyra-3K-a_system|Lyra-3K-a system]]. Alongside the rest of Clan Vizsla, Idris helped push back the Collective forces from the colony and save the civilians who called it home. This bolstered the Brotherhood’s relationship with the Principate while furthering the continuing war against the Collective. &lt;br /&gt;
&lt;br /&gt;
==== Do U Kno Da Wae (37 ABY) ====&lt;br /&gt;
Aiding Clan Vizsla put Idris in contact with more Mandalorians than he thought possible. Following the great purge, he had grown up believing them to be a mostly extinct order, that he was one of the last few holding on. Relieved to see so many other brothers and sisters, he came to enjoy his time in the Brotherhood, leading Team Saxon and working deep within the Shroud Syndicate. &lt;br /&gt;
&lt;br /&gt;
It was while on &#039;&#039;The Godless Matron&#039;&#039; that Idris first came across [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian, and strict adherent to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]. Idris’ had only heard of the ultra-orthodox cult of Mandalore and worried that his own approach to what it meant to be one would clash hard with Zxyl. Luckily that did not become the case, as both men respected each other’s views, and appreciated just having another Mandalorian around. This was exceedingly good luck as both men would find their way to serve on the Council before too long. &lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris&#039; was busting down the door. Despite a lifetime of wandering and self-reliance, Idris found himself tasked by the Brotherhood to oversee the Inquistorius. A position of honor, and a lot more desk time than he had the patience to handle. His reputation secure, Idris was able to forge lasting alliances and friendships all while working the Brotherhood&#039;s information network to his advantage, often sneaking out to handle things personally in the field. The Voice of the Brotherhood would be heard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
Following the events in the Kyra-3K-a system, the [[Voice_of_the_Brotherhood|Voice of the Brotherhood]], [[Marick_Tyris_Arconae|Marick Tyris]] retired from the position, returning back to his home in [[Clan Arcona]]. The immediate power vacuum in the leadership of the [[Inquisitorius]] network. Many were vying to gain the upper hand and take the mantle of Voice. Ascending to serve on the Council was seen as a great honor, one that came with great rewards and great risks. &lt;br /&gt;
&lt;br /&gt;
Idris’ own abilities, history, and expansive network had put him on the list presented to the Grand Master Telaris Cantor. But Idris had little patience for political scheming. If he was to be Voice, he would not play the game to get it. There were multiple attempts by Inquisitorius agents to contact Idris. &lt;br /&gt;
&lt;br /&gt;
Instead, he went and did his job, hunting. Tracking a collection of Collective agents to the planet of Corellia, Idris assaulted their base single-handedly. Such was his refusal to play games, that the Inquisitorius Director [[Inquisitorius#Director|Ness&#039;arin Ohnaka]] herself had to make a rare appearance in the field to tell him he had the job. &lt;br /&gt;
&lt;br /&gt;
In the space of a year, he had gone from freelance to sitting on the Council of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
While the Brotherhood coped with a missing Deputy Grand Master, and the diplomats that were abducted during the events in Lyra-3K-a, Idris spent a great deal of time attempting to locate the prisoners’ location. All the while, they were being tortured by the Collective, who in turn was looking to free their own captive forces. &lt;br /&gt;
&lt;br /&gt;
The Severian Principate had taken as many prisoners as they could from the Collective as retribution for their betrayal. They housed these Collective forces in the same supermax prison they kept all of their criminals, on [[Tenixir]]. A planet with intense gravity, the prison was contained with gravity well to make it habitable. When the Collective attempted to rescue their people, The Brotherhood honored their alliance with the Principate and helped repel the Collective Forces. &lt;br /&gt;
&lt;br /&gt;
At the same time, Idris had located the location of [[Evant Taelyan]], and the diplomats, and sent forces to recover them. Regrettably, only the Deputy Grand Master and two of the diplomats were recovered. Evant was a tortured broken man, yet the Grand Master seemed to care not. &lt;br /&gt;
&lt;br /&gt;
With Evant safely recovered, Idris left to make peace with the now-freed captives from the Tenixir Prison. Calling themselves [[The Tenixir Revenants]], Idris helped supply an initial set of ships and weapons so that they might leave Principate Space. &lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The conflict with the Collective came to its climax on the planet of [[Arx]] itself, the seat of the Brotherhood. Rath Oligard, believing he had broken Evant enough to use him, launched a full-scale assault on the planet. This of course was all to the Grand Master’s plans, seeking to destroy the Collective once and for all. &lt;br /&gt;
&lt;br /&gt;
The assault was violent, bloody, and led to heavy casualties on both sides. It was the first time Idris had to find a way to balance his need to be in the thick of combat and his ability to lead others. A difficult lesson for a man with a massive ego. &lt;br /&gt;
&lt;br /&gt;
In the end, the combined efforts of the clans, the Council Forces, and the Principate were able to repel the Collective. Evant was seemingly killed, although he was merely severely injured and smuggled off-planet, a fact Idris did not share with the rest of the Council. &lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
Evant took months to recover. Eventually, both body and soul were ready to return to work. He had one goal, to take the Iron Throne. To accomplish this he enlisted the help of the [[Regent]], Atra Ventrus, the [[Justicar]], [[Dacien_Victae|Dacien Victae]], and Idris to ensure as peaceful of a transition as possible. A lofty goal given so many who claimed the Iron Throne did so on the backs of thousands of corpses to obtain it. Dacien was to use the laws of the Brotherhood to maintain order, while Atra bribed the clans with assets from ACE. Idris was simply to blackmail clan leaders or provide them valuable information they desired. &lt;br /&gt;
&lt;br /&gt;
In the end, it became a non-event, with only one casualty, and Telaris Cantor vanished before the eyes of the Council and Consuls. Evant ascended to take the title of Dark Lord of the Sith and named himself Darth Nehalem. &lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
A full-blown war between the Principate and the Revenants was all but inevitable. This was escalated due to both parties, along with the Brotherhood, and the Collective, having collected rare crystals. These crystals were able to influence the desires of those around them, turning them hyper-violent and aggressive. &lt;br /&gt;
&lt;br /&gt;
On the Hutt-controlled planet of [[Dandoran]], war finally broke out, though not simply along faction lines of Principate and Revenant. Both factions split in half, each with their own goals. Some vying for peace, others for the annihilation of their enemies. And the prize to seal the deal was a massive collection of crystals, being set up for auction by a Hutt collector. &lt;br /&gt;
&lt;br /&gt;
Idris himself had a limited presence during this conflict. While he was in fact within the Dandoran system, he never managed to set foot on the planet itself and was too busy attending a massive party being thrown by Py’zah the Hutt on his yacht at the far end of the system. &lt;br /&gt;
&lt;br /&gt;
The end of the conflict however spelled a massive amount of work landing on Idris’ plate. A new enemy appeared in the form of a woman who called herself &#039;&#039;The Seer&#039;&#039;. She had used the crystals to create monstrous abominations that were incredibly difficult to kill. It was apparent a powerful group had taken notice of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late 39 ABY, Idris himself entered the field to get any information he could about The Seer, and her organization. For weeks he went from planet to planet-hunting down whatever he could. In the end, it paid off. While the effort to extract a member of the mysterious organization severely damaged his armor and left him severely injured, Idris was able to extract a single person, Acolyte Saikar who referred to himself as a Fateweaver. &lt;br /&gt;
&lt;br /&gt;
Saikar explained that he was a member of [[The Children of Mortis]], an ancient organization that was devoted to one cause. Setting the Force free. With new information on the table, Idris began to utilize the inquisitorius’ artificial intelligence, E.D.I. (Entire Database of the Inquistorius) to pour over anything they had on the Children. The game was on. &lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Using the information gathered from Saikar, Idris tasked the Inquistorius to focus all of their efforts on preparing to fight the Children of Mortis. However, Idris was not able to devote his full attention to this pressing matter as he was also helping each clan secretly research the crystals the Children had been using. The Inquistorius&#039; best source of information came from planting one of their own as a recruit for the Children&#039;s Lightbringers, Qru Avajor. Regrettably, Qru was found out, and killed shortly before the Children of Mortis unleashed a horrible attack against the Brotherhood. Idris felt responsible for this, having not opted to pull Qru out sooner. &lt;br /&gt;
&lt;br /&gt;
Idris was not able to wallow in his guilt for long, as the Children finally showed their cards, releasing massive crystalline asteroids against the home worlds of each of the clans. While the Council had expected an attack on Arx, this sudden attack against the clans made their defensive plans useless. Unable to immediately help the Clans, Idris worked with his fellow Councilors to consolidate the research each clan had made to create a counteragent to the conversion gas that was pouring out across the homeworlds. The Clans stood firm and held their ground before the counteragent was released and the Children shockingly repelled. The Children retreated through Force portals, a new occurrence that the Inquistorius needed to research. &lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
The Grand Master, Darth Nehalem, personally tasked Idris with a matter of great importance, hunting down the former Grand Master Telaris Cantor. Nehalem had become obsessed with his predecessor who had been taunting his mind. At this time, the Grand Master also named Idris, alongside the Justicar Thane &amp;quot;Atra&amp;quot; Skotos, as lords. A great honor and a powerful vanity title, the two newly minted lords had also been working together in secret for years. Together they decided to feed false information to the Grand Master to appease his growing obsession while continuing to focus their efforts on their own plans. &lt;br /&gt;
&lt;br /&gt;
Their efforts of course were hindered partially by the plan to go on the offensive against the Children of Mortis. Over the following months a great portal was constructed to lead the Brotherhood, and its clans into the &#039;&#039;Ethereal Realm&#039;&#039;. With the Council leading the charge, Idris was among the first through the portal and into the hell that was the assault against the Children of Mortis. &lt;br /&gt;
&lt;br /&gt;
The leader of the Children of Mortis, the Father, had once been known as Matthias Westland many thousands of years ago. Over that time he had repeatedly attempted to &amp;quot;break the chain&amp;quot; and combine his soul with the Force to build a new reality with him as the ultimate power. This assault against the Children quickly became a race against the clock as the Father began yet another attempt. Luckily the Brotherhood&#039;s forces made it to the Father&#039;s ritual site and stopped it before it could happen.&lt;br /&gt;
&lt;br /&gt;
Dacien Victae, the Deputy Grand Master, had quickly been elevated as the primary leader of the conflict, as Darth Nehalem had abandoned the Brotherhood to finally face his own nemesis, Telaris Cantor, who was present in the Ethereal Realm. As Dacien and the rest of the Council fled back to the portal, they remained at the furthest edge of the Brotherhood&#039;s forces, the ones constantly in combat with the Children. Giving the Clans time to retreat, this heavy combat came at a great loss of life. Dacien was a major target for the Children, and Idris jumped between the Deputy Grand Master and a crystalline spear at the last moment, saving Dacien&#039;s life. Speared through the abdomen, Idris fell and was pulled out by a fellow Mandalorian, the Regent Zxyl Bes&#039;uliik Taldrya. &lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Idris spent many months in a coma straddling the line between life and death. His armor was left in ruin from the fight, unusable should he manage to recover. Luckily Zxyl was also an incredibly skilled beskar armor and labored hard over this time to repair Idris&#039; armor. He left the armor in Idris&#039; office for the day that the Voice woke up. &lt;br /&gt;
&lt;br /&gt;
Eventually, Idris did make a full recovery, and then some. Between his time in the Ethereal Realm, the crystalline spear that nearly ended his life, and his meditative reflection while healing, Idris found a way to tap into the Force, able to wield the slightest portion of its power. &lt;br /&gt;
&lt;br /&gt;
This very near-death experience changed the Mandalorian in other ways too. While still cocky and headstrong, Idris found himself more mature from the experience and more deeply attached to the ways of his Mandalorian ancestors. It also made him incredibly more caring about those he considered his family and friends.&lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
Idris Adenn has an easy but commanding presence. His tall, lean, and lithe body is toned and muscular without being bulging, covered by bronzed skin. He is graceful and confident in his movement, calm but like his moniker, he is always coiled ready to strike. Idris has a very focused physical regiment, and while it helps keep him strong, his focus is speed and agility, not brute strength. &lt;br /&gt;
&lt;br /&gt;
Considered by many to be attractive, Idris has a square face with clear cheekbones and jawline. His jawline is further defined by his extended goatee, and the rest of his face is full of scruffy beard growth from only shaving periodically. His hair is a luscious black, having grown longer, it is typically swept back, and goes down to his shoulders. He has dark brown eyes, mischievous and cunning, that are set under a sharp browline. &lt;br /&gt;
&lt;br /&gt;
His face is extremely expressive, typically displayed as youthful, vigorous, full of life and lust. However, Idris is capable of being serious, and his face can often be found reflecting his more calm, respectful, and insightful side. With a quick temper, his expression can change in a snap. However often found in the bouts of combat, his expression typically reflects a fierce rage mixed with deep enjoyment of combat. &lt;br /&gt;
&lt;br /&gt;
His body is littered with various scars, none serious, but all clearly reflect his combative lifestyle.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
Like many Mandalorians, Idris’ identity is closely tied to his [[starwars:Mandalorian_armor|armor]]. While not his family’s oldest child, he was the one to inherit the Adenn’s primary armor from his father, Vaeden. Constructed of the incredible Mandalorian alloy [[starwars:beskar|beskar]], it is one of Idris’ most prized possessions. The exact date of the original forging of the armor is unknown, but it is at least 600 years old and has been passed down the Adenn line that entire time. According to Clan lore, it contains fragments of Beskar worn by several great Manda’lors and other Mandalorian heroes from ages long past. &lt;br /&gt;
&lt;br /&gt;
It is of a unique construction for Mandalorian armor, with the chest piece broken into several pieces, allowing for better movement, but also making it more susceptible for damaging blows. Upon receiving it from his father, Idris had reforged, restoring its worn-down appearance to a pristine condition, and painted it a metallic blood red with bright orange highlights. It was subsequently nearly damaged beyond repair in 40 ABY. When it was reforged, Idris had it repainted, a rich black color with shiny silver accents, accompanied by a deep crimson body glove.  &lt;br /&gt;
&lt;br /&gt;
Also typical of the Mandalorians, Idris utilizes a jetpack for increased mobility. He frequently has a dark brown flame-resistant cape wrapped around him. His primary weapons of choice are two [[starwars:WESTAR-35_blaster_pistol|Westar-35 Blaster Pistols]] constructed of red and black metals that fire uniquely colored violet with black core bolts. His main-hand blaster is known as &#039;&#039;Haar Maan Miit&#039;&#039;, The First Word. Its twin is &#039;&#039;Darasuum Uur&#039;&#039;, Eternal Silence. He is nearly always equipped with his traditional Mandalorian Vambraces, styled to match the rest of his armor and also of high quality beskar material. He also owns several other beskar crafted weapons including a Kal Dagger, Beskad, and Spear. &lt;br /&gt;
&lt;br /&gt;
Unlike many Mandalorians, Idris does take time away from his armor. These ventures have become less and less common the older he has gotten. Not out of disrespect of the ancient Mandalorian code, something Idris takes seriously, but out of comfort and convenience. It&#039;s much easier to get out of casual clothing than his armor, something he is quite fond of on his nights off. He has also found it is frequently easier to go home with someone when not taken as a pure Mandalorian brute. &lt;br /&gt;
&lt;br /&gt;
His casual wear is simple but clearly, reflects a refined taste. A blood-red undershirt with a deep cut for his neckline, black trousers, sturdy but tasteful boots. This is typically placed within a knee-length black jacket featuring a stiff upright collar and red accent colors.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a forceful, lusty man with a quick wit and barbed tongue. He likes to fight, often spurred on by his quick temper. But he also demonstrates a keen intellect and intense carnality. Personable and what many take as an easy-going personality, many miss the serious man beneath. Most either find themselves enchanted or repulsed, with very few ever feeling truly apathetic about the Mandalorian. &lt;br /&gt;
&lt;br /&gt;
Idris has ended his fair share of lives and feels life must be enjoyed to the fullest while one can. Many would say his lifestyle is excessive, but Idris is a man who knows what he likes; be it men, women, food, drink, or a good old-fashioned fight. If it is obtainable and he wants it, he will take it and enjoy it in abundance.&lt;br /&gt;
&lt;br /&gt;
Arrogant is one of the most common words thrown around when people mention Idris. There is no doubt that he thinks very highly of himself. Idris never merely walks around like he owns the place, he *swaggers*. Coupled with his quick temper and flair for dramatic moments, this leads to many forms of conflict. &lt;br /&gt;
&lt;br /&gt;
That isn’t to say Idris is so self-centered he doesn’t care about other people. Above all else, Idris is a passionate man, and that passion extends to those he is loyal to. Most close to the members of his crew on &#039;&#039;The Viper Fang&#039;&#039;, and his surviving family members, he will protect them above all else. &lt;br /&gt;
&lt;br /&gt;
Idris is also a hardline traditional Mandalorian. He takes his Mandalorian heritage seriously, be it his honor or adherence to the Mandalorian Code. He does not buy into the newer pacifist movement of the last several decades and maintains the old Mandalorian ways were the best. He seeks to remind the galaxy that the Mandalorians are still alive and ready for the good fight. &lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Idris is well-traveled and has connections in most parts of the galaxy. The most frequent ones, however, are listed below. They can be considered Idris’ family and hiring him means their involvement as well, though typically far away from the line of fire. They all worked and lived on a VCX-100, &#039;&#039;The Viper Fang&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: Ritually aged/experienced an additional 5 years of life - {{Birthyear_and_Age|ABY|27}} &lt;br /&gt;
&lt;br /&gt;
Sirdi Tyma is a Nightsister born from the combination of Idris&#039; DNA recovered at the crash site of the &#039;&#039;Epsilon Shade&#039;&#039; and her mother&#039;s remains were recovered from a Nightsister casket on board the ship. She was part of a brutal Nightsister ritual that caused her to experience a total of an additional 5 years of life than she would have otherwise, being raised by her coven and the spirit of her beloved Night Mother. She is a wild card, torn between learning more of her father, and the pull of her cultural upbringing. &lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
Madeline Jisella “MJ” Kilvaari is the vivacious pilot of the &#039;&#039;Viper Fang&#039;&#039;. A young and naturally skilled pilot, she keeps a safe eye both on the ship and its crew. Her skills as a pilot are augmented by the fact she is force-sensitive. She understands the rough and morally ambiguous lifestyle that comes with being a bounty hunter and mercenary but still attempts to keep Idris and the rest of the crew on the &#039;&#039;light&#039;&#039; end of the spectrum. She continues to reject Idris’ romantic advances, but that doesn’t stop him from trying, especially given her continued playful flirting with him.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
“Rayjax” is the &#039;&#039;Viper Fang’s&#039;&#039; co-pilot and primary mechanic. He is incredibly protective of the crew on the &#039;&#039;Fang&#039;&#039;, especially Idris and Elia. Rayjax’s full Wookiee name is much longer and too difficult for Basic speakers to pronounce. He had shorted it to Rayjax decades before meeting Idris. He is a constant tinkerer and is never without his tools and some sort of gadget he is working on. &lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
Ashara Kyl is a deeply spiritual and scholarly Twi’lek. She believes in the sanctity of life and has dedicated her life to the arts of healing and preservation of knowledge. She grew up alongside Idris, with her family having been freed by Idris’ grandfather. She is very OCD about her medical supplies, living quarters, and personal health. She frequently provides unsolicited health advice to anyone who attempts to talk to her. &lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
Takkoo is an Ewok who snuck aboard The Viper Fang, seeking the food he smelled onboard. Since then he has become an avid foodie and functions as the cook for the crew. He still frequently attempts to trap people in rudimentary snares. Most of the crew of the Viper Fang subconsciously notice and avoid them.  &lt;br /&gt;
&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia is Idris’ daughter, named after his murdered sister. She is typically found on Batuu with Melora, Idris’ mother. She is learning the ways of the Mandalorians to be like her father. &lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; ====&lt;br /&gt;
BB-89 aka &amp;quot;Marble&amp;quot; II is a [[starwars:BB-series_astromech_droid|BB Series Astromech]]. It has a masculine programming personality. Marble helps keep track of the workings on helped keep track of the workings on the &#039;&#039;The Viper Fang&#039;&#039;, working along side the Wookiee, Rayjax. Originally painted a matte black base with metallic red accents, he has various “Elia Adenn Originals” painted on his spherical body.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. (Entire Database of the Inquistorius) is an advanced artificial intelligence with many quantum nodes found throughout the galaxy. She was linked to the Brotherhood&#039;s databases upon Idris&#039; taking the position of Voice. She has a direct line to Idris&#039; helmet, as well a node location on his ship, &#039;&#039;The Viper Fang&#039;&#039;, and various droid bodies to use. Most frequently, she maintains a presence within a captured Ascendant Drone, accompanying Idris in the field.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris went through multiple versions before being finalized as a Mandalorian Human. With the addition of the NPC and Non-Force User options to the club, the man behind [[Xen%27Mordin_Palpatine|Xen’Mordin]] began formulating an alternative character to utilize. Originally, Idris was to be a [[starwars:Lasat|Lasat]] mercenary with a sadistic streak. Idris sat completely unused at this time. &lt;br /&gt;
&lt;br /&gt;
Eventually, bored with utilizing Xen’Mordin as his main character, Idris became the primary focus of development. LucasArts announced a new streaming TV series &#039;&#039;The Mandalorian&#039;&#039;. At the time, there were no confirmed castings for the show and Xen’Mordin had the idea of Oberyn Martell from Game of Thrones as a Mandalorian bounty hunter, which he found too exciting to let be, and the mercenary became Idris Adenn, Mandalorian Bounty Hunter. Due to this, Idris’ appearance and personality are largely based on Oberyn Martell. Idris, in this state, predates the announcement that Pedro Pascal would be playing the titular character in the show. &lt;br /&gt;
&lt;br /&gt;
Further development of Idris resulted in utilizing the old legends Mandalorian language, [[starwars:Mando%27a|Mando’a]], for both Idris’ CS aspect names and his last name, Adenn, coming from the word for ‘merciless’.&lt;br /&gt;
&lt;br /&gt;
His clan&#039;s signet is that of a Dragonsnake, a dangerous beast, and part of how he got his “Viper” moniker. His Mandalorian title of Haar Dreki’ormr be’Manda&#039;yaim translates to “The Dragonsnake of Mandalore”. Neither current nor old EU Mando’a had a word for the Dragonsnake species, or just dragon or snake. As such Old Norse was used as a substitute, as Mandalorians are largely inspired by the Viking culture.&lt;br /&gt;
&lt;br /&gt;
Idris became a M-Pop (Mandalorian Pop) star thanks to a dancing gif of Boba Fett at Disneyland, and the ACC Championship &#039;&#039;Singularity&#039;&#039; where several members wrote Idris dancing and singing as part of the battle intros. &lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198066</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=198066"/>
		<updated>2025-07-10T17:47:21Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Bale Andros&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship=[[item:107556|Haar Kyr&#039;yc Karanov]] Raider-II class Corvette &lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039;  — also known as &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) or more commonly in Basic &#039;&#039;The Viper&#039;&#039; — is a cocky, headstrong, and dangerous [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on [[starwars:Batuu|Batuu]] in a secret Mandalorian [[starwars:Covert|covert]] near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. His father, Valinor, and mother, Melora, were the heads of Clan Adenn and helped maintain the covert. Their fourth son, Idris was only the second to live into adolescence. He was trained to honor the traditional ways of his Mandalorian ancestors and continues to take great pride in his heritage, warrior ways, and people. &lt;br /&gt;
&lt;br /&gt;
Idris mainly lived aboard his ship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] called &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, with his crew who he considers his family. This changed following the &#039;&#039;Fang&#039;s&#039;&#039; destruction. His daughter, Elia, is named after his murdered sister and typically stays on Batuu with his mother, Melora. &lt;br /&gt;
&lt;br /&gt;
Full of swagger and a love for the pleasures of the galaxy, Idris has traveled from one end to the other fighting and partying to a notorious level. He has been a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; star since his teenage years. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;. He also has served as [[Praetor]] to the [[Herald]], [[Combat Master]], and was one of the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was not the life Idris’ parents had hoped to provide for their children, but it was a life at the very least. Surviving the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]] Clan Adenn had spent several years adrift before settling on Batuu. The loss of Mandalore was a looming shadow over all of Idris’ early life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]] in his family’s hidden covert near Black Spire Outpost on Batuu. While the Galactic Civil War had formally ended three years prior, the destructive measure of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge against the Mandalorians had left Clan Adenn holed away, a choice echoed by many of the surviving Mandalorians. Both Valinor and Melora had been active combatants in the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], and had returned to live full time at the covert on Batuu following the Empire’s defeat at the Battle of Jakku. &lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and the head of Clan Adenn, was a battle-worn veteran by the time Idris was born. He was a hard man, with strict discipline and adherence to the traditions of the Mandalorians. With the defeat of the Empire, he was able to turn his attention back to protecting and expanding the covert on Batuu. &lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was more than a perfect match for Valinor’s firm personality. A skilled warrior in her own right, she was playful and wise beyond her years. However the death of the Adenns’ second child Avand in [[0_BBY_to_9_ABY#7_ABY|7 ABY]] had softened her thirst for combat. However, they did have two other living children at this time, Erathan, age seven, and Okarro, age three. &lt;br /&gt;
&lt;br /&gt;
The covert itself was primarily comprised of landed ships and cargo crates amid the great petrified trees and rocks that littered the landscape around Black Spire Outpost. Covered with rocks, dirt, and shrubbery, along with the remote location of Batuu helped keep the covert hidden. Over time additional ships and crates were added, and at the time of Idris’ birth, it was home to dozens of Mandalorians from various clans. &lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Despite being forced to the outskirts of the galaxy, Idris’ first few years of life were surprisingly typical of a Mandalorian child. He learned hard and played hard. &lt;br /&gt;
&lt;br /&gt;
Among the other members of the covert was the Kyls, a [[starwars:Twi%27lek|Twi’lek]] family who had functioned as part of Clan Adenn. The first had been freed by Idris’ grandfather in 53 BBY. Since that time they had gone from [[starwars:Foundling|foundlings]] to having their own clan name. Among these was one of Idris’ closest friends, Ashara Kyl, who was about half a year older than him. &lt;br /&gt;
&lt;br /&gt;
Also, a part of the covert was Clan Nezsa. Melora’s sister had married into Clan Nezsa and had children of her own. [[Evio Nezsa]], seven years Idris’ senior, was far more the older brother to Idris than his own brothers were. The two spent much of their free time together exploring and getting into trouble around the covert and Black Spire Outpost. &lt;br /&gt;
&lt;br /&gt;
In 10 ABY, Idris’ sister Elia was born. The happy family was hit by tragedy when in 11 ABY, Idris’ older brother Okarro died from ongoing health issues. Both Valinor and Melora took the death of their second child hard, but they kept a calm face in front of their children. One of Idris’ earliest memories is the funeral service for his brother. &lt;br /&gt;
&lt;br /&gt;
By the age of three, he was already being trained and schooled in the ways of the Mandalorian. Far more healthy than Okarro ever had been, Valinor wanted to insure that Idris would have the strength and capabilities to survive. Erathan was already deep into his training and resented every second of it. However, Idris took to it like a fish to water.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As he grew into his adolescent years, Idris’ training amplified. Where his brother favored empathy and diplomacy, Idris fell heavy into the Mandalorian ideals. With a strong disregard for authority that exists for authority’s sake, Idris clashed frequently with his father. While a difficult relationship it would help shape Idris into the man he became, especially the tragedy that came for the Adenns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the time Idris was ten, his Mandalorian training was in full swing. His abilities were pushed to the absolute limits for a developing boy, with Valinor being increasingly driven that at least one of his children learn to respect the Mandalorian traditions and bring honor as a capable warrior. Erathan, now sixteen, had already come to reject many of the warrior customs of the Mandalorians and instead idolized the peaceful pacifist movements seen in years past. &lt;br /&gt;
&lt;br /&gt;
With Erathan set in his ways, and as Valinor’s only other living son, the hopes of both Valinor and Clan Adenn were placed upon Idris. Valinor knew as the eldest, Erathan would likely one day be the head of the Clan, but its reputation and standing would depend on if Idris could be the skilled warrior he needed to be. &lt;br /&gt;
&lt;br /&gt;
This of course meant Idris would fight with his father constantly. Enjoyment of life’s luxuries, coupled with a deep need to shirk authority, Idris’ sarcastic and contrary nature was always at odds with Valinor’s more serious and focused nature. In 20 ABY, at the age of twelve, Idris was left abandoned on the streets of Coruscant&#039;s undercity, and was forced to show he could survive and make his way back to Batuu on his own. &lt;br /&gt;
&lt;br /&gt;
This was of course in preparation for when he turned thirteen and underwent the [[starwars:Verd&#039;goten|Verd&#039;goten]], a rite of passage his elder brother never took. Dumped in the wilderness of Ryloth, forcing him to deal with the deadly [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. When he made it back to Batuu, he was drenched in blood and mud and carried the severed head of a Doashim. &lt;br /&gt;
&lt;br /&gt;
Upon completion of his Verd’goten, Valinor taught Idris of [[item:48073|Shadowfang]], an ancient &#039;&#039;jetii’kad&#039;&#039; (lightsaber) that had a deep purple glow and a black core. Shadowfang had been a clan heirloom for centuries. Typically given to the eldest child to train with. As Erathan had vehemently opposed his own Verd’goten, this honor of beginning to train with the jetii&#039;kad. Despite the very tense, harsh, and confrontational nature of their relationship, it was moments like this that showed Idris just how much Valinor cared for him.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Successful completion of his verd’goten meant even more adventures away from Batuu. Valinor took Idris across the galaxy, working as bounty hunters, mercenaries, security, and whatever else would earn some credits. At the age of sixteen, one such job took them deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], to work as extra security for a dangerous warlord, Yr’drav Dolov. &lt;br /&gt;
&lt;br /&gt;
Dolov, by most standards, was a ruthless and vile man, one who never shied away from slave labor. With many Wookiees on his estate, Idris’ moral compass was going wild. He had no issues with killing or capturing a bounty, but slave-owning was a deplorable and despicable act. With Valinor as the one who primarily interacted with Dolov, Idris was able to spend time around the slaves, getting to know them. During their time with Dolov, Idris became particularly close with one of the Wookiees who called himself Rayjax. &lt;br /&gt;
&lt;br /&gt;
Idris used this time to begin to form a plan to free the slaves, without implicating himself or his father. In his biggest act of defiance to date, once they left Dolov behind, he went and stole a light freighter packed full of trade goods. In the dead of night, Idris landed outside Dolov’s compound and snuck all the Wookiees out, removing their collars and chains with a carefully practiced precision. &lt;br /&gt;
&lt;br /&gt;
He took the Wookiees back to their homeworld of [[starwars:Kashyyyk|Kashyyyk]]. There Rayjax learned that his own family had been killed in a slaver raid, and his tribe was on the brink of collapse. Idris quickly offloaded all the goods from the freighter, hoping it would help the Wookiees rebuild. &lt;br /&gt;
&lt;br /&gt;
Then Valinor arrived. Bearing a mix of rage and pride for his son’s actions, his punishment was dealt out in the center of Rayjax’s village. Five strong lashes to the back, which Idris took without complaint. He already knew he would be working to pay off the cost of the trade goods he had stolen. Once the lashings were done, Valinor helped tend to the wounds on Idris’ back, as well unload the supplies he had brought to aid the Wookiees. Valinor could not help but be proud of his son, as his own father had taken similar action to free the Kyls years ago. For his actions, Idris was recognized as a member of the tribe. &lt;br /&gt;
&lt;br /&gt;
With his own family dead, Rayjax did not wish to remain on Kashyyyk. The constant reminder of their loss made staying unbearable. Before he could attempt to swear a [[starwars:Life_debt|life debt]] to Idris for freeing him, Idris offered to take Rayjax back to Batuu, promising a home, and a family that would care for him as one of their own. &lt;br /&gt;
&lt;br /&gt;
Rayjax accepted the offer and accompanied the Adenns back to Batuu. While Warlord Dolov was never able to prove it was Idris who had freed the slaves, he made the obvious assumption that it was, vowing to one day get his revenge.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
At the age of seventeen, Idris had become well versed in the pleasures of the galaxy. From sneaking out to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] while home on Batuu or enjoying the unique opportunities that came from every new job off-planet, Idris always found time to mix in some play with his work. While this had led to some less than pleasant troubling encounters, it only finally reached a critical point in 25 ABY.  &lt;br /&gt;
&lt;br /&gt;
While working with his father on [[starwars:Coruscant|Coruscant]], a diplomat, Sedanol Berr, found Idris in bed with his wife. During the short tussle, Idris managed to get his hands on his dagger. While security broke up the fight, Sedanol did suffer a small minor cut on his forearm. &lt;br /&gt;
&lt;br /&gt;
Valinor quickly sent Idris back to Batuu, while he finished up the job alone and tried to patch things up with Sedanol. Regrettably, Sedanol died several days later. While there was no proof Idris had poisoned the man with his dagger, the nature of the death was suspicious. Coupled with Clan Adenn’s signet of the [[starwars:Dragonsnake|dragonsnake]], Idris’ moniker in Basic of being a &#039;&#039;Viper&#039;&#039; was born. &lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The events on Coruscant led to Valinor being much more reluctant to take Idris with him on jobs. This didn’t deter Idris, with Rayjax having his back and a knack for mechanics, and Ashara Kyl’s love of medicine, the trio were able to make their own adventure on Batuu and its neighboring systems. &lt;br /&gt;
&lt;br /&gt;
Together they found themselves on a largely abandoned moon, which happened to house a base for the [[starwars:Black_Sun|Black Sun Crime Syndicate]]. Base is a bit generous for what they found, it was much more a chop shop for stolen ships.&lt;br /&gt;
&lt;br /&gt;
It was love at first sight for the trio. A [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] that had been partially stripped down with its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Rayjax and Ashara got to work getting it flyable while Idris blasted through a handful of security droids. A short hyperspace jump later they were back on Batuu, not a moment too soon as all but the life support and one of the secondary engines failed upon landing. &lt;br /&gt;
&lt;br /&gt;
The newly minted &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039; became their free time project, turning it into a functional mobile home base of their dreams. &lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
In early 26 ABY, Valinor began to slowly trust Idris enough to take him out on bigger jobs in the field. Idris was torn between being taken away from Rayjax, Ashara, working on &#039;&#039;The Viper Fang&#039;&#039;, and the mischief they would get up to, and being grateful for once again being in the good graces of his father. Despite their rough relationship, nearly everything Idris knew and was capable of came due to his father. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Epsilon Shade&#039;&#039; changed everything for Idris and Clan Adenn. &lt;br /&gt;
&lt;br /&gt;
The job was simple enough. Valinor and Idris had been hired as extra protection on the large freighter. The cargo was a simple load of weaponry, nothing particularly fancy or expensive. But still, weapons in any form are useful, making the ship a prime target. The pair had been hired by a fellow set of Mandalorians, Clan Larjoc. Aradas Larjoc was an anomaly of a Mandalorian, a shrewd businessman, but not a capable warrior. His company had created advances to Mandalorian weaponry, and he needed muscle to ensure it made it to the handoff. &lt;br /&gt;
&lt;br /&gt;
The exact cause of the initial explosion was never discovered. Sabotage, a faulty regulator, bad coaxium, all were viable explanations. In an instant, several of the cargo holds were blown clean open. Forward momentum plus a weakened frame cause more of the ship to buckle, and several smaller explosions followed due to the weaponry in the jettisoned cargo. &lt;br /&gt;
&lt;br /&gt;
Valinor and Idris were just outside the main bridge of the freighter when the explosion happened. They had been talking to the captain about the approach to the planet before them. All three suffered head injuries and were unconscious for some time. Idris was the first to come back to consciousness, awaking to blood rolling down his face from a gash on his forehead. His attempts to get Valinor and the captain to wake up were unsuccessful. From what he could tell the rest of the crew was either already dead, or had managed to jettison in escape pods. The warning flashing on the terminals in the bridge presented a horrible decision for Idris. &lt;br /&gt;
&lt;br /&gt;
The ship&#039;s engines were in a critical state, and could not be shut down. They were locked at a full sub-light speed. With a huge amount of coaxium left for fuel and a massive amount of explosives still present in the surviving cargo bays, it was clear the ship was destined to end with a bang. The bigger issue was their trajectory had their impact on the planet right in the middle of a well-populated city and the autopilot to try to steer the ship away was nonfunctional. &lt;br /&gt;
&lt;br /&gt;
Idris could drag his father and the captain to the one remaining escape pod, jettison with them and let the ship continue on crashing into the city killing hundreds to thousands of people. Or he could jettison them to safety and remain on the ship, manually holding the steering away from the city to crash in the wilderness. &lt;br /&gt;
&lt;br /&gt;
He chose the second option. &lt;br /&gt;
&lt;br /&gt;
With his father and the captain safe away from the ship, he strapped himself into the pilot’s seat and held down the steering to keep the direction thrust away from the populated areas of the planet. He aimed for a long slow descent into the atmosphere, unable to adjust into a proper orbit, in the hopes that the ship would break apart enough that the major explosive issues would be handled in the upper atmosphere and not the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
As the ship descended, the structural damage of the original explosion caused the ship to break in half as it fell into the atmosphere. With no more engines or any form of thrusters, Idris held tight and tried to find ways to slow the remains of the front of the ship. &lt;br /&gt;
&lt;br /&gt;
The debris trail was hundred of kilometers long. As he had hoped the explosives did detonate/vaporize in the upper atmosphere, and the population was largely safe from falling debris. The front half of the ship held together surprisingly well as it finally crashed into the planet’s surface. Idris was unsure how long it took before they recovered his severely injured body from the wreckage, it would be months before he finally awoke from his coma.&lt;br /&gt;
&lt;br /&gt;
He awoke, in pain and in need of months more of therapy to restore his ability to walk and move, but also the news that his name and courageous actions aboard the ship had spread. The legends of the Viper were beginning to stick. &lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late 27 ABY, Idris had returned to full health and to helping his father out in the field. Job requests even specifically came in because of Idris as well. Amidst the jobs they worked, came another one from Aradas Larjoc. &lt;br /&gt;
&lt;br /&gt;
Aradas, to his credit, had funded the entirety of the medical expenses Idris required and donated heavily to see &#039;&#039;The Viper Fang&#039;&#039; fully restored. In this job, he wanted some backing security during a business deal with a particularly powerful individual known as Tysus Lanna’kor. Lanna’kor was renowned for being ruthless and cunning, cutting out large swatches of the weaponry industry. Aradas was hoping to secure a good sale of plans to Tysus but wanted the muscle there as a show of strength. Idris’ sister, Elia, begged to come along too, as she was enamored with Aradas’ son, Rhang. Together the three of them ventured to the Larjoc Headquarters. &lt;br /&gt;
&lt;br /&gt;
The deal went off without a hitch. While cleanly handled, negotiations and signing took a long time. Idris, bored out of his mind while this was going on, spent most of the meeting making eyes with several of the servants who were working at the facility. The one part of the deal he &#039;&#039;did&#039;&#039; find interesting was the bodyguard that Tysus Lanna’kor brought with him. The only word Idris could think of when he first laid eyes on the man was &#039;&#039;mountainous&#039;&#039;. Bjorn Clegathas was a hulking beast of pure muscle, towering at over seven feet tall. When the deal finally concluded, Tysus and Aradas suggested celebratory drinks for a well-struck arrangement. Idris took this as his opening to slip out with the servants he had been not so subtly flirting with. &lt;br /&gt;
&lt;br /&gt;
Later that night, Idris returned to the facility and found it had an air of deathly silence and absolute stillness. Then came a scream from deep within the facility, one that sounded like his father. &lt;br /&gt;
&lt;br /&gt;
He found the body of Aradas Larjoc first, laying face down in a pool of his own blood. It looked like he had tried to run before being savagely cut down from behind. He found the body of his sister, Elia, next. She was naked, restrained by ropes. Her head was a smashed pool of mush. He was only able to know for certain it was her by the bracelet she still had around her wrist. &lt;br /&gt;
&lt;br /&gt;
As Idris stood helpless over his sister, Rhang Larjoc stepped out of the shadows, a twisted grin on his face. He mocked about how much fun he and Bjorn had with Elia before Bjorn crushed her head in. Rhang explained he did this to correct the course of Clan Larjoc after the failures of his father. So he made a deal with Tysus Lanna’kor in secret. While Rhang foolishly gloated and monologued, Idris pulled his dagger out of his boot and lunged, stabbing Rhang through his throat and up into his skull. &lt;br /&gt;
&lt;br /&gt;
Rhang fell to the ground gurgling as he gulped his last breaths. Idris was already tearing down the hall to find his father. Valinor was alive, but barely. Idris dragged his father’s broken body out of the facility trying to find medical aid, but it was of no use. Valinor Adenn was dead.&lt;br /&gt;
&lt;br /&gt;
The Adenn’s, and the rest of the covert, grieved for the loss of the great Clan leader. Idris’ elder brother Erathan became the new head and fact of Clan Adenn. Erathan, still largely idolizing the failed [[starwars:New_Mandalorians|New Mandalorian Movement]], did not put up a fight when Idris laid claim to take Valinor’s armor. Erathan didn’t wish to be a warrior, he wanted to be a beloved politician. Armor was beneath his goals. &lt;br /&gt;
&lt;br /&gt;
Idris took the armor and had it reforged to his specifications. With a Black bodysuit, bright red plating, and golden accents, he made sure his enemies would always know who was coming for them. He would honor the generations of Clan Adenn who had worn, fought, bled, and died in this armor. He also laid claim to Shadowfang, having trained extensively with it. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; completely restored Idris, Rayjax, and Ashara took to the stars looking for work and hoping for an opportunity for revenge against Tysus Lanna’kor and Bjorn Clegathas. Rayjax handled piloting the ship well enough, and oversaw mechanical stuff, while Ashara brought her medical knowledge, having long studied science and medicine intending to become a full-fledged doctor.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed and armored, and with a thirst for vengeance, Idris and his crew aboard The Viper Fang left Batuu behind to explore the galaxy. Determined to protect his family, both on the Fang and on Batuu, Idris worked hard to carve out a name and reputation for himself. Haar Dreki’ormr be’Manda&#039;yaim — The Dragonsnake of Mandalore — would not be stopped. It would be a long road, hard, but the Viper was determined to leave his mark on the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
Early in 28 ABY. a group that was known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; popped up as an open bounty. Four of the seven had previously been apprehended and were each serving multiple life sentences in a supermax prison. The remaining three free ones successfully broke their compatriots out of the prison and went on the run. Considered extremely dangerous, and responsible for a massive pile of bodies, this bounty came in as a rarely seen &#039;&#039;Wanted Dead&#039;&#039; missive. &lt;br /&gt;
&lt;br /&gt;
For three months dozens of bounty hunters tried and failed to take out the Seven, only a handful escaping with their lives. Across the Outer Rim the gang moved planet to planet leaving nothing but death and destruction in their wake. Idris had considered going after them himself but was talked out of it by Rayjax and Ashara, who wished to focus on more manageable bounties. It was by pure luck, or the will of the Force, that their paths crossed on the desert world of [[starwars:Tatooine|Tatooine]]. &lt;br /&gt;
&lt;br /&gt;
Mos Espa was no stranger to violence. The sands of the city were often stained with blood, as the different criminal organizations vied for control. Unnoticed by the Seven, he tracked them through several streets, alleys, and buildings, racing along the rooftops of the city. He came at them from above, blasters drawn and firing. Two dropped immediately, and the third managed to knock one of Idris’ blasters from his hand before taking a blaster bolt to the chest from the other. &lt;br /&gt;
&lt;br /&gt;
Idris was lucky in that his armor was pure beskar, as several shots from the remaining four bounced off his armor, one ricocheting to kill another. Down to three members, the Shistavanen fled down an alleyway. Idris managed to fire off another shot, hitting the fuel tank of a parked speeder, killing a fifth. &lt;br /&gt;
&lt;br /&gt;
The remaining two hijacked a speeder bike and took off through the streets. Idris commandeered one himself and took off in pursuit. Rayjax and Ashara were already on the move to handle the bodies of the slain.&lt;br /&gt;
&lt;br /&gt;
The chase was fast, frantic, and frenzied leaving behind a wake of destruction before the two Shistavanen crashed into the wall of one of the many cantinas of the city. Limping they fled inside the cantina, with Idris close on their heels. &lt;br /&gt;
&lt;br /&gt;
Midday, the cantina was sparsely populated, and the few patrons there immediately hunkered down in the booths, while the Shistavanen hid behind the bar. Willing to deal with some property damage, Idris didn’t aim for the two targets, but instead at the glassware and alcohol bottles, causing them to shatter glass upon his bounties. In a single instant, the alcohol went up in flames, burning the two behind the bar top. One died of the burns, but the other survived. While the bounty was specifically cited dead, Idris kept the one alive to bring in alongside the corpses of his compatriots. For months later the people of Mos Espa talked about the rapid assault &#039;&#039;The Viper&#039;&#039; took to successfully take out the notorious Shistavanen Seven. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
[[starwars:Corellia|Corellia]], the wet gray dreary shipyards of the planet were responsible for some of the most important vessels in the galaxy. While the [[starwars:First_Order|First Order]] had yet to be publicly revealed, their tendrils were already present on the planet. &lt;br /&gt;
&lt;br /&gt;
Idris and the rest of &#039;&#039;The Viper Fang&#039;&#039; crew were ignorant of this fact. They were there for one reason only, Tagsa’ak &#039;&#039;The Crusher&#039;&#039; Menoron. The shipyard worker was notorious for smuggling illicit substances in the ships he helped build and had left a long line of bodies that had been crushed into concealed compartments alongside the drugs. Most of Corellia didn’t care, crime was all too common, and as long as the ships got built the corporations didn’t care. &lt;br /&gt;
&lt;br /&gt;
The family of one of his victims however disagreed and placed a large bounty on bringing him in alive to face punishment for his crimes. Idris was lucky, having training in the arts of the [[starwars:Rising_Phoenix|Rising Phoenix]], he was able to jetpack through the shipyards looking for his target. A maze of durasteel, and half-constructed vessels, it was all too easy to see why some people never found their way out. &lt;br /&gt;
&lt;br /&gt;
Tagsa’ak walked through the shipyard like he owned it. Yet the instant he noticed Idris hovering in the air, he took off running. He didn’t get far before Idris used his vambraces to shoot a rope restraining the man. Tagsa’ak fell face-first into a muddy puddle. A fast capture turned into a slow return, as Idris was forced to walk out of the shipyard with his bounty. Eventually making it out, Tagsa’ak was delivered and payment was received. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
Idris had worked as private security before. Idris had worked as a property escort before. He had hunted, tracked, killed, and captured all around the galaxy. In 29 ABY he was hired for the first time as a &#039;&#039;rescuer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Major companies waged a typically bloodless war against each other, silent chess moves in the dark to outearn each other. But now and again a pawn would get caught. Helio Industries was losing badly to its corporate rival, Nexicorp. Helio had sent a spy, undercover as an employee within Nexicorp. For ten long years, they siphoned intel out, finally escalating to the complete set of building specs and plans Nexicorp had ever created. &lt;br /&gt;
&lt;br /&gt;
Then they were discovered. Lod Hapfan had slipped up right at the goal line. And now Nexicorp was attempting to track down Lod to recover what had been stolen. It was a race between Idris and Nexicorp to locate and extract Lod with his intel. Both sides realized Lod was holed up near the top of a hundred-story tall highrise. &lt;br /&gt;
&lt;br /&gt;
For one hundred stories Idris and the forces of Nexicorp battled it out, trying to stop the other, without actually killing each other. Outgunned, and exhausted, Idris managed to get to Lod first but had no possible exit down the high rise as the Nexicorp forces closed in. He called for &#039;&#039;The Viper Fang&#039;&#039; to fly up next to the high rise. Not giving Lod any warning he threw his bounty out of a window, before jumping out himself. They landed hard on &#039;&#039;The Viper Fang&#039;&#039; hull but managed to get in and away before they could be shot down. &lt;br /&gt;
&lt;br /&gt;
In addition to the payment for getting the intel, and the bonus for getting Lod out alive, Helio Industries and Lod both acknowledge a continued debt to Idris and his crew. &lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In 30 ABY, Idris received a surprising communication, one he should have expected to happen sooner or later. One of his many “for pleasure” ventures had resulted in a child. With zero hesitation Idris redirected &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter. &lt;br /&gt;
&lt;br /&gt;
The girl’s mother, Ira, was just a servant, and in a panic about how to provide for the girl. Idris assured Ira that the girl would be well taken care of. They decided to name her Elia, in memory of Idris’ murdered sister. Elia would spend her time bouncing between living with Idris out on the move, or on Batuu, under the watchful eye of ba&#039;buir (&#039;&#039;nana&#039;&#039;) Melora. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
With a growing reputation, Idris found himself invited to assist in a great hunt by a wealthy patron, Erik Maroca. The target was a Greater [[starwars:Krayt_dragon|Krayt dragon]] that had been located on Tatooine. Following a night of free drinks and celebration at his return to Mos Espa, Idris met up with Erik and the arsenal of additional warriors he had hired out for the task. &lt;br /&gt;
&lt;br /&gt;
This venture promised to be rewarded, each guaranteed a take of the elusive [[starwars:Krayt_dragon_pearl|pearls]] that grew inside of the beasts, but of course, they could only be harvested if the dragon itself was killed. &lt;br /&gt;
&lt;br /&gt;
Erik Maroca was old school. He desired honor in his kill, something that had to be fought for, and the risk of death always was on the table. He easily could have paid to glass the fearsome beast, but instead led the charge of over a dozen men, each with a sordid history of violence. Erik organized and planned so that they could get on with the killing. &lt;br /&gt;
&lt;br /&gt;
The plan was simple, draw the beast out with bait, and aim for weak points such as the eyes, and inside of the mouth. Keep it out and engaged without letting off the assault. Once weak points were established, get explosives into them and under the protective armor of its skin. &lt;br /&gt;
&lt;br /&gt;
Plans rarely go the way you expect them to. The beast was twice the size as they had been told, ancient, and more than capable of killing. They managed to expose several pairs of the beast&#039;s powerful legs before crippling it. While it was unable to swim through the sandy dunes, it was still more than capable of crushing everyone. &lt;br /&gt;
&lt;br /&gt;
By sheer luck, the beast was slain, enough wounds had finally caused it to bleed out. Of the fifteen men, six remained alive, two of whom were critically injured. It was then Erik Maroca pulled out his blaster and told the group to walk away. Most too tired from dealing with the dragon backed away slowly. Idris did not. Erik fired, but Idris’ beskar’gam took the blow with ease. &lt;br /&gt;
&lt;br /&gt;
For his betrayal, Idris took Erik’s main hand and his manhood. He and the others stripped the Krayt Dragon for the reward they were promised (and then some) and left Erik a bloody mess in the middle of the dune sea with naught but a rotting corpse for company.  &lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
Idris once again found himself on a job that would drastically change his life. A king, Isaidar Kilvaari, from the planet Aeria in the Outer Rim contacted Idris about a job that would likely last several months. Rebelling tribal groups on the planet were kicking up violent encounters in protest of the Kilvaari Monarchy’s rule. &lt;br /&gt;
&lt;br /&gt;
To help restore peace, King Kilvaari was hiring dozens of mercenaries and military contractors with no ties to the planet. While conflicted about fighting those who were rebelling for freedom, the payout was just too much to ignore. So for several months, &#039;&#039;The Viper Fang&#039;&#039; set up shop in Isaidar’s palace hangar. &lt;br /&gt;
&lt;br /&gt;
This is where Idris, Rayjax, and Ashara met the princess, Madeline Jisella Kilvaari. Eighteen, beautiful, and a sharp quick mind, Idris was smitten with her at first sight. Despite dozens of attempts to woo her, Idris for the first time in his life experienced true rejection. She was already promised to be married off to a lord on Aeria. A traditional marriage for allegiance. &lt;br /&gt;
&lt;br /&gt;
Just three weeks into the job on Aeria, the trio spent a night off attending a very illegal street [[starwars:Swoop|swoop bike]] race. The winner of the race was a woman who kept her face completely concealed, even at the over-the-top after-party. The three found it suspicious but stayed at the party until it was broken up by the local police force. &lt;br /&gt;
&lt;br /&gt;
In the early hours of the morning, while returning to the palace, Idris spotted the racewinner sneaking back into the palace. He realized it was none other than Madeline.&lt;br /&gt;
&lt;br /&gt;
This knowledge led to a very frequent set of secret communications between Idris and Madeline, who asked him to call her MJ. They talked about everything, Idris’ history, the adventures he, Rayjax, and Ashara went on, and how much of a colossal asshole MJ’s father was. It was more than evident however that what MJ wanted more than anything was to leave the planet of Aeria behind and to see the stars. She certainly had no interest in being used as a political prop in a pre-arranged marriage. Through all of this Idris still failed to seduce her, a fact that both drove him crazy and desire her all the more. &lt;br /&gt;
&lt;br /&gt;
As the job on Aeria concluded, the rebelling tribes pacified, Idris and crew planned with MJ to help her escape to live the life she always wanted.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
It took several months before the plan was set, and enough time since the job on Aeria to not shed suspicion on &#039;&#039;The Viper Fang&#039;&#039; being connected. Idris even very publicly took a job in the core worlds to establish an alibi. &lt;br /&gt;
&lt;br /&gt;
Ashara and Rayjax secretly made their way back to Aeria, and commandeered some tribal transport ships (along with providing the tribes security access codes and security maps for the major cities on the planet). They used the ship to “crash” another transport ship that MJ was taking to cross the planet. They smuggled themselves off-planet in a container that was left floating in deep space, where Idris picked them up with &#039;&#039;The Viper Fang&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MJ’s father King Isaidar was frantic, and eventually even contacted Idris himself to request help in locating his missing daughter. Idris promised he would let the king know if he came across any information regarding MJ. Idris offered to drop MJ off at any planet she wanted, and after a very prolonged series of “one more job” claims on her end, it was evident she was happy staying aboard the ship as one of the crew, taking over the role of the primary pilot from Rayjax, who was much happier focusing purely on mechanics. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Idris had done a lot of stupid stuff in his life. Accepting a hunt request to corral a [[starwars:Terentatek|Terentatek]] was certainly up there on the list. A rich game collector, Divad Ston’iving, had owned it as part of his private menagerie. His attempts to recapture the beast failed, as did the first four bounty hunters he hired to help. Idris was completely unaware of the prior four hunters when he accepted the job. &lt;br /&gt;
&lt;br /&gt;
This bounty was very specifically wanted “alive”. Divad had spent too much money to get it in the first place, and on its living quarters to let it die. This fact was a likely contributing factor to the first four bounty hunters failing. &lt;br /&gt;
&lt;br /&gt;
Idris learned several things in quick order about the Terentatek. It was bipedal. It was fast. It was definitely poisonous. And it was dumber than his brother was. &lt;br /&gt;
&lt;br /&gt;
The damage to the menagerie was extensive. Idris lost count of how many exotic animals were either collateral damage or also escaped during the conflict, never mind the cost of repairing the facility itself. Armor severely damaged, most of his ribs broken, and a taint of poison from a minor scratch flowing through his veins, Idris realized it was a kill-or-be-killed situation. &lt;br /&gt;
&lt;br /&gt;
Idris chose the first option, to the wrath of Divad Ston’iving, who refused to pay Idris for his efforts. In serious need of medical attention, he severed the head of the Terentatek and dragged it back with him to the ship to have it mounted as a trophy. Before Ashara could knock him out and get him in a bacta tank he also made sure the ship fired on the main gates of the menagerie ensuring what creatures were still alive in there could escape. &lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
It was several days before anyone on &#039;&#039;The Viper Fang&#039;&#039; realized they had a stow-away on board. Everyone was focused on Idris healing, and what next job to take. Only as more food went missing did they realize one of the creatures held by Divad Ston’iving had snuck aboard the ship. &lt;br /&gt;
&lt;br /&gt;
A young [[starwars:Ewok|Ewok]] named Takkoo, who after smelling some of the food being stored on &#039;&#039;The Viper Fang&#039;&#039; snuck on board.&lt;br /&gt;
&lt;br /&gt;
It took some work, but Idris picked up enough of Ewokese to understand Takkoo, who in turn picked up enough Basic to know he should stop stealing their food, they would gladly feed him. When Takkoo came in contact with Rayjax, he seemed to believe the Wookiee was in fact a giant Ewok, and constantly stuck by Rayjax’s side. &lt;br /&gt;
&lt;br /&gt;
They tried several times to free Takkoo, including taking him back to the Forest Moon of [[starwars:Endor|Endor]]. Takkoo refused to leave. Curious, and smart, he seemed to enjoy life on the ship and took up studying about all the strange new food he would encounter on their travels. He eventually became a very capable cook.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]] are a sight to behold. But its majestic beauty was a bonus for &#039;&#039;The Viper Fang’s&#039;&#039; visit to the planet. A popular retreat for the [[starwars:Mon_Calamari|Mon Calamari]], it also happened to be the last known location of Qelmaax Rohb, a particularly dangerous and sociopathic environmental terrorist, wanted dead or alive.  &lt;br /&gt;
&lt;br /&gt;
Qelmaax was responsible for the bombings of over two dozen corporate offices, each responsible for their own fair share of pollution and eco-damage through the core systems. Logging, ship manufacturing, chemical processing. There was no real rhyme or reason to the companies he went after, only that they contributed to damage to the planets they operated on. &lt;br /&gt;
&lt;br /&gt;
Idris had always admired the Mon Calamari. Their contributions to the Rebellion during the war could never be understated, and their ability to convert ships to war vessels was impressive no matter what side of the war you sat on. In fact, Qelmaax was the first instance of a truly dangerous and mental Mon Calamari that Idris had ever heard of. &lt;br /&gt;
&lt;br /&gt;
Lucky for Idris, Qelmaax wasn’t in a location to expose a lot of collateral damage, a small dingy of a lifeboat on the dunes. Unfortunately, the whole thing was rigged with enough booby traps, weapons, and explosives to wage war on a small planet. Only Qelmaax seemed to know the vessel well enough to move about it without being skewered, sliced, diced, impaled, or detonated. &lt;br /&gt;
&lt;br /&gt;
Idris’ primary strategy was always to attempt to bring in a bounty warm if it was possible. But as he scanned the ship he realized that was less and less an option. Thankfully the bounty was open on the status of the Mon Calamari to get paid. Idris never even stepped foot on the ship, He waited for Qelmaax to appear, then roasted him while hovering in the air with the flamethrower on his vambraces. The toasted corpse of Qelmaax did give Idris a hankering for some seafood, something Takkoo was more than happy to supply back on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
Idris found himself on the nightclub and research station of [[Danktooine]], located in the [[Caperion System]]. He was totally unaware of the station&#039;s affiliation with the Brotherhood, Scholae Palatinae’s status as an Imperial remnant, or who the owner of the station, [[Xen%27Mordin_Palpatine|Xen’Mordin]], was. It was just a stopping point following a long day in the field. &lt;br /&gt;
&lt;br /&gt;
As fate would have it, this night also saw Xen’Mordin leave his private office and visit the nightclub as well. He was looking to witness the next test in a series of chemical developments to increase suggestibility in sentient beings. As always the nightclub remained an incredible testing site for Vismorsus Industries to exploit. &lt;br /&gt;
&lt;br /&gt;
However, the tests didn’t go as planned, as in several of the unwitting test subjects the chemical drastically increased aggression. A step back for Xen’Mordin but something he would have filed away for use should it be needed. But first, there was the issue of the full-on brawl taking place. &lt;br /&gt;
&lt;br /&gt;
Idris was always down for a good bar fight, having experienced more than a few himself. He jumped in to subdue the aggressive test subjects/club patrons. In the middle of the fight, he tackled Xen’Mordin to the ground, saving him from a spray of blaster fire. Xen’Mordin, a bit annoyed at being manhandled when he was perfectly capable of handling the blaster fire himself, did feel slightly grateful for Idris’ quick action to protect him, a stranger, from danger. &lt;br /&gt;
&lt;br /&gt;
While the club cleaned up from the fight, Xen’Mordin bought Idris a round, while quickly running a background check on the Mandalorian. Upon learning that Idris was an accomplished bounty hunter, Xen’Mordin offered him a substantial amount of money to take on some less-than-savory jobs he needed to be taken care of.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
An agent of [[House Excidium]] went rogue, in the worst possible way. Ull Domar had taken secrets from the house, and of [[Clan Scholae Palatinae]], and run. The House, clan, and all of the Brotherhood’s dealings within the Caperion System had to remain a secret. Should the wrong people learn of it, the system would be at risk, and Scholae Palatinae might find themselves on the run once again. &lt;br /&gt;
&lt;br /&gt;
Knowing there would be many from the clan looking for the rogue agent, he decided to intervene by hiring a professional. &lt;br /&gt;
&lt;br /&gt;
Idris gladly took the job, shocked at how many credits were on the table for what he could tell was nothing more than a routine snatch and grab. Domar didn’t even seem particularly dangerous, a timid sort of man more interested in reading than fighting. Utilizing his own contacts, Idris was able to quickly trace Domar to the smuggler’s moon, [[starwars:Nar_Shaddaa|Nar Shaddaa]]. &lt;br /&gt;
&lt;br /&gt;
All data pointed to Domar trying to sell info to the Hutts, who had been less than pleased that Scholae Palatinae had been operating for decades in their territory when they occupied the Cocytus System. &lt;br /&gt;
&lt;br /&gt;
Upon reaching the moon, Idris realized the warehouse Ull Domar was hiding in was very well-defended. The Hutts took maintaining their domain seriously, and infractions on their turf would come with deadly consequences. Rather than shoot his way through to get to Domar, Idris faked it. He claimed to work for the same Hutt that owned the warehouse, telling the guards he was there to escort Domar to “The Boss”. &lt;br /&gt;
&lt;br /&gt;
Remarkably it worked, and Idris returned Ull Domar to the Caperion System without having to fire a single shot. &lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
Idris’ name and the deeds he had done for Xen’Mordin traveled around the Brotherhood. Another Mandalorian, talented and deadly, but not directly affiliated with the Brotherhood was a rare sight. His name eventually found its way to the ears of another such Mandalorian, Declan Roark. &lt;br /&gt;
&lt;br /&gt;
Contact between the two was established by [[Thane_Skotos|Atra Ventrus]] delivering a challenge coin. Declan was looking to form a group of like-minded individuals to open a new clan within the Brotherhood, one that would provide a reliable way to make a lot of credits. &lt;br /&gt;
&lt;br /&gt;
Idris jumped at the opportunity and was among those who helped plan and open the Brotherhood’s newest clan, [[Clan Vizsla]], named after the legendary Mandalorian clan. During this time, his underworld contacts also brought him into the fold of the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s own underworld operating out of the [[Godless_Matron|Godless Matron]].  He quickly found himself under the direct employee of one of the [[Dark Council|Council]], the [[Herald]] [[Selika_Roh|Selika Roh]], as her [[Praetor]].&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
In 37 ABY, shortly after the formation of Clan Vizsla a woman was murdered and defiled outside the Saga drinking hall on the Clan’s homeworld of [[Zsoldos]]. Idris and the crew of &#039;&#039;The Viper Fang&#039;&#039;  were among some of the Vizsla members that accepted the contract on the murderer and rapist, Nnelg Noswil. &lt;br /&gt;
&lt;br /&gt;
Nnelg was a crafty loner, who lived deep in the forest surrounding the town of Ullr, and only returned to town for supplies when he needed them. No one was certain of his exact location in the forest, but what the people of Ullr did know was that none of the people who had ventured to bring him in had returned.&lt;br /&gt;
&lt;br /&gt;
While Idris was questioning people in town, Nnelg reappeared and in the attempts by the locals to stop him, resulting in several other civilian deaths and injuries. Idris eventually learned some Vizsla initiates had attempted and failed to kill Nnelg, and using the still-active transponders in their suits, tracked down Nnelg’s location in the forest. Following a brief battle, Nnelg was killed and Idris turned in the body as proof.&lt;br /&gt;
&lt;br /&gt;
For his actions in stopping Nnelg, Idris became known as &#039;&#039;The Protector of Ullr&#039;&#039; amongst the locals. &lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Clan Vizsla was called to action shortly after forming. One of the Brotherhood’s greatest enemies, [[The_Collective|The Collective]] had faked a Brotherhood attack on a group of potential new allies, [[The_Severian_Principate||The Severian Principate]]. With the Collective falsely attributing these attacks to the Brotherhood and holding several important Brotherhood individuals, including the Deputy Grand Master [[Evant_Taelyan|Evant Taelyan]], Clan Vizsla jumped into action. &lt;br /&gt;
&lt;br /&gt;
By this time, not only had Idris become a full-fledged member of the Brotherhood, and founding member of Clan Vizsla, but he was also now in charge of a small team within Clan Vizsla, [[Saxon|Battleteam Saxon]]. Idris and his crew found themselves in heavy combat within [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main settlement for the mining operations within the [[Lyra-3K-a_system|Lyra-3K-a system]]. Alongside the rest of Clan Vizsla, Idris helped push back the Collective forces from the colony and save the civilians who called it home. This bolstered the Brotherhood’s relationship with the Principate while furthering the continuing war against the Collective. &lt;br /&gt;
&lt;br /&gt;
==== Do U Kno Da Wae (37 ABY) ====&lt;br /&gt;
Aiding Clan Vizsla put Idris in contact with more Mandalorians than he thought possible. Following the great purge, he had grown up believing them to be a mostly extinct order, that he was one of the last few holding on. Relieved to see so many other brothers and sisters, he came to enjoy his time in the Brotherhood, leading Team Saxon and working deep within the Shroud Syndicate. &lt;br /&gt;
&lt;br /&gt;
It was while on &#039;&#039;The Godless Matron&#039;&#039; that Idris first came across [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian, and strict adherent to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]. Idris’ had only heard of the ultra-orthodox cult of Mandalore and worried that his own approach to what it meant to be one would clash hard with Zxyl. Luckily that did not become the case, as both men respected each other’s views, and appreciated just having another Mandalorian around. This was exceedingly good luck as both men would find their way to serve on the Council before too long. &lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad (37 ABY - Present) ===&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris&#039; was busting down the door. Despite a lifetime of wandering and self-reliance, Idris found himself tasked by the Brotherhood to oversee the Inquistorius. A position of honor, and a lot more desk time than he had the patience to handle. His reputation secure, Idris was able to forge lasting alliances and friendships all while working the Brotherhood&#039;s information network to his advantage, often sneaking out to handle things personally in the field. The Voice of the Brotherhood would be heard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
Following the events in the Kyra-3K-a system, the [[Voice_of_the_Brotherhood|Voice of the Brotherhood]], [[Marick_Tyris_Arconae|Marick Tyris]] retired from the position, returning back to his home in [[Clan Arcona]]. The immediate power vacuum in the leadership of the [[Inquisitorius]] network. Many were vying to gain the upper hand and take the mantle of Voice. Ascending to serve on the Council was seen as a great honor, one that came with great rewards and great risks. &lt;br /&gt;
&lt;br /&gt;
Idris’ own abilities, history, and expansive network had put him on the list presented to the Grand Master Telaris Cantor. But Idris had little patience for political scheming. If he was to be Voice, he would not play the game to get it. There were multiple attempts by Inquisitorius agents to contact Idris. &lt;br /&gt;
&lt;br /&gt;
Instead, he went and did his job, hunting. Tracking a collection of Collective agents to the planet of Corellia, Idris assaulted their base single-handedly. Such was his refusal to play games, that the Inquisitorius Director [[Inquisitorius#Director|Ness&#039;arin Ohnaka]] herself had to make a rare appearance in the field to tell him he had the job. &lt;br /&gt;
&lt;br /&gt;
In the space of a year, he had gone from freelance to sitting on the Council of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
While the Brotherhood coped with a missing Deputy Grand Master, and the diplomats that were abducted during the events in Lyra-3K-a, Idris spent a great deal of time attempting to locate the prisoners’ location. All the while, they were being tortured by the Collective, who in turn was looking to free their own captive forces. &lt;br /&gt;
&lt;br /&gt;
The Severian Principate had taken as many prisoners as they could from the Collective as retribution for their betrayal. They housed these Collective forces in the same supermax prison they kept all of their criminals, on [[Tenixir]]. A planet with intense gravity, the prison was contained with gravity well to make it habitable. When the Collective attempted to rescue their people, The Brotherhood honored their alliance with the Principate and helped repel the Collective Forces. &lt;br /&gt;
&lt;br /&gt;
At the same time, Idris had located the location of [[Evant Taelyan]], and the diplomats, and sent forces to recover them. Regrettably, only the Deputy Grand Master and two of the diplomats were recovered. Evant was a tortured broken man, yet the Grand Master seemed to care not. &lt;br /&gt;
&lt;br /&gt;
With Evant safely recovered, Idris left to make peace with the now-freed captives from the Tenixir Prison. Calling themselves [[The Tenixir Revenants]], Idris helped supply an initial set of ships and weapons so that they might leave Principate Space. &lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The conflict with the Collective came to its climax on the planet of [[Arx]] itself, the seat of the Brotherhood. Rath Oligard, believing he had broken Evant enough to use him, launched a full-scale assault on the planet. This of course was all to the Grand Master’s plans, seeking to destroy the Collective once and for all. &lt;br /&gt;
&lt;br /&gt;
The assault was violent, bloody, and led to heavy casualties on both sides. It was the first time Idris had to find a way to balance his need to be in the thick of combat and his ability to lead others. A difficult lesson for a man with a massive ego. &lt;br /&gt;
&lt;br /&gt;
In the end, the combined efforts of the clans, the Council Forces, and the Principate were able to repel the Collective. Evant was seemingly killed, although he was merely severely injured and smuggled off-planet, a fact Idris did not share with the rest of the Council. &lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
Evant took months to recover. Eventually, both body and soul were ready to return to work. He had one goal, to take the Iron Throne. To accomplish this he enlisted the help of the [[Regent]], Atra Ventrus, the [[Justicar]], [[Dacien_Victae|Dacien Victae]], and Idris to ensure as peaceful of a transition as possible. A lofty goal given so many who claimed the Iron Throne did so on the backs of thousands of corpses to obtain it. Dacien was to use the laws of the Brotherhood to maintain order, while Atra bribed the clans with assets from ACE. Idris was simply to blackmail clan leaders or provide them valuable information they desired. &lt;br /&gt;
&lt;br /&gt;
In the end, it became a non-event, with only one casualty, and Telaris Cantor vanished before the eyes of the Council and Consuls. Evant ascended to take the title of Dark Lord of the Sith and named himself Darth Nehalem. &lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
A full-blown war between the Principate and the Revenants was all but inevitable. This was escalated due to both parties, along with the Brotherhood, and the Collective, having collected rare crystals. These crystals were able to influence the desires of those around them, turning them hyper-violent and aggressive. &lt;br /&gt;
&lt;br /&gt;
On the Hutt-controlled planet of [[Dandoran]], war finally broke out, though not simply along faction lines of Principate and Revenant. Both factions split in half, each with their own goals. Some vying for peace, others for the annihilation of their enemies. And the prize to seal the deal was a massive collection of crystals, being set up for auction by a Hutt collector. &lt;br /&gt;
&lt;br /&gt;
Idris himself had a limited presence during this conflict. While he was in fact within the Dandoran system, he never managed to set foot on the planet itself and was too busy attending a massive party being thrown by Py’zah the Hutt on his yacht at the far end of the system. &lt;br /&gt;
&lt;br /&gt;
The end of the conflict however spelled a massive amount of work landing on Idris’ plate. A new enemy appeared in the form of a woman who called herself &#039;&#039;The Seer&#039;&#039;. She had used the crystals to create monstrous abominations that were incredibly difficult to kill. It was apparent a powerful group had taken notice of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late 39 ABY, Idris himself entered the field to get any information he could about The Seer, and her organization. For weeks he went from planet to planet-hunting down whatever he could. In the end, it paid off. While the effort to extract a member of the mysterious organization severely damaged his armor and left him severely injured, Idris was able to extract a single person, Acolyte Saikar who referred to himself as a Fateweaver. &lt;br /&gt;
&lt;br /&gt;
Saikar explained that he was a member of [[The Children of Mortis]], an ancient organization that was devoted to one cause. Setting the Force free. With new information on the table, Idris began to utilize the inquisitorius’ artificial intelligence, E.D.I. (Entire Database of the Inquistorius) to pour over anything they had on the Children. The game was on. &lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Using the information gathered from Saikar, Idris tasked the Inquistorius to focus all of their efforts on preparing to fight the Children of Mortis. However, Idris was not able to devote his full attention to this pressing matter as he was also helping each clan secretly research the crystals the Children had been using. The Inquistorius&#039; best source of information came from planting one of their own as a recruit for the Children&#039;s Lightbringers, Qru Avajor. Regrettably, Qru was found out, and killed shortly before the Children of Mortis unleashed a horrible attack against the Brotherhood. Idris felt responsible for this, having not opted to pull Qru out sooner. &lt;br /&gt;
&lt;br /&gt;
Idris was not able to wallow in his guilt for long, as the Children finally showed their cards, releasing massive crystalline asteroids against the home worlds of each of the clans. While the Council had expected an attack on Arx, this sudden attack against the clans made their defensive plans useless. Unable to immediately help the Clans, Idris worked with his fellow Councilors to consolidate the research each clan had made to create a counteragent to the conversion gas that was pouring out across the homeworlds. The Clans stood firm and held their ground before the counteragent was released and the Children shockingly repelled. The Children retreated through Force portals, a new occurrence that the Inquistorius needed to research. &lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
The Grand Master, Darth Nehalem, personally tasked Idris with a matter of great importance, hunting down the former Grand Master Telaris Cantor. Nehalem had become obsessed with his predecessor who had been taunting his mind. At this time, the Grand Master also named Idris, alongside the Justicar Thane &amp;quot;Atra&amp;quot; Skotos, as lords. A great honor and a powerful vanity title, the two newly minted lords had also been working together in secret for years. Together they decided to feed false information to the Grand Master to appease his growing obsession while continuing to focus their efforts on their own plans. &lt;br /&gt;
&lt;br /&gt;
Their efforts of course were hindered partially by the plan to go on the offensive against the Children of Mortis. Over the following months a great portal was constructed to lead the Brotherhood, and its clans into the &#039;&#039;Ethereal Realm&#039;&#039;. With the Council leading the charge, Idris was among the first through the portal and into the hell that was the assault against the Children of Mortis. &lt;br /&gt;
&lt;br /&gt;
The leader of the Children of Mortis, the Father, had once been known as Matthias Westland many thousands of years ago. Over that time he had repeatedly attempted to &amp;quot;break the chain&amp;quot; and combine his soul with the Force to build a new reality with him as the ultimate power. This assault against the Children quickly became a race against the clock as the Father began yet another attempt. Luckily the Brotherhood&#039;s forces made it to the Father&#039;s ritual site and stopped it before it could happen.&lt;br /&gt;
&lt;br /&gt;
Dacien Victae, the Deputy Grand Master, had quickly been elevated as the primary leader of the conflict, as Darth Nehalem had abandoned the Brotherhood to finally face his own nemesis, Telaris Cantor, who was present in the Ethereal Realm. As Dacien and the rest of the Council fled back to the portal, they remained at the furthest edge of the Brotherhood&#039;s forces, the ones constantly in combat with the Children. Giving the Clans time to retreat, this heavy combat came at a great loss of life. Dacien was a major target for the Children, and Idris jumped between the Deputy Grand Master and a crystalline spear at the last moment, saving Dacien&#039;s life. Speared through the abdomen, Idris fell and was pulled out by a fellow Mandalorian, the Regent Zxyl Bes&#039;uliik Taldrya. &lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Idris spent many months in a coma straddling the line between life and death. His armor was left in ruin from the fight, unusable should he manage to recover. Luckily Zxyl was also an incredibly skilled beskar armor and labored hard over this time to repair Idris&#039; armor. He left the armor in Idris&#039; office for the day that the Voice woke up. &lt;br /&gt;
&lt;br /&gt;
Eventually, Idris did make a full recovery, and then some. Between his time in the Ethereal Realm, the crystalline spear that nearly ended his life, and his meditative reflection while healing, Idris found a way to tap into the Force, able to wield the slightest portion of its power. &lt;br /&gt;
&lt;br /&gt;
This very near-death experience changed the Mandalorian in other ways too. While still cocky and headstrong, Idris found himself more mature from the experience and more deeply attached to the ways of his Mandalorian ancestors. It also made him incredibly more caring about those he considered his family and friends. This fact was further punctuated with the destruction of &#039;&#039;The Viper Fang&#039;&#039; by agents of the Children of Mortis. Luckily the crew was not on board, but Idris&#039; beloved BB-Unit Droid, Marbles, was destroyed in the explosion. &lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
Idris Adenn has an easy but commanding presence. His tall, lean, and lithe body is toned and muscular without being bulging, covered by bronzed skin. He is graceful and confident in his movement, calm but like his moniker, he is always coiled ready to strike. Idris has a very focused physical regiment, and while it helps keep him strong, his focus is speed and agility, not brute strength. &lt;br /&gt;
&lt;br /&gt;
Considered by many to be attractive, Idris has a square face with clear cheekbones and jawline. His jawline is further defined by his extended goatee, and the rest of his face is full of scruffy beard growth from only shaving periodically. His hair is a luscious black, having grown longer, it is typically swept back, and goes down to his shoulders. He has dark brown eyes, mischievous and cunning, that are set under a sharp browline. &lt;br /&gt;
&lt;br /&gt;
His face is extremely expressive, typically displayed as youthful, vigorous, full of life and lust. However, Idris is capable of being serious, and his face can often be found reflecting his more calm, respectful, and insightful side. With a quick temper, his expression can change in a snap. However often found in the bouts of combat, his expression typically reflects a fierce rage mixed with deep enjoyment of combat. &lt;br /&gt;
&lt;br /&gt;
His body is littered with various scars, none serious, but all clearly reflect his combative lifestyle.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
Like many Mandalorians, Idris’ identity is closely tied to his [[starwars:Mandalorian_armor|armor]]. While not his family’s oldest child, he was the one to inherit the Adenn’s primary armor from his father, Vaeden. Constructed of the incredible Mandalorian alloy [[starwars:beskar|beskar]], it is one of Idris’ most prized possessions. The exact date of the original forging of the armor is unknown, but it is at least 600 years old and has been passed down the Adenn line that entire time. According to Clan lore, it contains fragments of Beskar worn by several great Manda’lors and other Mandalorian heroes from ages long past. &lt;br /&gt;
&lt;br /&gt;
It is of a unique construction for Mandalorian armor, with the chest piece broken into several pieces, allowing for better movement, but also making it more susceptible for damaging blows. Upon receiving it from his father, Idris had reforged, restoring its worn-down appearance to a pristine condition, and painted it a metallic blood red with bright orange highlights. It was subsequently nearly damaged beyond repair in 40 ABY. When it was reforged, Idris had it repainted, a rich black color with shiny silver accents, accompanied by a deep crimson body glove.  &lt;br /&gt;
&lt;br /&gt;
Also typical of the Mandalorians, Idris utilizes a jetpack for increased mobility. He frequently has a dark brown flame-resistant cape wrapped around him. His primary weapons of choice are two [[starwars:WESTAR-35_blaster_pistol|Westar-35 Blaster Pistols]] constructed of red and black metals that fire uniquely colored violet with black core bolts. His main-hand blaster is known as &#039;&#039;Haar Maan Miit&#039;&#039;, The First Word. Its twin is &#039;&#039;Darasuum Uur&#039;&#039;, Eternal Silence. He is nearly always equipped with his traditional Mandalorian Vambraces, styled to match the rest of his armor and also of high quality beskar material. He also owns several other beskar crafted weapons including a Kal Dagger, Beskad, and Spear. &lt;br /&gt;
&lt;br /&gt;
Unlike many Mandalorians, Idris does take time away from his armor. These ventures have become less and less common the older he has gotten. Not out of disrespect of the ancient Mandalorian code, something Idris takes seriously, but out of comfort and convenience. It&#039;s much easier to get out of casual clothing than his armor, something he is quite fond of on his nights off. He has also found it is frequently easier to go home with someone when not taken as a pure Mandalorian brute. &lt;br /&gt;
&lt;br /&gt;
His casual wear is simple but clearly, reflects a refined taste. A blood-red undershirt with a deep cut for his neckline, black trousers, sturdy but tasteful boots. This is typically placed within a knee-length black jacket featuring a stiff upright collar and red accent colors.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a forceful, lusty man with a quick wit and barbed tongue. He likes to fight, often spurred on by his quick temper. But he also demonstrates a keen intellect and intense carnality. Personable and what many take as an easy-going personality, many miss the serious man beneath. Most either find themselves enchanted or repulsed, with very few ever feeling truly apathetic about the Mandalorian. &lt;br /&gt;
&lt;br /&gt;
Idris has ended his fair share of lives and feels life must be enjoyed to the fullest while one can. Many would say his lifestyle is excessive, but Idris is a man who knows what he likes; be it men, women, food, drink, or a good old-fashioned fight. If it is obtainable and he wants it, he will take it and enjoy it in abundance.&lt;br /&gt;
&lt;br /&gt;
Arrogant is one of the most common words thrown around when people mention Idris. There is no doubt that he thinks very highly of himself. Idris never merely walks around like he owns the place, he *swaggers*. Coupled with his quick temper and flair for dramatic moments, this leads to many forms of conflict. &lt;br /&gt;
&lt;br /&gt;
That isn’t to say Idris is so self-centered he doesn’t care about other people. Above all else, Idris is a passionate man, and that passion extends to those he is loyal to. Most close to the members of his crew on &#039;&#039;The Viper Fang&#039;&#039;, and his surviving family members, he will protect them above all else. &lt;br /&gt;
&lt;br /&gt;
Idris is also a hardline traditional Mandalorian. He takes his Mandalorian heritage seriously, be it his honor or adherence to the Mandalorian Code. He does not buy into the newer pacifist movement of the last several decades and maintains the old Mandalorian ways were the best. He seeks to remind the galaxy that the Mandalorians are still alive and ready for the good fight. &lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Idris is well-traveled and has connections in most parts of the galaxy. The most frequent ones, however, are listed below. They can be considered Idris’ family and hiring him means their involvement as well, though typically far away from the line of fire. They all worked and lived on a VCX-100, &#039;&#039;The Viper Fang&#039;&#039;, prior to its destruction in 42 ABY. They remain a tight-knit group, save for Sirdi, onboard Idris&#039; new ship &#039;&#039;Haar Kyr&#039;yc Karanov&#039;, a military-level Raider II-class Corvette.&lt;br /&gt;
&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: Ritually aged/experienced an additional 5 years of life - {{Birthyear_and_Age|ABY|27}} &lt;br /&gt;
&lt;br /&gt;
Sirdi Tyma is a Nightsister born from the combination of Idris&#039; DNA recovered at the crash site of the &#039;&#039;Epsilon Shade&#039;&#039; and her mother&#039;s remains were recovered from a Nightsister casket on board the ship. She was part of a brutal Nightsister ritual that caused her to experience a total of an additional 5 years of life than she would have otherwise, being raised by her coven and the spirit of her beloved Night Mother. She is a wild card, torn between learning more of her father, and the pull of her cultural upbringing. &lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
Madeline Jisella “MJ” Kilvaari is the vivacious pilot of the &#039;&#039;Viper Fang&#039;&#039;. A young and naturally skilled pilot, she keeps a safe eye both on the ship and its crew. Her skills as a pilot are augmented by the fact she is force-sensitive. She understands the rough and morally ambiguous lifestyle that comes with being a bounty hunter and mercenary but still attempts to keep Idris and the rest of the crew on the &#039;&#039;light&#039;&#039; end of the spectrum. She continues to reject Idris’ romantic advances, but that doesn’t stop him from trying, especially given her continued playful flirting with him.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
“Rayjax” is the &#039;&#039;Viper Fang’s&#039;&#039; co-pilot and primary mechanic. He is incredibly protective of the crew on the &#039;&#039;Fang&#039;&#039;, especially Idris and Elia. Rayjax’s full Wookiee name is much longer and too difficult for Basic speakers to pronounce. He had shorted it to Rayjax decades before meeting Idris. He is a constant tinkerer and is never without his tools and some sort of gadget he is working on. &lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
Ashara Kyl is a deeply spiritual and scholarly Twi’lek. She believes in the sanctity of life and has dedicated her life to the arts of healing and preservation of knowledge. She grew up alongside Idris, with her family having been freed by Idris’ grandfather. She is very OCD about her medical supplies, living quarters, and personal health. She frequently provides unsolicited health advice to anyone who attempts to talk to her. &lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
Takkoo is an Ewok who snuck aboard The Viper Fang, seeking the food he smelled onboard. Since then he has become an avid foodie and functions as the cook for the crew. He still frequently attempts to trap people in rudimentary snares. Most of the crew of the Viper Fang subconsciously notice and avoid them.  &lt;br /&gt;
&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia is Idris’ daughter, named after his murdered sister. She is typically found on Batuu with Melora, Idris’ mother. She is learning the ways of the Mandalorians to be like her father. &lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; II ====&lt;br /&gt;
BB-89 aka &amp;quot;Marble&amp;quot; II is a [[starwars:BB-series_astromech_droid|BB Series Astromech]]. The original &amp;quot;Marble&amp;quot; was destroyed alongside the VCX-100 &#039;&#039;Viper Fang&#039;&#039; in 42 ABY by Children of Mortis Forces. His data core was recovered and eventually issued to a new body. It has a masculine programming personality. Marble helps keep track of the workings on helped keep track of the workings on the &#039;&#039;Haar Kyr&#039;yc Karanov&#039;&#039;, working along side the Wookiee, Rayjax. Originally painted a matte black base with metallic red accents, he has various “Elia Adenn Originals” painted on his spherical body.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. (Entire Database of the Inquistorius) is an advanced artificial intelligence with many quantum nodes found throughout the galaxy. She was linked to the Brotherhood&#039;s databases upon Idris&#039; taking the position of Voice. She is has a direct line to Idris&#039; helmet, a node location on his ship, &#039;&#039;Haar Kyr&#039;yc Karanov&#039;&#039;, and various droid bodies to use. Most frequently she maintains a presence within a captured Ascendant Drone, accompanying Idris in the field.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris went through multiple versions before being finalized as a Mandalorian Human. With the addition of the NPC and Non-Force User options to the club, the man behind [[Xen%27Mordin_Palpatine|Xen’Mordin]] began formulating an alternative character to utilize. Originally, Idris was to be a [[starwars:Lasat|Lasat]] mercenary with a sadistic streak. Idris sat completely unused at this time. &lt;br /&gt;
&lt;br /&gt;
Eventually, bored with utilizing Xen’Mordin as his main character, Idris became the primary focus of development. LucasArts announced a new streaming TV series &#039;&#039;The Mandalorian&#039;&#039;. At the time, there were no confirmed castings for the show and Xen’Mordin had the idea of Oberyn Martell from Game of Thrones as a Mandalorian bounty hunter, which he found too exciting to let be, and the mercenary became Idris Adenn, Mandalorian Bounty Hunter. Due to this, Idris’ appearance and personality are largely based on Oberyn Martell. Idris, in this state, predates the announcement that Pedro Pascal would be playing the titular character in the show. &lt;br /&gt;
&lt;br /&gt;
Further development of Idris resulted in utilizing the old legends Mandalorian language, [[starwars:Mando%27a|Mando’a]], for both Idris’ CS aspect names and his last name, Adenn, coming from the word for ‘merciless’.&lt;br /&gt;
&lt;br /&gt;
His clan&#039;s signet is that of a Dragonsnake, a dangerous beast, and part of how he got his “Viper” moniker. His Mandalorian title of Haar Dreki’ormr be’Manda&#039;yaim translates to “The Dragonsnake of Mandalore”. Neither current nor old EU Mando’a had a word for the Dragonsnake species, or just dragon or snake. As such Old Norse was used as a substitute, as Mandalorians are largely inspired by the Viking culture.&lt;br /&gt;
&lt;br /&gt;
Idris became a M-Pop (Mandalorian Pop) star thanks to a dancing gif of Boba Fett at Disneyland, and the ACC Championship &#039;&#039;Singularity&#039;&#039; where several members wrote Idris dancing and singing as part of the battle intros. &lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197876</id>
		<title>Fiction Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197876"/>
		<updated>2025-06-28T05:17:42Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* The Seven Clans */ Update reference to VIZ per Drac.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|real}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the [http://www.darkjedibrotherhood.com/ Dark Jedi Brotherhood] &#039;&#039;&#039;Fiction Center&#039;&#039;&#039;. This page has many links and brief descriptions to help both new and returning members get caught up with the Brotherhood’s current storyline. This includes short summaries, recaps, and blurbs on important factions/people/places within the Brotherhood’s lore. &lt;br /&gt;
&lt;br /&gt;
To get started:&lt;br /&gt;
&lt;br /&gt;
* [[Brotherhood Canon]], which looks to align with Star Wars Canon where possible, is maintained by the &#039;&#039;&#039;Brotherhood Story Group&#039;&#039;&#039;. The story group&#039;s objective is to maintain consistency with Brotherhood Lore with respect to narrative plot updates, system features like possessions and character sheets, as well as integration with new material introduced into &amp;quot;nu Canon&amp;quot;. The Story Group is headed by the [[Grand Master]] and [[Deputy Grand Master]] with the [[Voice]] functioning as the primary author of the club-wide fiction.&lt;br /&gt;
&lt;br /&gt;
* The Brotherhood’s home rests in the [[Arx System]]. &#039;&#039;([[Antei]] was destroyed and the Council relocated).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To learn more about the Fiction Society, check out the [[Inquisitorius]] page on the Wiki.&lt;br /&gt;
&lt;br /&gt;
* To expand your knowledge of the Brotherhood&#039;s fiction systems, check out the [[Fiction Resources]]. This includes links to resources and documentation that can be useful for all writers in the club!&lt;br /&gt;
&lt;br /&gt;
* To join the ongoing discussion on original characters and fiction, check out our Fiction Chat channel on our [https://discord.gg/darkjedibrotherhood Discord server].&lt;br /&gt;
&lt;br /&gt;
* The current [[Voice]] is {{Voice}}.&lt;br /&gt;
&lt;br /&gt;
== Fictional Timeline ==&lt;br /&gt;
&lt;br /&gt;
* The current DB fictional year is &#039;&#039;&#039;{{Current year}} ABY.&#039;&#039;&#039;&lt;br /&gt;
* To get caught up on the latest brotherhood storyline, check out the fiction updates below. &lt;br /&gt;
* The Dark Crusade is the beginning of the contemporary storyline so start there if you want to start at the beginning of the modern plots for the club.&lt;br /&gt;
* To see the different arcs, see the [[Fiction Updates: Story Arcs]].&lt;br /&gt;
&lt;br /&gt;
== Current Storyline ==&lt;br /&gt;
The current storyline picks up following the Sixteenth Great Jedi War, which saw the forces of the Brotherhood face off against [[The Children of Mortis]] in an ethereal plane of existence. This conflict ended with the Brotherhood’s victory, and the Children retreating to lick their wounds. &lt;br /&gt;
&lt;br /&gt;
=== Resource Rush ===&lt;br /&gt;
The months following the Sixteenth Great Jedi War were some of the most peaceful that the Brotherhood has ever seen. It was a time of rebuilding forces, training, strengthing, and independence for the clans. &lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s closest allies, [[The Severian Principate]] had spent the last years growing rapidly, as their peaceful approach gained more and more popularity. In addition to their trio of core leaders, a new body, The Council of Systems, had formed so that each of their 16 systems had a voice. &lt;br /&gt;
&lt;br /&gt;
However peace only goes so far, and many raider attacks occurred in their systems. Their reliance solely on the Brotherhood for defense had to come to an end. In conjunction with the Brotherhood, a project was put into place to gather rare resources, research new technologies, build new ships and weapons, and train the next generation of soldiers. Both would prosper from this growth and stability.  &lt;br /&gt;
&lt;br /&gt;
== Previous Storyline: Fictional Recap ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;fancy&amp;quot; width=&amp;quot;60%&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|td colspan=&amp;quot;3&amp;quot; class=&amp;quot;head&amp;quot; style=&amp;quot;background-color:#5e7687; color:#BFBFBF; font-weight:bolder;&amp;quot;| Previous Arc&lt;br /&gt;
|-&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Year&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Story Arc&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Fiction&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[40_ABY_to_49_ABY#41_ABY|41 ABY]] || &#039;&#039;&#039;[[Sixteenth_Great_Jedi_War|Sixteenth Great Jedi War: Transcendance]]&#039;&#039;&#039; ||&lt;br /&gt;
[https://drive.google.com/file/d/1hLdJ1Ajg9mrre2iAKzzVsNH7dIRCj9_y/view?usp=sharing Prologue]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1-K4576Y8fec1NMxg3Wx4ct2oj0FWKQto/view?usp=sharing Chapter 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1kMqOmwmJqQFy2pfQNDSokq8-dPLEAcoE/view?usp=sharing Chapter 2]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1BAigoaU7yPfR3ZZ-TB3m-i9RsDhADw8H/view?usp=sharing Chapter 3]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Children of Mortis had vanished, seemingly into thin air. Haunted by taunts from [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|predecessor]] the Grand Master [[Evant_Taelyan|Darth Nehalem]] ordered the construction of a great gateway,that, utilizing the power of force-imbued crystals, would lead the way to fight the Children, and allow him to destroy the former Grand Master at the same time. &lt;br /&gt;
&lt;br /&gt;
Upon completion, the entire forces of the Brotherhood, and its seven clans ventured into the [[Ethereal Realm]], where time, gravity, Force abilities, and even the long dead followed new rules. Darth Nehalem found the former Grand Master and abandoned his post leading the Brotherhood’s forces to attempt to kill him. &lt;br /&gt;
&lt;br /&gt;
Hoping to use the conflict, the Children’s leader, the Father, began a ritual to destroy the chain of the Force, a manifestation of the binding of the Force and the real world together. Attempting to sacrifice Avitus Oligard in the process, it was a race against time. &lt;br /&gt;
&lt;br /&gt;
Ultimately the Brotherhood prevailed. The Father’s new body was killed, and his spirit returned to the crystalline skeleton that housed it for so many ages. Avitus Oligard was saved and allowed to leave in peace. The Children of Mortis retreated into shadow. The Brotherhood retreated, sealing the still dueling Darth Nehalem and Telaris Cantor in the ethereal realm, fates left to the will of the force. &lt;br /&gt;
&lt;br /&gt;
Dacien Victae was appointed the new Grand Master of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
== Inquisitorius Archive ==&lt;br /&gt;
&lt;br /&gt;
Official Fiction Updates for both the Brotherhood and the independent Clans can be found here in the [https://sites.google.com/view/brotherhoodfictions Inquisitorius Fiction Archives].&lt;br /&gt;
&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6RjM0NG83bE1qb1k Clan Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6OUMwT0pHc2lBNGc Brotherhood Plot Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6bXpUcnFQLXByZGs Great Jedi Wars]&lt;br /&gt;
* [https://drive.google.com/open?id=1IzaY0KGKyiEz-xRUcDqsZ_7m0Ed1u32a Rite of Supremacy&#039;s]&lt;br /&gt;
* [https://drive.google.com/open?id=1rModx2AbK88ijBq60hc9bXfS9GAOn1qF Historical Archives]&lt;br /&gt;
&lt;br /&gt;
To check out the Dark Jedi Brotherhood Comics that were made [https://www.darkjedibrotherhood.com/comics click here!]&lt;br /&gt;
&lt;br /&gt;
[[File:Dbcomicsnaptshot.png|center|700px|none|tumb|Comics created for the DJB]]&lt;br /&gt;
&lt;br /&gt;
== Databank: Brotherhood Universe ==&lt;br /&gt;
&lt;br /&gt;
The following data bank provides a quick reference to information about persons, locations, and organizations of interest that show up in the Brotherhood storyline. &lt;br /&gt;
&lt;br /&gt;
=== The Brotherhood ===&lt;br /&gt;
==== The Arx System ====&lt;br /&gt;
[[File:Arx-system.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Arx System]]&#039;&#039;&#039; is located in the depths of Wild Space, far away from the core worlds and isolated from the galaxy at large. The planet Arx now serves as the current seat of power for the Brotherhood. The Council oversees the Brotherhood from the headquarters known as &#039;&#039;The Ascent&#039;&#039;, which is located in Eos City.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== The Council ====&lt;br /&gt;
[[File:Darkcouncildblogo.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;The [[Dark Council|Council]]&#039;&#039;&#039; serves the Grand Master of the Brotherhood, and governs the various elements of the Brotherhood including, training, resources, intelligence, and the military. There are ten positions, including the Grand Master. They work alongside the [[Justicar]] as the overseers for the entire Brotherhood. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Grand Master =====&lt;br /&gt;
[[File:Dacienheadshot.png|left|130px]] &#039;&#039;&#039;[[Dacien Victae|Lord Dacien Victae]]&#039;&#039;&#039; serves as the current [[Grand Master]]. The Grand Master occupies the &#039;&#039;&#039;The Iron Throne&#039;&#039;&#039;, which is the seat of power for the Brotherhood. They control the Council, as well as the combined [[Iron Forces]]. Following a long career on the Council, Dacien Victae seized control after abandoning Darth Nehalem in the Ethereal Realm. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Deputy Grand Master =====&lt;br /&gt;
[[File:AtraHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Thane Skotos|Thane &amp;quot;Atra&amp;quot; Skotos]]&#039;&#039;&#039; (also known as Darth Renatus)&#039; serves as the current [[Deputy Grand Master]], right hand of the Grand Master.  Following his terms as both Regent and Justicar, Darth Renatus helps maintain the Brotherhood&#039;s control over its space.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Master at Arms =====&lt;br /&gt;
[[File:Howladerheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Howlader]]&#039;&#039;&#039; serves as the current [[Master at Arms]]. He is rarely seen in his office, but his work always seems to get done. Overseeing the ceremony and record keeping of the Brotherhood’s dossiers, Howlader’s allegiance seems to be more to the position he holds than to any one leader or even his home unit.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Seneschal =====&lt;br /&gt;
[[File:James-wiki.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;James Lucius Entar&#039;&#039;&#039; serves as the current [[Seneschal]] of the Brotherhood. The enigmatically eccentric, ever-endearing Seneschal heads up the Brotherhood’s Research and Development and also maintains sovereignty over cyber security thanks to his unique artificial intelligence, Construct [[Dbbot|dbb0t]]. James has a penchant for riddles and rarely involves himself in political matters, claiming to serve the Brotherhood and the Galaxy at large. He is most often left to his own devices out of both respect and fear.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Headmaster =====&lt;br /&gt;
[[File:12-Alethia.png|left|130px]] &#039;&#039;&#039;[[Alethia Archenksova]]&#039;&#039;&#039; serves as the current [[Headmaster|Headmistress]] of the Brotherhood. A former opponent of the Iron Throne, Alethia has made a dramatic about face and now oversees the [[Aurora Collegium of Sciences]] and the [[Shadow Academy]] on the Grand Master&#039;s behalf. Despite not being a Force-user herself, Alethia directs the Brotherhood&#039;s resources towards understanding the Force-based technology of the Children of Mortis and other factions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Herald =====&lt;br /&gt;
[[File:MorganFictionCenter.png|left|130xpx]]&lt;br /&gt;
&#039;&#039;&#039;[[Morgan B. Sorenn]]&#039;&#039;&#039; serves as the current [[Herald]] of the Brotherhood. In her capacity as Herald, she works to expand the Grand Master&#039;s influence among the important galactic crime syndicates, freelance guilds, and independent mercenary organizations working on the edges of the law.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Voice of the Brotherhood =====&lt;br /&gt;
[[File:IdrisHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Idris Adenn]]&#039;&#039;&#039; serves as the current [[Voice]] of the Brotherhood. Known as an outgoing and accomplished Bounty Hunter, Idris Adenn has brought an air of flash and style to the otherwise shadowed and secretive Inquisitorius. The Mandalorian takes great pride in the efforts of the Brotherhood&#039;s intelligence agency.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Fist of the Brotherhood =====&lt;br /&gt;
[[File:Ujiheadshot2024.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Uji Tameike]]&#039;&#039;&#039; serves as the current [[Fist]] of the Brotherhood. Uji is a master tactician and strategist, renowned for his ability to plan far into the future, with schemes spanning days, weeks, or even years. He has cultivated an extensive network of allies across the Brotherhood, including individuals from various Clans and members of the Royal Guard who have acted in his stead.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Regent =====&lt;br /&gt;
[[File:Thranjazzyheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Thran Occasus]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Regent]]&#039;&#039;&#039;. The former Praetor ascended to the Council following Zyxl’s resignation. A former Consul, and actor/model, he brings a new kind of life to the position. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Emissary =====&lt;br /&gt;
[[File:ErinyesV1-Headshot.jpg|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama|Seraine &amp;quot;Erinyes&amp;quot; Ténama]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Emissary]]&#039;&#039;&#039;, the newest position on the Council. She oversees the Brotherhood’s recruitment and retention of members.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Justiciar =====&lt;br /&gt;
[[File:KamjinHeadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Kamjin_&amp;quot;Maverick&amp;quot;_Lap%27lamiz|Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&#039;&#039;&#039; serves as the current [[Justicar]] of the Brotherhood. The former Emperor of Scholae Palatinae has accepted the position of Justicar following his tenure within the Chamber. His reason for foregoing the throne for the Halls of Justice are cloaked in mystery.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== The Seven Clans ====&lt;br /&gt;
[[File:7clans.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;The Seven Clans&#039;&#039;&#039; of the Brotherhood all hold different motivations and personalities. This is where the majority of members call home, reside, and interact with. &lt;br /&gt;
&lt;br /&gt;
The seven clans are: [[Clan Arcona|Arcona]], [[Clan Naga Sadow|Naga Sadow]], [[Clan Odan-Urr|Odan-Urr]], [[Clan Plagueis|Plagueis]], [[Clan Scholae Palatinae|Scholae Palatinae]], [[Clan Taldryan|Taldryan]], [[Clan_Vizsla|Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
A member of each respective unit is referred to in the following manner:&lt;br /&gt;
&lt;br /&gt;
* Arconan&lt;br /&gt;
* Taldryanite&lt;br /&gt;
* Sadowan&lt;br /&gt;
* Palatinaean&lt;br /&gt;
* Odanite&lt;br /&gt;
* Plagueian&lt;br /&gt;
* Vizjizzle&lt;br /&gt;
&lt;br /&gt;
Former members of Clan [[Tarentum]] identify as &#039;&#039;Tarenti&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Iron Forces ====&lt;br /&gt;
&#039;&#039;&#039;The Iron Forces&#039;&#039;&#039; are divided into two divisions: The [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Navy Iron Navy], and the [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Legion Iron Legion].&lt;br /&gt;
&lt;br /&gt;
==== Grand Master’s Royal Guard ====&lt;br /&gt;
Formerly elite body guards for the Council, the reinvented &#039;&#039;&#039;[[Grand_Master%27s_Royal_Guard|Grand Master’s Royal Guard]]&#039;&#039;&#039;, maintain their elite combat skill set to under take very dangerous operations on behalf of the Brotherhood. Beyond the unique experiences it offers, unique awards and incentives are given by order of the Fist. &lt;br /&gt;
&lt;br /&gt;
==== The Shadow Academy ====&lt;br /&gt;
The &#039;&#039;&#039;[[Shadow Academy]]&#039;&#039;&#039; and its associated &#039;&#039;&#039;[[Aurora Collegium of Sciences]]&#039;&#039;&#039; oversees the training, education, and research components of the Brotherhood. Providing unique items and opportunities, it is overseen by the Headmaster. &lt;br /&gt;
&lt;br /&gt;
==== Arx Capital Exchange ====&lt;br /&gt;
[[File:Logos-fiction-center-ACE.png|left|130px]] The &#039;&#039;&#039;[[Arx Capital Exchange]]&#039;&#039;&#039;, or ACE, is the financial and industrial apparatus of the Arx System and the Council as a whole. The Regent manages its efforts for the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inquisitorius ====&lt;br /&gt;
[[File:Logos-fiction-center-INQ.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Inquisitorius]]&#039;&#039;&#039; are the Grand Master’s covert network of agents. They represent the Brotherhood&#039;s strength outside of the Iron Legion and Iron Fleet. While not all that are enrolled are aligned with the Grand Master’s visions, many compete for favor and to rise in the rankings. The Society offers various awards and incentives and is headed by the Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shroud Syndicate ====&lt;br /&gt;
[[File:Logos-fiction-center-Syndicate.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Shroud Syndicate]]&#039;&#039;&#039; is the premiere criminal organization operating in Brotherhood space. It involves many smaller gangs, crews, and criminal combines within its area of operation, it is lead by the Herald, and operates from the Shroud Nebula where their massive ship, the Godless Matron, makes berth. The organization is involved in almost every major black market deal that happens in Brotherhood space.&lt;br /&gt;
&lt;br /&gt;
=== Allied Factions ===&lt;br /&gt;
==== The Severian Principate ====&lt;br /&gt;
[[File:Logos-fiction-center-Principate.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Severian Principate]]&#039;&#039;&#039; is a rare Imperial Warlord state which not only endured but thrived following the Empire’s collapse. Originally a network of mining worlds and orbital facilities in the Kastolar Sector, it existed to fuel the Empire’s war machine. This changed with the governorship of Lucian Niatinus, a commander disillusioned with the Emperor’s self-destructive policies. Devoted to improving the lives of his citizens and secretly allying with the smugglers and pirates from the nearby Hutt Space, he sought to create an ordered state free of the tyranny which inspired the Rebellion.&lt;br /&gt;
&lt;br /&gt;
It has largely grown beyond that initial vision, seeking to focus on peace and alliances to bring prosperity to its 16 different star systems. &lt;br /&gt;
&lt;br /&gt;
=== Neutral Factions ===&lt;br /&gt;
==== The Tenixir Revenants ====&lt;br /&gt;
[[File:Logos-fiction-center-Revenants.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Tenixir Revenants]]&#039;&#039;&#039; is a conglomerate of criminal organizations. Comprised largely of former prisoners held by the Severian Principate on the planet of Tenixir they have a deep hatred of the Imperial group. They are distrustful of all, but willing to work for the credits. Their allegiance is only to themselves. They take some great deal of persuasion to work with the Brotherhood based on its close alignment with the Severian Principate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Enemy Factions ===&lt;br /&gt;
==== The Collective ====&lt;br /&gt;
[[File:Logos-fiction-center-Collective.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Collective]]&#039;&#039;&#039; is a powerful organization led by the fierce Rath Oligard. Their unified purpose is to rid the galaxy of Force users. They are responsible for a multitude of conflicts, death, and loss, including a violent assault on the Brotherhood’s seat of power, Arx. While driving back, they have spent years rebuilding and preparing for the next phase of their crusade against the Brotherhood, and the Force as a whole. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Children of Mortis ====&lt;br /&gt;
[[File:Logos-fiction-center-CoM.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Children of Mortis]]&#039;&#039;&#039; is a powerful organization led by a mythical individual known as The Father, who has led them for millennia. Their unified purpose is to break the chains binding the Force, allowing the Father to ascend as the Force itself and control the universe. They have assaulted the Brotherhood and all seven clans in the past, and were pushed back from the Ethereal realm in 41 ABY. Their current whereabouts is unknown. &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197813</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197813"/>
		<updated>2025-06-22T18:12:52Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: Allies to Targets on Synergy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single target within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of targets within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Medley&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Medley&lt;br /&gt;
|Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Proficiency&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2FooterText=Proficiency is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their lightsaber, bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=197693</id>
		<title>CS Guide: Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=197693"/>
		<updated>2025-06-12T18:06:57Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Evereni */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS_TOC}}&lt;br /&gt;
{{Quote|In our efforts, we have learned that life is not rare. Rather, given a chance, &#039;&#039;life will occur&#039;&#039;. It is tenacious, aggressive—it seems to crave existence.|[[starwars:Tem Eliss|Tem Eliss]], [[starwars:sentientologist|sentientologist]]}}&lt;br /&gt;
&lt;br /&gt;
Species in Star Wars are a big deal. Their existence is something that separates the Lore from other Science Fiction, where even if a culture is only mentioned once, people will flock to try and create characters from it. &lt;br /&gt;
&lt;br /&gt;
= Policies =&lt;br /&gt;
To view the formal policy used for adding Species to the Character Sheet System, please see the [[Species_Approval_Guidelines|Species Approval Policy]].&lt;br /&gt;
&lt;br /&gt;
== Hybrids ==&lt;br /&gt;
Hybrid species are incredibly rare, but have been known to appear in Canon content. For example, Humans and Twi&#039;leks have born hybrid children in the Clone Wars animated series. &lt;br /&gt;
&lt;br /&gt;
Currently we only accept species that are designated as “Near-Human” to be capable of creating a hybrid together. The way our system works is you still need to designate the dominant species in the Character Creation Tool. Then in the Physical Description Field you can indicate physical traits found from the other species. &lt;br /&gt;
&lt;br /&gt;
As species feats have been removed, this means your character gains the benefit of any traits from both parents being a viable thing for that character. This means if one parent’s species can see in the UV spectrum, you are free to claim that for your character. This also means that you can opt to not have abilities that one of the parents have providing the other parent don’t have that ability. &lt;br /&gt;
&lt;br /&gt;
Hybrids only allow for the combining of &#039;&#039;&#039;two&#039;&#039;&#039; species in this manner, and both &#039;&#039;&#039;must&#039;&#039;&#039; be from the approved species list.  &lt;br /&gt;
&lt;br /&gt;
For more specific details for incorporating a Hybrid selection for your character, refer to the Species section of the [[Character Sheet Approval Guidelines]].&lt;br /&gt;
&lt;br /&gt;
In short: &lt;br /&gt;
* A hybrid Species must indicate the &#039;&#039;Primary Species&#039;&#039; due to how the CS system works. &lt;br /&gt;
* A hybrid Species can have cosmetic elements of their &#039;&#039;Secondary Species&#039;&#039; worked into their Physical Description.&lt;br /&gt;
* A hybrid Species can only have &#039;&#039;&#039;two species&#039;&#039;&#039; utilized.  Both of these species &#039;&#039;&#039;must&#039;&#039;&#039; be from the list below. &lt;br /&gt;
* Hybrids can only be created by &#039;&#039;&#039;two Near-Human&#039;&#039;&#039; species. &lt;br /&gt;
&lt;br /&gt;
= Species =&lt;br /&gt;
== Aleena ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Aleena&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_aleena.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Love adventure&lt;br /&gt;
* Wide mouth&lt;br /&gt;
* Large eyes&lt;br /&gt;
* Fast metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Aleena&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Aleena were short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena&#039;s bodies were long compared to their short arms and stubby legs. They possessed exceptional reflexes as well as a fast metabolism which allowed them to convert food into energy very rapidly in order to escape predators on their harsh home planet.&lt;br /&gt;
|height=0.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Anzati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Anzati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_anzat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Proboscis&lt;br /&gt;
* Bulbous noses&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
* Regenerates quicker&lt;br /&gt;
* Prone to substance abuse&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Anzat&lt;br /&gt;
|blurb=The Anzati were Human in appearance, with bulbous noses, flared nostrils, and grayish-hued skin. Two tentacle-like proboscises curl out and extended from their cheeks, and can be retracted to blend better with Humans. &lt;br /&gt;
|height=1.5 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Arkanian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Arkanian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_arkanian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Infravision&lt;br /&gt;
* Eyes sensitive to sources of extreme heat&lt;br /&gt;
* Extreme intelligence&lt;br /&gt;
* Four clawed digits&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Arkanian (language)|Arkanian]]&lt;br /&gt;
|blurb=The Arkanians were a Near-Human species which resided primarily on the frozen planet of [[starwars:Arkania|Arkania]] in the Perave system of the [[starwars:Colonies/Legends|Colonies]] region of the galaxy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Barabel ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Barabel&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_barabel.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two stomachs&lt;br /&gt;
* Dark scales&lt;br /&gt;
* Immune to blaster’s stun&lt;br /&gt;
* Able to shed tail&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Needle sharp teeth&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Barabel (language)|Barabel]]&lt;br /&gt;
|blurb=Barabels were a species of sentient cold-blooded reptilians native to the dark, murky world [[starwars:Barab I|Barab I]]. A highly aggressive and territorial species, Barabels who traveled off their homeworld often found work as [[starwars:Fringer|fringers]] or soldiers.&lt;br /&gt;
|height=1.9 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Besalisk ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Besalisk&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_besalisk.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four Arms&lt;br /&gt;
* Inflatable Wattle&lt;br /&gt;
* Bony Headcrest&lt;br /&gt;
* Large Build&lt;br /&gt;
* Wide Mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Besalisk&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Besalisk were a four-armed sentient species. They were known for having strong primary arms, and weaker secondary arms. With a thick body type, an inflatable wattle, and a bony, three-pronged head crest, they were hard to miss in a crowd. &lt;br /&gt;
|height=1.88 to 2.36 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bothan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bothan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_bothan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Mood-sensitive fur&lt;br /&gt;
* Craves intrigue and subterfuge&lt;br /&gt;
* Tapered pointed ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Bothese|Bothese]]&lt;br /&gt;
|blurb=Bothans were furry mammalian anthropoids, about 1.5 meters tall. Hailing from [[starwars:Bothawui|Bothawui]] and several colonies, Bothans differed in facial appearance and body structure with canine, feline, and equine features. They were known for being master politicians and spies, craving intrigue and subterfuge.&lt;br /&gt;
|height=1.4 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bpfasshi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bpfasshi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_bpfasshi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Distrust for Jedi&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Tattoos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Bpfasshi were Near-Humans native to Bpfassh.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cathar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cathar&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cathar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Feline&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Loyal, passionate, tempermental&lt;br /&gt;
* Keen sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Catharese|Catharese]]&lt;br /&gt;
|blurb=The Cathar were a species of feline, bipedal humanoids native to [[starwars:Cathar|Cathar]], a planet of savannahs and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Chiss ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Chiss&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_chiss.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Glowing red eyes&lt;br /&gt;
* Above-average night vision&lt;br /&gt;
* Rapid maturity&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cheunh|Cheunh]]&lt;br /&gt;
|blurb=The Chiss were a tall, blue-skinned Near-Human civilization from the planet [[starwars:Csilla|Csilla]] in the [[starwars:Unknown Regions|Unknown Regions]].&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Clawdite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Clawdite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_clawdite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Shape shifting ability&lt;br /&gt;
* Green to yellow skin hues&lt;br /&gt;
* Yellow slitted eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Clawdite (language)|Clawdite]]&lt;br /&gt;
|blurb=Clawdites were a humanoid sentient species native to the planet of [[starwars:Zolan|Zolan]]. They were one of the few shape-shifting species in the galaxy, and were sometimes referred to as Changelings.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Coynite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Coynite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_coynite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairy&lt;br /&gt;
* Shaggy mane&lt;br /&gt;
* Forehead ridges&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Wide flared noses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Coynite language|Coyn]]&lt;br /&gt;
|blurb=Coynites were large bipeds, and typically quite strong. They had fine gold, white, or black hair over their entire bodies. Their heads were crowned with a shaggy mane, with bony forehead ridges in place of eyebrows. Their faces possessed protruding chins, wide, flared noses, and deep-set eyes. They possessed clawed hands.&lt;br /&gt;
|height=2.0 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cragmoloid ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cragmoloid&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cragmoloid .png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Trunk&lt;br /&gt;
* Tusks&lt;br /&gt;
* Flappy Ears&lt;br /&gt;
* Tall and Large&lt;br /&gt;
* Red Eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cragii|Cragii]]&lt;br /&gt;
|blurb=Cragmoloids were large bipedals pachydermoids. With long manipulative trunks, two to four tusks, clawed fingers, and clawed toes, they are a proud honor-bound species, with heavy emphasis on caring for their “clan”. They have thick skin, ranging from grey to pink, beady red eyes, and large flappy ears. &lt;br /&gt;
|height=2.5 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dashade ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dashade&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dashade.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin&lt;br /&gt;
* Powerful claws&lt;br /&gt;
* Partial Force-resistance&lt;br /&gt;
* Radiation resistance&lt;br /&gt;
* Dissipates heat&lt;br /&gt;
* Lamprey-like mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dashadi|Dashadi]]&lt;br /&gt;
|blurb=Dashade were tall reptilians with dark skin, lamprey-like mouths, and powerful claws. They were resistant to radiation. They also had an ability to dissipate heat which made them hard to detect using standard life-form sensors.&lt;br /&gt;
|height=1.7 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Devaronian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Devaronian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_devaronian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Red, brown, green or white skin&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Two horns (male)&lt;br /&gt;
* Bald (male)&lt;br /&gt;
* Hair (female)&lt;br /&gt;
* Two dark circles on forehead (female)&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Devaronese/Canon|Devaronese]]&lt;br /&gt;
|blurb=Devaronians are a sentient species from the planet [[starwars:Devaron|Devaron]]. They exhibit great sexual dimorphism, with the males being bald and sporting horns, and the hornless females displaying a full head of hair.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dowutin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dowutin &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dowutin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Massive&lt;br /&gt;
* Chin horns&lt;br /&gt;
* Tusk-like nails&lt;br /&gt;
* Long-lived (500 years)&lt;br /&gt;
* Never stops growing&lt;br /&gt;
* Earthy skin tones&lt;br /&gt;
* Great strength&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dowuta|Dowuta]]&lt;br /&gt;
|blurb=The Dowutin are a large race of humanoids native to the planet of [[starwars:Dowut|Dowut]] in the Core Worlds. They were aggressive-looking with chin horns, large claws and thick skin, usually brown. They were long-lived and it was said that they never stop growing. They were often solitary creatures who took pride in their great strength.&lt;br /&gt;
|height=2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Draethos ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Draethos&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_draethos.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple skin&lt;br /&gt;
* Large teeth outside of mouth&lt;br /&gt;
* Interstitial webbing between fingers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Limited telepathy&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Draethos (language)|Draethos]]&lt;br /&gt;
|blurb=Draethos were a predatory humanoid species from the planet [[starwars:Draethos (planet)|Draethos]], notable for their long natural lifespans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dug ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dug&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:DugSpecies.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Abrasive  &lt;br /&gt;
* Long snouts  &lt;br /&gt;
* Walk with arms&lt;br /&gt;
* Fleshy tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Dug&lt;br /&gt;
|blurb=The Dug, from the planet Malastare, are a unique species. Possessing four similar limbs with dextrous “fingers”, the Dug walk using their upper limbs and use their lower limbs to hold and grasp things, giving them an inverted appearance to how most species operate. They have fleshy tendrils on their face, much like a mustache, on their elongated faces, as well as loose folds of skin. &lt;br /&gt;
|height=1 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Duros ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Duros&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_duros.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gifted explorers&lt;br /&gt;
* Adventurous and socially gregarious&lt;br /&gt;
* Blue-green skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Long, thin and noseless faces&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Durese|Durese]]&lt;br /&gt;
|blurb=The Duros were a species of teal-skinned, reptilian humanoids who were gifted explorers, and often became spacers or traders. &lt;br /&gt;
|height=1.7 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Echani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Echani&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_echani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Combat-focused society&lt;br /&gt;
* All Echani share a very similar appearance&lt;br /&gt;
* Light hair&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Silver eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Echani were a Near-Human species that hailed from [[starwars:Eshan|Eshan]]. All Echani looked remarkably similar and relied on observing body movements and combat to express themselves and distinguish each other.&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Elomin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Elomin&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_elomin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Skin tones range from bright pink to dark purple&lt;br /&gt;
* Horned appearance&lt;br /&gt;
* Very different body organs&lt;br /&gt;
* Obsessed with personal hygiene&lt;br /&gt;
* Driven to create order from chaos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Elomin&lt;br /&gt;
|blurb=The Elomin were a species that hailed from the planet [[starwars:Elom (planet)|Elom]]. Their children matured rapidly, and they were obsessed with finding order in all things as well as personal hygiene.&lt;br /&gt;
|height=1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Epicanthix ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Epicanthix&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_epicanthix.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 130 years&lt;br /&gt;
* Distinct eye folds&lt;br /&gt;
* Natural tan&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Brown/green eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Epicant&lt;br /&gt;
|blurb=The Epicanthix were tall, muscular, dark-haired Near-Humans native to the [[starwars:Outer Rim Territories|Outer Rim Territories]] world of [[starwars:Panatha|Panatha]], in the [[starwars:Pacanth Reach|Pacanth Reach]]. They possessed a genetic immunity to Force-aided mental tricks, and were known as conquerors and warriors.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Evereni ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Evereni&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_evereni.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Slate Grey Skin&lt;br /&gt;
* Dark Grey Blood, &lt;br /&gt;
* Black Eyes&lt;br /&gt;
* Claws&lt;br /&gt;
* Sharp Teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Evereni&lt;br /&gt;
|blurb=The Evereni were a humanoid species distinguished by their slate-gray skin, elongated bones, and thick, dark gray blood. Their coal-black eyes possessed superior night vision compared to humans, though they required a brief adjustment period in darkness. While possessing remarkable physical resilience, Evereni were vulnerable to extreme cold. They were characterized by sharp black claws and sharp white teeth. A notable sign of aging in Evereni was the appearance of red streaks in their hair. They had a distinct ability to see or hear the spirit of those they had a strong connection to.&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ewok ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ewok&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet ewok.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furry&lt;br /&gt;
* Short&lt;br /&gt;
* Acute sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ewokese|Ewokese]]&lt;br /&gt;
|blurb=Ewoks are a diminutive, furry, bipedal species from the forest moon of [[starwars:Endor|Endor]]. Their fur ranges from shades of white and brown to black, and they have two fingers and an opposable thumb. They are omnivores with an acute sense of smell, and are more comfortable in primitive forest environments than modern locales.&lt;br /&gt;
|height=1 meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Falleen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Falleen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_falleen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Cold-blooded (green)&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Seductive pheromones&lt;br /&gt;
* Facial and spine ridges&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Falleen&lt;br /&gt;
|blurb=The Falleen were the indigenous reptilian mammalian sentient species of the planet Falleen.&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Feeorin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Feeorin&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_feeorin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespan&lt;br /&gt;
* Head and Face tendrils&lt;br /&gt;
* Volatile Temperament&lt;br /&gt;
* Unique metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Feeorin&lt;br /&gt;
|blurb=The Feeorin were a species of tall reptilian humanoids whose original homeworld is unknown. They were known for the tendrils that hung from their face and head, with multi-hundred-year lifespans.&lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Firrerreo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Firrerreo&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:Firrerreo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gold-colored, shifting silvery skin&lt;br /&gt;
* Two-tone hair&lt;br /&gt;
* Animalistic features, including canine teeth and behavior&lt;br /&gt;
* High-protein diet&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
|blurb= Firrerreo were a Near-Human species from the planet Firrerre. They were notable for their two-toned hair, gold-colored skin, and animalistic features. Their skin is known to shift to a silvery tone when angered or frightened. &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Firrerreo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Fosh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Fosh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_fosh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two Antennae  &lt;br /&gt;
* Mood-sensitive Colorful Feathers  &lt;br /&gt;
* Red Eyes  &lt;br /&gt;
* Convex Face  &lt;br /&gt;
* Beak-like Mouth  &lt;br /&gt;
* Force-sensitive Lacrimal Glands  &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Fosh&lt;br /&gt;
|blurb=Fosh were bird-like creatures with four-fingered talon-like hands that have evolved from wings.They had frail bodies which lead to their shy nature and avoidance of conflict. Like other Avian species, these people are very agile and can use their digitigrade and flay-toed feet to jump easily. The Fosh have colorful feathers, namely observed upon their head, which have been seen to change with moods. Green for inquisitiveness, thoughtfulness, or amusement. Orange for happiness. Blue for apathy, Gray for anger, disgust, irritation, or seriousness. &lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gamorrean ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gamorrean&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gamorrean.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Porcine&lt;br /&gt;
* Strong&lt;br /&gt;
* Large Upturned Snouts&lt;br /&gt;
* Jowls with Upturned Tusks&lt;br /&gt;
* Green Skin&lt;br /&gt;
* Thick Hairless Skin&lt;br /&gt;
* Five Digits and Thumbs&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gamorrean (language)|Gamorrean]]&lt;br /&gt;
|blurb=The [[starwars:Gamorreans|Gamorreans]] are a sentient pig-like humanoid from the planet [[starwars: Gamorr|Gamorr]]. While many of them lack intelligence, they more than makeup for it through size and strength. Having a voracious appetite for warfare, their clans are constantly at war with one another as they vie for dominance over their rivals. Typically seen as henchmen or mercenaries, their physicality should never be underestimated. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gand ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gand&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gand.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two subspecies - Breathers or Lungless&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
* Can regrow lost limbs&lt;br /&gt;
* Three fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gand (language)|Gand]]&lt;br /&gt;
|blurb=The Gand were a sentient species of humanoids that [[starwars:Xenobiologist|xenobiologists]] believed to have evolved from an insect genus that inhabited the ammonia-gas planet of [[starwars:Gand (planet)|Gand]]. Several physical varieties of the species existed, differing from one another in the structure of the head and the texture and color of the exoskeleton&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gungan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gungan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gungan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Distinctive pronunciation of basic&lt;br /&gt;
* Extendable tongues&lt;br /&gt;
* Long ears&lt;br /&gt;
* Short lives - avg. 65 years&lt;br /&gt;
|languages=&lt;br /&gt;
* [[starwars:Gungan Basic|Gungan Basic]]&lt;br /&gt;
|blurb=Gungans were a species of amphibious humanoids that hailed from the oceans of [[starwars:Naboo|Naboo]]. They came from a largely isolationist society that relied on ‘growing’ organic technology and working with animals. &lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hapan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hapan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_hapan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* More attractive than the average Human&lt;br /&gt;
* Nightblind&lt;br /&gt;
* Aristocratic&lt;br /&gt;
* Matriarchal culture&lt;br /&gt;
* Isolated, xenophobic culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Hapan (language)|Hapan]]&lt;br /&gt;
|blurb=Hapan refers to the Near-Human natives of the [[starwars:Hapes Cluster|Hapes Cluster]] that were ruled by a male-dominant pirate gang. After being wiped out by the Jedi in 4,000 BBY, they adopted a matriarchal society under a “Queen Mother”. Isolated from the rest of the galaxy in the outer rim, Hapan were selectively bred over generations, resulting in above average beauty for both men and women.&lt;br /&gt;
|height=1.5–2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harch ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Harch&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_harch.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Six arms&lt;br /&gt;
* Six Eyes&lt;br /&gt;
* Spider Inspired&lt;br /&gt;
* Greyscale and Brown Fur&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
|languages=&lt;br /&gt;
* Harch&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Harches were a six armed humanoid spider-type species native to the planet Secundus Ando. They had six red eyes and covered in a fine hair that was typically greyscale but occasionally brown. This hair grew from their tough exoskeleton. They preferred to eat liquid proteins.  &lt;br /&gt;
|height=0.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Herglic ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Herglic &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_herglic.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hulking build, no neck&lt;br /&gt;
* Wide mouth, serrated teeth&lt;br /&gt;
* Blowhole&lt;br /&gt;
* Three-fingers&lt;br /&gt;
* Cartilaginous shoulders&lt;br /&gt;
* Slick skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Herglese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Herglics were a sentient species of hulking aliens with slick skin, no neck and cartilaginous shoulders. They had a wide mouth, tiny eyes, and a blowhole their language often utilized along with breathing. Mistreatment by the Galactic Empire misplaced many, some who took refuge on Level 1782, Coruscant. With a galaxy not built for them, many have developed sensitivity about their size.&lt;br /&gt;
|height=1.7–2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Human&lt;br /&gt;
|classification=Human&lt;br /&gt;
|image=[[File:character_sheet_human.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale to dark brown skin tones&lt;br /&gt;
* Wide spectrum of hair color&lt;br /&gt;
* Wide spectrum of eye color&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Humans, taxonomically referred to as Homo sapiens, were the galaxy&#039;s most numerous and politically dominant sentient species with millions of major and minor colonies galaxy-wide. Believed to have originated on the galactic capital of [[starwars:Coruscant|Coruscant]], they could be found anywhere, engaged in many different pursuits.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hutt ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hutt&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_hutt.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Slugs&lt;br /&gt;
* Stubby Arms&lt;br /&gt;
* Thick Skin&lt;br /&gt;
* Great Strength&lt;br /&gt;
* Large Mouth and Eyes&lt;br /&gt;
* 3 Lungs&lt;br /&gt;
|languages=&lt;br /&gt;
* Huttese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Hutts are a species of massive sentient slug-like creatures. They have two stubby arms, no legs, a massive mouth, three lungs, and giant eyes. Native to Varl, and more commonly seen as from Nal Hutta, the Hutts are widely known for their ties to the criminal underworld, as their Grant Hutt Council ran and oversaw the Hutt Clan crime syndicate. &lt;br /&gt;
|height=3 - 3.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Iktotchi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Iktotchi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_iktotchi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough skin&lt;br /&gt;
* Regenerative horns&lt;br /&gt;
* Innate telepathy and precognition&lt;br /&gt;
* Large hands&lt;br /&gt;
* Stoic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Iktotchese&lt;br /&gt;
|blurb=The Iktotchi were a species of horned humanoids that hailed from the harsh, windy moon of [[starwars:Iktotch|Iktotch]]. They were a stoic species that possessed a natural affinity for precognitive dreams and telepathy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ithorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ithorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ithorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long, curving neck&lt;br /&gt;
* T-shaped head&lt;br /&gt;
* Two mouths&lt;br /&gt;
* Four throats&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ithorese/Legends|Ithorese]]&lt;br /&gt;
|blurb=The Ithorian were a species of mammalian herbivores native to the planet [[starwars:Ithor|Ithor]]. They had long curving necks and T-shaped heads, as well as two mouths and four throats allowing them to speak in stereo and violently expel air from their lungs. &lt;br /&gt;
|height=1.8 to 2.3 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaleesh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaleesh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kaleesh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Reddish brown, scaly skin&lt;br /&gt;
* Four digit hands with two opposable thumbs&lt;br /&gt;
* Almost always wear masks&lt;br /&gt;
* Thermal pits under eyes&lt;br /&gt;
* Superior olfactory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaleesh (language)|Kaleesh]]&lt;br /&gt;
|blurb=The Kaleesh were reptilian humanoids that hailed from the planet [[starwars:Kalee|Kalee]]. They were rarely seen without masks, and lived in a spiritual and war-like culture, where war was seen as an essential part of life.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaminoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaminoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Kaminoan species.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale skin in tones of white, purple or blue&lt;br /&gt;
* Tall, spindly, slender build, uniform between genders&lt;br /&gt;
* Elongated necks&lt;br /&gt;
* Large eyes with large black sclera and radiant irises&lt;br /&gt;
* Males have head-crests, while females are entirely bald&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaminoan_(language)|Kaminoan]]&lt;br /&gt;
|blurb=Kaminoans were slender, towering, pale-skinned humanoids whose oblong heads sat atop elongated neck bones that allowed them limited flexibility. They had two large, almond-shaped black eyes with white pupils. Male Kaminoans had fin-like crests atop their heads, while females were completely bald and wore unique head crescents. &lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kel Dor ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kel Dor&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kel_dor.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four-fingered hands&lt;br /&gt;
* Can survive in a vacuum&lt;br /&gt;
* Black/silver eyes&lt;br /&gt;
* Peach to crimson skin&lt;br /&gt;
* Extra-sensory organs with small tusks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kel Dor (language)|Kel Dor]]&lt;br /&gt;
|blurb=The Kel Dorians were a species hailing from [[starwars:Dorin|Dorin]]. Naturally breathing helium and Dorin gas, they wear breathing masks that cover their eyes and nostrils. &lt;br /&gt;
|height=1.4 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kessurian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kessurian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kessurian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Keen Hearing&lt;br /&gt;
* Montrals&lt;br /&gt;
* Elongated pointed ears&lt;br /&gt;
* Nub Horns&lt;br /&gt;
* Red Skin&lt;br /&gt;
* Light Mottled Skin Pattern&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kessurian&lt;br /&gt;
|blurb=Kessurians are humanoid sentient species of red skin with elongated pointed ears and horn-like montrals above their ears. They have smaller nubs of horns just above their eyes and below their large montrals. Due to their ears and montrals, they are noted to have a keen sense of hearing much more sensitive than humans. The skin on their ears, montrals, cheeks, and foreheads have a mottled appearance with lighter spots compared to the rest of their skin. Hair and eye color are typically brown or grey. Male Kessurian are able to grow facial hair.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Khil ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Khil&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_khil.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairless&lt;br /&gt;
* No jaws&lt;br /&gt;
* Face tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Khilese|Khilese]]&lt;br /&gt;
|blurb=The Khil are a sentient species native to the planet [[starwars:Belnar|Belnar]] and were one of the earliest members of the Republic. They were known for their distinctive face tendrils.&lt;br /&gt;
|height=1.2-2 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kiffar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kiffar&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kiffar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Varied skin hues&lt;br /&gt;
* Distinct facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Kiffar are a species of Near-Humans from the planet [[starwars:Kiffu|Kiffu]]. As such, they were sometimes mistakenly called &amp;quot;Kiffu.&amp;quot;&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kushiban ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kushiban&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kushiban.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lagomorphic&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Survivalist&lt;br /&gt;
* Long Ears and Tail&lt;br /&gt;
* Mood Fur&lt;br /&gt;
* Cute Appearance&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kushiban&lt;br /&gt;
|blurb=Kushiban were sentient lagomorphs with two big ears and mood fur covering their bodies. This mood fur was white when the Kushiban were at peace, and changed colors according to their mood. This feature, however, is not fixed as the Kushiban is also capable of changing the color of its fur at will to nearly any color it chooses. Because of their claws, they are capable of climbing up steep walls and are natural hunters. They are also capable of standing on their hind legs, bringing them to nearly the same height as a humanoid.&lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kyuzo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kyuzo&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kyuzo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Green, orange, olive, or pinkish skin&lt;br /&gt;
* Four- or five-digit hands&lt;br /&gt;
* Strong leg muscles&lt;br /&gt;
* Fast reflexes&lt;br /&gt;
* Compound or slit-shaped pupil eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kyuzo&lt;br /&gt;
|blurb=The Kyuzo are a species of lanky, bipedal humanoids with quick reflexes that originated from the Outer Rim world of Phatrong.  They have a strong martial history and placed a high value on justice and honor.  This led to them being sought out for jobs as mercenaries, bounty hunters, and law enforcement personnel.  One notable member of this species was the bounty hunter Embo, who was one of the most skilled bounty hunters during the time of the Clone Wars.&lt;br /&gt;
|height=1.5 - 2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lasat ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lasat&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lasat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gray or purple skin&lt;br /&gt;
* Dark purple hair&lt;br /&gt;
* Impressive height&lt;br /&gt;
* Green eyes&lt;br /&gt;
* Digitigrade legs, prehensile toes, large finger pads&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lasat&lt;br /&gt;
|blurb=Lasats were a humanoid sentient species native to the Outer Rim world of [[starwars:Lasan|Lasan]], though the species originated from the Wild Space planet [[starwars:Lira San|Lira San]].&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lepi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lepi&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lepi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Lanky&lt;br /&gt;
* Buck Teeth&lt;br /&gt;
* Large Ears&lt;br /&gt;
* Thin whiskers&lt;br /&gt;
* Blue, White, Dark Green, Gray&lt;br /&gt;
Green, or White Fur&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lepese&lt;br /&gt;
|blurb=Lepi were a species of tall, lanky bipedal humanoids with an anthropomorphic rabbit-like appearance, sporting a fur-covered body, large ears, buck teeth, and thin whiskers.&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lonto ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lonto&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_lonto.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale Green Skin&lt;br /&gt;
* Brown or Black Hair&lt;br /&gt;
* Blue Eyes&lt;br /&gt;
* Plant Growth&lt;br /&gt;
* Pointed Ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Lonto&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Lonto were a humanoid species. Their pale green skin showed dark lines, mimicking tree bark. They had blue eyes, and dark toned hair. With a natural affinity for the Force, they could use it to grow plants, especially effective at growing tragia leaves which could be used for healing themselves and others. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lurmen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lurmen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lurmen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Resemble lemurs  &lt;br /&gt;
* Large yellow-orange eyes  &lt;br /&gt;
* Small nose and mouth  &lt;br /&gt;
* Fur ranging from light to dark grey or brown  &lt;br /&gt;
* Long prehensile tails  &lt;br /&gt;
* Culturally pacifistic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lurmen&lt;br /&gt;
|blurb= Lurmen were a small sentient humanoid species native to the Outer Rim world of [[starwars:Mygeeto|Mygeeto]]. They are notable for resembling lemurs and for being largely a pacifist species. &lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miraluka ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Miraluka&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_miraluka.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Physically blind&lt;br /&gt;
* Can ‘see’ through the Force&lt;br /&gt;
* Emotionally calm, deliberative nature&lt;br /&gt;
* Sensitive to the moods of those around them&lt;br /&gt;
* Always Force-sensitive, to varying degrees&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Miralukese&lt;br /&gt;
|blurb=The Miraluka were a species of blind, Force-sensitive Near-Humans that hailed from the planet [[starwars:Alpheridies|Alpheridies]]. They often wore coverings to hide their vestigial eye sockets.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mirialan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mirialan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_mirialan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Flexible and agile&lt;br /&gt;
* Geometric Tattoos&lt;br /&gt;
* Stratified society &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Mirialan&lt;br /&gt;
|blurb=Mirialans were a species of near-Humans native to the planet [[starwars:Mirial|Mirial]]. Their appearance varied from yellow-green skin tones to paler skin very similar to many Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mon Calamari ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mon Calamari&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_mon_calamari.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Bulbous eyes&lt;br /&gt;
* Salmon-coloured skin&lt;br /&gt;
* Webbed hands, excellent swimmers&lt;br /&gt;
* Unique vision spectrum&lt;br /&gt;
* Knowledgable about traps&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Mon Calamarian|Mon Calamarian]]&lt;br /&gt;
|blurb=The Mon Calamari (also known as Calamari, Calamarians, Mon Cal, Mon Calamarians, or rarely Mon Cala) were one of the sentient species indigenous to the world of [[starwars:Dac|Dac]].&lt;br /&gt;
|height=1.3 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Muun ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Muun&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_muun.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall, gaunt&lt;br /&gt;
* Thin waist, fingers, body&lt;br /&gt;
* Elongated, hairless head&lt;br /&gt;
* Long arms and legs&lt;br /&gt;
* Mathmatical skills&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Muun_(language)|Muun]]&lt;br /&gt;
|blurb=Muun were tall, gaunt humanoids with thin bodies and hairless, elongated heads. Their skin, ranging from pasty-white to pale pink and even gray, made them doubly recognizable, as did their unusually flat features. Hailing from the mineral-rich world of [[starwars:Muunilinst|Muunilinst]], their mathematical acumen made them prized bankers and statisticians throughout the galaxy.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nagai ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nagai&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_nagai.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall with gaunt features&lt;br /&gt;
* Pale Skin and Dark Hair&lt;br /&gt;
* Fast Reflexes&lt;br /&gt;
* Soothing and Hypnotic Voices&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nagaian|Nagaian]]&lt;br /&gt;
|blurb=The Nagai were a sentient near-Human species from Nagi. Tall, lean, often gaunt, they were still considered attractive, with pale skin and black hair. While seen as frail, they were very dexterous with fast reflexes and high agility. Disciplined, the Nagai were known for their high sense of honor, as well as their soothing voices. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nautolan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nautolan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_nautolan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Excellent swimmers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Head tresses&lt;br /&gt;
* Strong sense of smell&lt;br /&gt;
* Lidless eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nautila|Nautila]]&lt;br /&gt;
|blurb=The Nautolans are an amphibious species from the planet [[starwars:Glee Anselm|Glee Anselm]], known for their lidless eyes and dreadlock-like head tentacles. Their skin was usually a shade of green. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Neti ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Neti&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_neti.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Bark-like skin&lt;br /&gt;
* Shapeshifting&lt;br /&gt;
* Photosynthesis&lt;br /&gt;
* Sentient plants&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Neti (language)|Neti]]&lt;br /&gt;
|blurb=The Neti were a species of shapeshifting sentient plants first encountered on the planet of [[starwars:Ryyk|Ryyk]]. Some called them Ryyk because of the planet&#039;s name. &lt;br /&gt;
|height=3.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Noghri ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Noghri&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_noghri.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Steel gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Hairless&lt;br /&gt;
* Advanced olfactory abilities&lt;br /&gt;
* Claws&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Honoghran|Honoghran]]&lt;br /&gt;
|blurb=Noghri were a primitive humanoid species. They had steely gray or blue skin, and were extremely skilled assassins due to their abilities in stealth and hand-to-hand combat. Despite their small size, they were efficient killing machines, with claws, fangs, and a sense of smell so acute that they could smell one&#039;s bloodline.&lt;br /&gt;
|height=1.4 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Omwati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Omwati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_omwati.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Bird-like appearance&lt;br /&gt;
* Lithe&lt;br /&gt;
* Fragile bodies&lt;br /&gt;
* Heads covered in feathery threads&lt;br /&gt;
* Beaks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Omwatese|Omwatese]]&lt;br /&gt;
|blurb=The Omwati were lithe Near-Humans with blue skin and a bird-like appearance. They had a crown of feathers on their heads, spindly fingers, and beaks for mouths. They were native to the planet Omwat and were known for their intellect and natural talent for science, engineering, and music. Omwati children had incredibly pliant minds that, with the proper training, could retain data and be educated beyond the threshold of most other sentient species.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ongree ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ongree&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ongree.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Brownish skin&lt;br /&gt;
* Flexible eyestalks&lt;br /&gt;
* “Upside-down” appearance&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
* Tentacled beards&lt;br /&gt;
* Three-fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ongreenen&lt;br /&gt;
|blurb=Ongree were an amphibious sentient species characterized by yellowish or brownish skin and elongated, tapered heads. Two flexible eyestalks protruded from either side of an Ongree&#039;s head, allowing them to see an object from many angles.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pantoran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pantoran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_pantoran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple hair&lt;br /&gt;
* Yellow eyes&lt;br /&gt;
* Cold-resistant&lt;br /&gt;
* Yellow facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Pantorans were a sentient species native to [[starwars:Pantora|Pantora]], a moon orbiting the planet [[starwars:Orto Plutonia|Orto Plutonia]]. At first glance, they only differed from the otherwise similar Humans in their blue skin and yellow eyes.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pau&#039;an ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pau&#039;an&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-pauan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furrowed, gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Preference for raw meat&lt;br /&gt;
* Sharp, jagged teeth&lt;br /&gt;
* Hypersensitive hearing&lt;br /&gt;
* Centuries-long lifespan&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Utapese&lt;br /&gt;
|blurb=Pau&#039;ans were gaunt, long-limbed humanoids from [[starwars:Utapau|Utapau]]. They had sunken black eyes, sharp teeth, and gray skin marked by vertical furrows, as well as ear-disks. They are known as the &amp;quot;Ancients&amp;quot; due to their long life-span.&lt;br /&gt;
|height=1.90 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quarren ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Quarren&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_quarren.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Squid-like heads&lt;br /&gt;
* Tentacled faces&lt;br /&gt;
* Orange leathery skin&lt;br /&gt;
* Gills&lt;br /&gt;
* Two fang-like teeth&lt;br /&gt;
* Aquatic&lt;br /&gt;
* Spray ink&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Quarrenese&lt;br /&gt;
|blurb=The Quarren, or Qarren, were one of several aquatic sentient species from the planet Dac, called by off-worlders Mon Calamari. The Quarren shared their homeworld with the [[Species#Mon Calamari|Mon Calamari]], another sentient species hailing from Dac. The Quarren had many conflicts and a tense relationship with the Mon Calamari.&lt;br /&gt;
|height=1.7 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rattataki ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rattataki&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_rattataki.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* White skin&lt;br /&gt;
* Bald heads&lt;br /&gt;
* Gladiatorial culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Rattataki&lt;br /&gt;
|blurb=The Rattataki were a Near-Human species characterized by their chalk-white skin and bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of [[starwars:Rattatak|Rattatak]], which involved extensive gladiatorial combat. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rodian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rodian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_rodian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue-green skin tones&lt;br /&gt;
* Multifaceted eyes&lt;br /&gt;
* Rough skin&lt;br /&gt;
* Infravision&lt;br /&gt;
* Bad natural body odor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Rodese|Rodese]]&lt;br /&gt;
|blurb=Rodians are a reptilian humanoid species native to [[starwars:Rodia|Rodia]] in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians are infamous for their violent culture, which sprang from the difficulties of life in the jungles of their homeworld.&lt;br /&gt;
|height=1.6 meters &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ryn ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ryn&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_ryn.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Prehensile tail&lt;br /&gt;
* White hair&lt;br /&gt;
* Clean freaks&lt;br /&gt;
* Gray or blue Skin&lt;br /&gt;
* Performers&lt;br /&gt;
* Nomadic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ryn (language)|Ryn]]&lt;br /&gt;
|blurb=The Ryn were an uncommon humanoid species, with prehensile tails, beak-like noses, long fingers, and white hair. Known for their ability in the performing arts, they roam the galaxy as nomads.&lt;br /&gt;
|height=&lt;br /&gt;
1.4-1.8 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sakiyan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sakiyan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sakiyan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin, ranging from black to deep red, purple or green&lt;br /&gt;
* Slit-like pupils&lt;br /&gt;
* Oversized brain, allowing enhanced senses&lt;br /&gt;
* Hairless&lt;br /&gt;
* Good tolerance of temperature extremes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Sakiyan&lt;br /&gt;
|blurb=Sakiyans are a species native to [[starwars:Sakiya|Saki]], in the Sakiyan system. They evolved from predatory animals and have highly developed brains, giving them enhanced senses.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Selonian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Selonian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_selonian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Resemble otters&lt;br /&gt;
* Long and slender build&lt;br /&gt;
* Small black eyes&lt;br /&gt;
* Angular muzzles with long teeth&lt;br /&gt;
* Fur in black or brown hues&lt;br /&gt;
* Thick and powerful tails&lt;br /&gt;
* Community-oriented culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Selonian &lt;br /&gt;
|blurb=The reclusive, otter-like Selonians originate from underground cave networks on the ocean world of [[starwars:Selonia|Selonia]]. With a society structured like eusocial insects, the males and fertile females are rarities protected by the significantly more populous infertile females, who prioritize community safety.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sephi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sephi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sephi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 200 years&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Distinctive hairlines&lt;br /&gt;
* Pale purple or pinkish skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Sephi were a species of humanoids indigenous to [[starwars:Thustra|Thustra]]. Although they had been members of the Galactic Republic and friends of the Jedi Order for centuries, King [[starwars:Alaric (Sephi)|Alaric]] of the Sephi sided with the [[starwars:Confederacy of Independent Systems|Confederacy of Independent Systems]] during the Clone Wars.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shaevalian ==&lt;br /&gt;
Shaevalian were a Brotherhood-created species from the early days of the club. As several members have characters that were this species, they were allowed to keep them, however no new characters may be created using this species. It is kept listed here for reference.&lt;br /&gt;
&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shaevalian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_shaevalian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespans: ~250 years&lt;br /&gt;
* Reach maturity only at age 60&lt;br /&gt;
* Strong constitution&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Dark eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Thyrsian (language)|Thyrsian]]&lt;br /&gt;
|blurb=Shaevalians are a humanoid subspecies that evolved from the [[starwars:Echani|Echani]] race. This is Dark Brotherhood created species.&lt;br /&gt;
|height=1.9-2.1 meters&lt;br /&gt;
|isGrandfathered=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shani&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_shani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Various skin tones, usually in shades of green.&lt;br /&gt;
* Multi-coloured feathered hair.&lt;br /&gt;
* Facial lines (sometimes silver).&lt;br /&gt;
* Snake-like jaws that are able to unhinge.&lt;br /&gt;
* Sharp teeth.&lt;br /&gt;
* Long, pointed tongue.&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shani&lt;br /&gt;
|blurb=Shani are a feathered species of reptilians. Their plumes of long, multi-coloured feathers, facial lines, and vibrant skin tones make them easily recognizable. Able to unhinge their jaws in a snake-like fashion, their tongues are pointed and their teeth sharp.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shistavanen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shistavanen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-shistavanen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Yellow/Red eyes&lt;br /&gt;
* Long, pointed teeth&lt;br /&gt;
* Clawed hands and feet&lt;br /&gt;
* Predatory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shistavanen&lt;br /&gt;
|blurb=Shistavenen were sentient fur-covered bipeds from Uvena. They had wolflike faces, clawed paws, and yellow or red eyes. &lt;br /&gt;
|height=1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Skakoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Skakoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS-Skakoan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue, Green and Purple Skin color&lt;br /&gt;
* No lips&lt;br /&gt;
* Short Noses&lt;br /&gt;
* Small, thin, light pink or black eyes&lt;br /&gt;
* Could only breath hydrogen sulfide&lt;br /&gt;
* Required a pressure suit to survive off their home planet&lt;br /&gt;
* Average Lifespan of 90-110 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Skakoverbal&lt;br /&gt;
|blurb=The Skakoan species are a slug-like humanoid race known for their pressure suits and amoral nature. Due to the hydrogen sulfide atmosphere of their home planet, Skako Minor, which is dangerous to non Skakoans, they are a very isolated race. This atmosphere has required them to wear a specialized pressure suit to survive outside of their homeworld. Skakoans are not often seen outside their home planet but those who are typically are either skilled technicians or scientists. &lt;br /&gt;
|height=1.4-2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sullustan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sullustan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-sullustan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large black eyes&lt;br /&gt;
* Large round ears&lt;br /&gt;
* Facial jowls&lt;br /&gt;
* Innate sense of direction&lt;br /&gt;
* Extremely sensitive hearing&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Sullustese|Sullustese]]&lt;br /&gt;
|blurb=The Sullustan were a diminutive species of humanoids with distinctive features native to the subterranean world of [[starwars:Sullust|Sullust]]. They had large, black eyes with facial jowls called dewflaps and large, rounded ears. They were experts at manufacturing, scientific and technological development, and economics.&lt;br /&gt;
|height= 1 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character_sheet_togorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-Covered&lt;br /&gt;
* Back-jointed legs&lt;br /&gt;
* Moves gracefully&lt;br /&gt;
* Speaks with a sibilant voice&lt;br /&gt;
* Large Tail&lt;br /&gt;
|height= 1.6-3.0 meters&lt;br /&gt;
|blurb= Togorians were a species of large, feline beings with short fur of various shades and back-jointed legs who were native to the planet [[starwars:Togoria|Togoria]] . Togorians were also known for their strong sense of honour.&lt;br /&gt;
|languages=* Basic&lt;br /&gt;
* [[starwars:Togorian_(language)|Togorian]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togruta ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togruta&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_togruta.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Echolocation&lt;br /&gt;
* Montrals&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* White stripe patterns&lt;br /&gt;
* Sharp canine teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Togruti|Togruti]]&lt;br /&gt;
|blurb=The Togruta were a carnivorous humanoid species from the planet [[starwars:Shili|Shili]]. The species exhibited head-tails which were similar to those of [[Species#Twi.E2.80.99lek|Twi&#039;leks]]. Togruta were also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trandoshan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Trandoshan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_trandoshan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* See in infrared&lt;br /&gt;
* Big and strong&lt;br /&gt;
* Limited regeneration&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dosh|Dosh]]&lt;br /&gt;
|blurb=Trandoshans, or T&#039;doshok in Dosh, are large, bipedal reptilian humanoids from the planet of [[starwars:Trandosha|Trandosha]], or Dosha. They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs, albeit slowly, and were anatomically built heavier and stronger than most humanoids.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Twi’lek ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Twi’lek&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_twilek.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* Multiple stomachs&lt;br /&gt;
* Ear “cones” or humanoid ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Twi%27leki|Twi&#039;leki]]&lt;br /&gt;
|blurb=Twi&#039;leks, sometimes referred to disparagingly as &amp;quot;Tail-heads,&amp;quot; were an omnivorous humanoid species originating from the planet [[starwars:Ryloth|Ryloth]].&lt;br /&gt;
|height=1.6 to 2.4 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ugnaught ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ugnaught&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS_Ugnaught.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink skin&lt;br /&gt;
* Upturned, porcine nose&lt;br /&gt;
* Thick, layered jowls&lt;br /&gt;
* Tusks&lt;br /&gt;
* Pale hair&lt;br /&gt;
* Long-lived (200 years)&lt;br /&gt;
* Hard-working&lt;br /&gt;
* Resilient&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ugnaught&lt;br /&gt;
|blurb=The Ugnaught were a diminutive race of porcine humanoids native to Gentes in the Outer Rim Territories. Their upturned, porcine noses and the thick layers of jowls comprise their most recognizable features. Some of them even had tusks. Short in stature, they had a reputation as industrious and loyal, making them sought-after workers. As a result, they were often sold into slavery.&lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Umbaran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Umbaran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_umbaran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Can see ultraviolet spectrum&lt;br /&gt;
* Extremely pale skin&lt;br /&gt;
* Caste-based society&lt;br /&gt;
* Secretive and highly manipulative&lt;br /&gt;
* Dark sense of humor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Umbaran (language)|Umbaran]]&lt;br /&gt;
|blurb=The Umbaran were a gaunt species of Near-Humans with extremely pale skin, sunken eyes and a cold, calculating stare. They hailed from [[starwars:Umbara|Umbara]], a planet shrouded in twilight, that held an intricate caste-based society where only the social elite were permitted off-world.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Verpine ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Verpine&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_verpine.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Chitinous exoskeletons&lt;br /&gt;
* Hermaphrodite&lt;br /&gt;
* Innate “radio”&lt;br /&gt;
* Hive mind&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Verpine&lt;br /&gt;
|blurb=Verpine are thin bipedal insectoids. Unlike many insectoids, Verpine have only four limbs (two arms and two legs), though there were instances of Verpine growing vestigial wings.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weequay==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Weequay&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:weequay.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough, leathery skin&lt;br /&gt;
* Frill along jowls&lt;br /&gt;
* Dark eyes&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Weequay were a species of sentient humanoids native to the desert world of [[starwars:Sriluur|Sriluur]]. With tough, leathery skin, they were well suited for the harsh conditions of their homeworld. This same trait granted them a natural resistance to a blaster’s stun, in turn making them particularly apt thugs. As such, many Weequay are found in the employ of Hutt crimelords, serving as bodyguards and bounty hunters.&lt;br /&gt;
|height=1.89 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Wookiee ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Wookiee&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_wookiee.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Hairy&lt;br /&gt;
* Great strength&lt;br /&gt;
* Short tempers&lt;br /&gt;
* Loyal&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Shyriiwook|Shyriiwook]]&lt;br /&gt;
|blurb=The Wookiees, whose name for themselves translated to the People of the Trees, were a species of tall, hairy humanoids that were inhabitants of the planet [[starwars:Kashyyyk|Kashyyyk]].&lt;br /&gt;
&#039;&#039;&#039;Although they can learn to understand other languages, like Galactic Basic, they are physically unable to speak them.&#039;&#039;&#039;&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zabrak ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zabrak&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zabrak.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Vestigial horns on head&lt;br /&gt;
* Varying skin tones: browns, reds, ebony &lt;br /&gt;
* Facial tattoos &lt;br /&gt;
* Resistant to pain&lt;br /&gt;
* Secondary heart &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Zabraki|Zabraki]]&lt;br /&gt;
|blurb=The Zabraks are a carnivorous Near-Human species native to [[starwars:Iridonia|Iridonia]]. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zelosian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zelosian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_zelosian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Chlorophyll instead of blood&lt;br /&gt;
* Emerald green eyes&lt;br /&gt;
* Blind in darkness&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Zelosian&lt;br /&gt;
|blurb=Zelosians were outwardly identical to Humans, but all had emerald green eyes and a type of chlorophyll sap instead of blood. They frequently were misidentified as Near-Humans. Although well-known galaxy-wide as skilled horticulturists, few realized the Zelosians were not Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zeltron ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zeltron&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zeltron.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink to red skin tones&lt;br /&gt;
* Red or blue hair&lt;br /&gt;
* Feels emotions of others strongly&lt;br /&gt;
* Alleged pheremones&lt;br /&gt;
* Second liver &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Zeltrons were a Near-Human species, made physically distinctive by their skin which ranged in shade from light pink to deep red, and hair that could be red or blue. Their exotic appearance made them appealing to most other species, a fact aided by their alleged pheromones.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zygerrian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zygerrian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet zygerrian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pointed, bestial ears&lt;br /&gt;
* Furred faces&lt;br /&gt;
* Long, pointed canine teeth&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Bony spurs on faces&lt;br /&gt;
* Hair ranging from pink or blue to browns, grays, and reds&lt;br /&gt;
* Blue, yellow, green, silver eyes &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [https://starwars.fandom.com/wiki/Zygerrian_(language) Zygerrian]&lt;br /&gt;
|blurb=The Zygerrians were a humanoid species from [https://starwars.fandom.com/wiki/Zygerria Zygerria]. They built a powerful empire by selling their slaves and were well-known for their long history of violence, war, and slavery, which the Zygerrians viewed as a natural order of life.  They had angular features, large, pointed ears atop their heads, clawed fingers, bony spurs on their foreheads — and on chins in males — and sometimes furred faces. &lt;br /&gt;
|height=1.70-1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=197678</id>
		<title>Idris Adenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Idris_Adenn&amp;diff=197678"/>
		<updated>2025-06-11T02:59:04Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|rdb|exd|nor|featured}}&lt;br /&gt;
{{Character&lt;br /&gt;
|order= Mercenary&lt;br /&gt;
|image= [[File:IdrisKaelaFace.png|250px]]&lt;br /&gt;
|firstname= Idris&lt;br /&gt;
|lastname= Adenn&lt;br /&gt;
|homeworld= [[starwars:Batuu|Batuu]] &#039;&#039;(Born)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalore|Mandalore]] &#039;&#039;(Ancestral)&#039;&#039;&lt;br /&gt;
|birth= {{Birthyear_and_Age|ABY|8}}&lt;br /&gt;
|species= [[starwars:Human|Human]] &#039;&#039;([[starwars:Mandalorian|Mandalorian]])&#039;&#039;&lt;br /&gt;
|gender= Male&lt;br /&gt;
|hair= Black&lt;br /&gt;
|eyes= Brown&lt;br /&gt;
|height= 6&#039;2&amp;quot; / 1.83 m&lt;br /&gt;
|weight= 193 lbs / 87.5 kg&lt;br /&gt;
|mother= Melora Adenn&lt;br /&gt;
|father= Valinor Adenn †&lt;br /&gt;
|siblings= Erathan Adenn&amp;lt;br /&amp;gt;&lt;br /&gt;
Avand Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Okarro Adenn †&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn †&lt;br /&gt;
|children= Sirdi Tyma&amp;lt;br /&amp;gt;&lt;br /&gt;
Elia Adenn&lt;br /&gt;
|spouse=&lt;br /&gt;
|allies= Crew of &#039;&#039;The Viper Fang&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Thane_Skotos|Darth Renatus]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Evio_Nezsa|Evio Nezsa]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Zentru%27la|Zentru&#039;la]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Bale Andros&lt;br /&gt;
|enemies= [[The Children of Mortis]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The Collective]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Imperial_remnants|Imperial Remnants]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:​​First_Order|The First Order]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Warlord Yr’drav Dolov †&amp;lt;br /&amp;gt;&lt;br /&gt;
Lord Tysus Lanna’kor&amp;lt;br /&amp;gt;&lt;br /&gt;
Bjorn Clegathas&lt;br /&gt;
|saber= Purple with Black Core&lt;br /&gt;
|form= [[CS_Guide:_Lightsaber_Forms#Form_VII_-_Vaapad|Vaapad]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[CS_Guide:_Lightsaber_Forms#Form_V_-_Djem_So|Djem So]]&lt;br /&gt;
|weapons= [[item:61257|Haar Maan Miit]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:61258|Darasuum Uur]]&#039;&#039; (WESTAR-35)&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[item:107555|Shadowfang]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Mandalorian Vambraces&lt;br /&gt;
|fightingstyle= [[CS_Guide:_Martial_Arts_Forms#Mandalorian_Core|Mandalorian Core]]&lt;br /&gt;
|profession= [[starwars:Bounty_hunter|Bounty Hunter]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information Broker&lt;br /&gt;
|position= [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
|era= [[Rise of the Brotherhood era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Exodus era]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[New Order era]]&lt;br /&gt;
|affiliation= Clan Adenn of Mandalore&amp;lt;br /&amp;gt;&lt;br /&gt;
[[The_Council|The Council]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[starwars:Mandalorian|Mandalorians]]&lt;br /&gt;
|ship=[[item:107556|Haar Kyr&#039;yc Karanov]] Raider-II class Corvette &lt;br /&gt;
|dossier= [[dossier:3783|3783]]&lt;br /&gt;
|sheet=[[charactersheet:3783|Character Sheet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. &#039;&#039;&#039;I don’t want to be most of us.&#039;&#039;&#039;|Idris Adenn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Idris Adenn&#039;&#039;&#039;  — also known as &#039;&#039;&#039;Haar Dreki’ormr be’Manda&#039;yaim&#039;&#039;&#039; (&#039;&#039;The Dragonsnake of Mandalore&#039;&#039;) or more commonly in Basic &#039;&#039;The Viper&#039;&#039; — is a cocky, headstrong, and dangerous [[starwars:Mandalorian|Mandalorian]] [[starwars:Bounty_hunter|Bounty Hunter]], Information Broker, and [[Mercenary_(order)|Mercenary]]. &lt;br /&gt;
&lt;br /&gt;
Idris was born on [[starwars:Batuu|Batuu]] in a secret Mandalorian [[starwars:Covert|covert]] near [[starwars:Black_Spire_Outpost|Black Spire Outpost]]. His father, Valinor, and mother, Melora, were the heads of Clan Adenn and helped maintain the covert. Their fourth son, Idris was only the second to live into adolescence. He was trained to honor the traditional ways of his Mandalorian ancestors and continues to take great pride in his heritage, warrior ways, and people. &lt;br /&gt;
&lt;br /&gt;
Idris mainly lived aboard his ship, a [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] called &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039;, with his crew who he considers his family. This changed following the &#039;&#039;Fang&#039;s&#039;&#039; destruction. His daughter, Elia, is named after his murdered sister and typically stays on Batuu with his mother, Melora. &lt;br /&gt;
&lt;br /&gt;
Full of swagger and a love for the pleasures of the galaxy, Idris has traveled from one end to the other fighting and partying to a notorious level. He has been a &#039;&#039;Mandalorian Pop (M-Pop)&#039;&#039; star since his teenage years. He currently serves on the [[Dark Council|Council]] as the &#039;&#039;&#039;[[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&#039;&#039;&#039;. He also has served as [[Praetor]] to the [[Herald]], [[Combat Master]], and was one of the founding members of [[Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
== Character History ==&lt;br /&gt;
=== Early Life (8 ABY - 18 ABY) ===&lt;br /&gt;
[[File:Batuu.png|thumb|250px|right|Batuu]]&lt;br /&gt;
{{Quote|Strength is life, for the strong have the right to rule.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Life on Batuu was not the life Idris’ parents had hoped to provide for their children, but it was a life at the very least. Surviving the [[starwars:Great_Purge_of_Mandalore|Great Purge of Mandalore]] Clan Adenn had spent several years adrift before settling on Batuu. The loss of Mandalore was a looming shadow over all of Idris’ early life.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Birth (8 ABY) ====&lt;br /&gt;
Idris Adenn was born in [[0_BBY_to_9_ABY#8_ABY|8 ABY]] in his family’s hidden covert near Black Spire Outpost on Batuu. While the Galactic Civil War had formally ended three years prior, the destructive measure of the [[starwars:Galactic_Empire|Galactic Empire’s]] purge against the Mandalorians had left Clan Adenn holed away, a choice echoed by many of the surviving Mandalorians. Both Valinor and Melora had been active combatants in the [[starwars:Alliance_to_Restore_the_Republic|Rebel Alliance]], and had returned to live full time at the covert on Batuu following the Empire’s defeat at the Battle of Jakku. &lt;br /&gt;
&lt;br /&gt;
Valinor Adenn, Idris’ father and the head of Clan Adenn, was a battle-worn veteran by the time Idris was born. He was a hard man, with strict discipline and adherence to the traditions of the Mandalorians. With the defeat of the Empire, he was able to turn his attention back to protecting and expanding the covert on Batuu. &lt;br /&gt;
&lt;br /&gt;
Melora Adenn, Idris’ mother, was more than a perfect match for Valinor’s firm personality. A skilled warrior in her own right, she was playful and wise beyond her years. However the death of the Adenns’ second child Avand in [[0_BBY_to_9_ABY#7_ABY|7 ABY]] had softened her thirst for combat. However, they did have two other living children at this time, Erathan, age seven, and Okarro, age three. &lt;br /&gt;
&lt;br /&gt;
The covert itself was primarily comprised of landed ships and cargo crates amid the great petrified trees and rocks that littered the landscape around Black Spire Outpost. Covered with rocks, dirt, and shrubbery, along with the remote location of Batuu helped keep the covert hidden. Over time additional ships and crates were added, and at the time of Idris’ birth, it was home to dozens of Mandalorians from various clans. &lt;br /&gt;
&lt;br /&gt;
==== Growing Mandalorian (8 ABY - 18 ABY) ====&lt;br /&gt;
[[File:Ashara.png|thumb|250px|right|Ashara Kyl - As an Adult]]&lt;br /&gt;
Despite being forced to the outskirts of the galaxy, Idris’ first few years of life were surprisingly typical of a Mandalorian child. He learned hard and played hard. &lt;br /&gt;
&lt;br /&gt;
Among the other members of the covert was the Kyls, a [[starwars:Twi%27lek|Twi’lek]] family who had functioned as part of Clan Adenn. The first had been freed by Idris’ grandfather in 53 BBY. Since that time they had gone from [[starwars:Foundling|foundlings]] to having their own clan name. Among these was one of Idris’ closest friends, Ashara Kyl, who was about half a year older than him. &lt;br /&gt;
&lt;br /&gt;
Also, a part of the covert was Clan Nezsa. Melora’s sister had married into Clan Nezsa and had children of her own. [[Evio Nezsa]], seven years Idris’ senior, was far more the older brother to Idris than his own brothers were. The two spent much of their free time together exploring and getting into trouble around the covert and Black Spire Outpost. &lt;br /&gt;
&lt;br /&gt;
In 10 ABY, Idris’ sister Elia was born. The happy family was hit by tragedy when in 11 ABY, Idris’ older brother Okarro died from ongoing health issues. Both Valinor and Melora took the death of their second child hard, but they kept a calm face in front of their children. One of Idris’ earliest memories is the funeral service for his brother. &lt;br /&gt;
&lt;br /&gt;
By the age of three, he was already being trained and schooled in the ways of the Mandalorian. Far more healthy than Okarro ever had been, Valinor wanted to insure that Idris would have the strength and capabilities to survive. Erathan was already deep into his training and resented every second of it. However, Idris took to it like a fish to water.&lt;br /&gt;
&lt;br /&gt;
=== Rise of Haar Dreki’ormr (18 ABY - 28 ABY) ===&lt;br /&gt;
[[File:Shadowfang.png|thumb|250px|right|Clan Adenn Heirloom - Shadowfang]]&lt;br /&gt;
{{Quote|Honor is life, for with no honor one may as well be dead.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As he grew into his adolescent years, Idris’ training amplified. Where his brother favored empathy and diplomacy, Idris fell heavy into the Mandalorian ideals. With a strong disregard for authority that exists for authority’s sake, Idris clashed frequently with his father. While a difficult relationship it would help shape Idris into the man he became, especially the tragedy that came for the Adenns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Kill The Boy (18 ABY - 24 ABY) ====&lt;br /&gt;
By the time Idris was ten, his Mandalorian training was in full swing. His abilities were pushed to the absolute limits for a developing boy, with Valinor being increasingly driven that at least one of his children learn to respect the Mandalorian traditions and bring honor as a capable warrior. Erathan, now sixteen, had already come to reject many of the warrior customs of the Mandalorians and instead idolized the peaceful pacifist movements seen in years past. &lt;br /&gt;
&lt;br /&gt;
With Erathan set in his ways, and as Valinor’s only other living son, the hopes of both Valinor and Clan Adenn were placed upon Idris. Valinor knew as the eldest, Erathan would likely one day be the head of the Clan, but its reputation and standing would depend on if Idris could be the skilled warrior he needed to be. &lt;br /&gt;
&lt;br /&gt;
This of course meant Idris would fight with his father constantly. Enjoyment of life’s luxuries, coupled with a deep need to shirk authority, Idris’ sarcastic and contrary nature was always at odds with Valinor’s more serious and focused nature. In 20 ABY, at the age of twelve, Idris was left abandoned on the streets of Coruscant&#039;s undercity, and was forced to show he could survive and make his way back to Batuu on his own. &lt;br /&gt;
&lt;br /&gt;
This was of course in preparation for when he turned thirteen and underwent the [[starwars:Verd&#039;goten|Verd&#039;goten]], a rite of passage his elder brother never took. Dumped in the wilderness of Ryloth, forcing him to deal with the deadly [[starwars:Gutkurr|Gutkurrs]], [[starwars:Lylek|Lyleks]], and [[starwars:Doashim|Doashims]]. When he made it back to Batuu, he was drenched in blood and mud and carried the severed head of a Doashim. &lt;br /&gt;
&lt;br /&gt;
Upon completion of his Verd’goten, Valinor taught Idris of [[item:48073|Shadowfang]], an ancient &#039;&#039;jetii’kad&#039;&#039; (lightsaber) that had a deep purple glow and a black core. Shadowfang had been a clan heirloom for centuries. Typically given to the eldest child to train with. As Erathan had vehemently opposed his own Verd’goten, this honor of beginning to train with the jetii&#039;kad. Despite the very tense, harsh, and confrontational nature of their relationship, it was moments like this that showed Idris just how much Valinor cared for him.&lt;br /&gt;
&lt;br /&gt;
==== Enter the Wookiee (24 ABY) ====&lt;br /&gt;
[[File:Rayjax.png|thumb|250px|right|Rayjax]]&lt;br /&gt;
Successful completion of his verd’goten meant even more adventures away from Batuu. Valinor took Idris across the galaxy, working as bounty hunters, mercenaries, security, and whatever else would earn some credits. At the age of sixteen, one such job took them deep into the [[starwars:Outer_Rim_Territories|Outer Rim]], to work as extra security for a dangerous warlord, Yr’drav Dolov. &lt;br /&gt;
&lt;br /&gt;
Dolov, by most standards, was a ruthless and vile man, one who never shied away from slave labor. With many Wookiees on his estate, Idris’ moral compass was going wild. He had no issues with killing or capturing a bounty, but slave-owning was a deplorable and despicable act. With Valinor as the one who primarily interacted with Dolov, Idris was able to spend time around the slaves, getting to know them. During their time with Dolov, Idris became particularly close with one of the Wookiees who called himself Rayjax. &lt;br /&gt;
&lt;br /&gt;
Idris used this time to begin to form a plan to free the slaves, without implicating himself or his father. In his biggest act of defiance to date, once they left Dolov behind, he went and stole a light freighter packed full of trade goods. In the dead of night, Idris landed outside Dolov’s compound and snuck all the Wookiees out, removing their collars and chains with a carefully practiced precision. &lt;br /&gt;
&lt;br /&gt;
He took the Wookiees back to their homeworld of [[starwars:Kashyyyk|Kashyyyk]]. There Rayjax learned that his own family had been killed in a slaver raid, and his tribe was on the brink of collapse. Idris quickly offloaded all the goods from the freighter, hoping it would help the Wookiees rebuild. &lt;br /&gt;
&lt;br /&gt;
Then Valinor arrived. Bearing a mix of rage and pride for his son’s actions, his punishment was dealt out in the center of Rayjax’s village. Five strong lashes to the back, which Idris took without complaint. He already knew he would be working to pay off the cost of the trade goods he had stolen. Once the lashings were done, Valinor helped tend to the wounds on Idris’ back, as well unload the supplies he had brought to aid the Wookiees. Valinor could not help but be proud of his son, as his own father had taken similar action to free the Kyls years ago. For his actions, Idris was recognized as a member of the tribe. &lt;br /&gt;
&lt;br /&gt;
With his own family dead, Rayjax did not wish to remain on Kashyyyk. The constant reminder of their loss made staying unbearable. Before he could attempt to swear a [[starwars:Life_debt|life debt]] to Idris for freeing him, Idris offered to take Rayjax back to Batuu, promising a home, and a family that would care for him as one of their own. &lt;br /&gt;
&lt;br /&gt;
Rayjax accepted the offer and accompanied the Adenns back to Batuu. While Warlord Dolov was never able to prove it was Idris who had freed the slaves, he made the obvious assumption that it was, vowing to one day get his revenge.&lt;br /&gt;
&lt;br /&gt;
==== Viper’s Venom (25 ABY) ====&lt;br /&gt;
[[File:AdennSignet.png|thumb|250px|right|Clan Adenn&#039;s Signet - The Dragonsnake]]&lt;br /&gt;
At the age of seventeen, Idris had become well versed in the pleasures of the galaxy. From sneaking out to [[starwars:Oga%27s_Cantina|Oga’s Cantina]] while home on Batuu or enjoying the unique opportunities that came from every new job off-planet, Idris always found time to mix in some play with his work. While this had led to some less than pleasant troubling encounters, it only finally reached a critical point in 25 ABY.  &lt;br /&gt;
&lt;br /&gt;
While working with his father on [[starwars:Coruscant|Coruscant]], a diplomat, Sedanol Berr, found Idris in bed with his wife. During the short tussle, Idris managed to get his hands on his dagger. While security broke up the fight, Sedanol did suffer a small minor cut on his forearm. &lt;br /&gt;
&lt;br /&gt;
Valinor quickly sent Idris back to Batuu, while he finished up the job alone and tried to patch things up with Sedanol. Regrettably, Sedanol died several days later. While there was no proof Idris had poisoned the man with his dagger, the nature of the death was suspicious. Coupled with Clan Adenn’s signet of the [[starwars:Dragonsnake|dragonsnake]], Idris’ moniker in Basic of being a &#039;&#039;Viper&#039;&#039; was born. &lt;br /&gt;
&lt;br /&gt;
==== That New Fang (25 ABY) ====&lt;br /&gt;
[[File:TheViperFang.png|thumb|250px|right|The Viper Fang]]&lt;br /&gt;
The events on Coruscant led to Valinor being much more reluctant to take Idris with him on jobs. This didn’t deter Idris, with Rayjax having his back and a knack for mechanics, and Ashara Kyl’s love of medicine, the trio were able to make their own adventure on Batuu and its neighboring systems. &lt;br /&gt;
&lt;br /&gt;
Together they found themselves on a largely abandoned moon, which happened to house a base for the [[starwars:Black_Sun|Black Sun Crime Syndicate]]. Base is a bit generous for what they found, it was much more a chop shop for stolen ships.&lt;br /&gt;
&lt;br /&gt;
It was love at first sight for the trio. A [[starwars:VCX-100_light_freighter|VCX-100 light freighter]] that had been partially stripped down with its accompanying [[starwars:VCX-series_auxiliary_starfighter|auxiliary starfighter]]. Rayjax and Ashara got to work getting it flyable while Idris blasted through a handful of security droids. A short hyperspace jump later they were back on Batuu, not a moment too soon as all but the life support and one of the secondary engines failed upon landing. &lt;br /&gt;
&lt;br /&gt;
The newly minted &#039;&#039;[[The_Viper_Fang|The Viper Fang]]&#039;&#039; became their free time project, turning it into a functional mobile home base of their dreams. &lt;br /&gt;
&lt;br /&gt;
==== Crash of the Epsilon Shade (26 ABY) ====&lt;br /&gt;
In early 26 ABY, Valinor began to slowly trust Idris enough to take him out on bigger jobs in the field. Idris was torn between being taken away from Rayjax, Ashara, working on &#039;&#039;The Viper Fang&#039;&#039;, and the mischief they would get up to, and being grateful for once again being in the good graces of his father. Despite their rough relationship, nearly everything Idris knew and was capable of came due to his father. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Epsilon Shade&#039;&#039; changed everything for Idris and Clan Adenn. &lt;br /&gt;
&lt;br /&gt;
The job was simple enough. Valinor and Idris had been hired as extra protection on the large freighter. The cargo was a simple load of weaponry, nothing particularly fancy or expensive. But still, weapons in any form are useful, making the ship a prime target. The pair had been hired by a fellow set of Mandalorians, Clan Larjoc. Aradas Larjoc was an anomaly of a Mandalorian, a shrewd businessman, but not a capable warrior. His company had created advances to Mandalorian weaponry, and he needed muscle to ensure it made it to the handoff. &lt;br /&gt;
&lt;br /&gt;
The exact cause of the initial explosion was never discovered. Sabotage, a faulty regulator, bad coaxium, all were viable explanations. In an instant, several of the cargo holds were blown clean open. Forward momentum plus a weakened frame cause more of the ship to buckle, and several smaller explosions followed due to the weaponry in the jettisoned cargo. &lt;br /&gt;
&lt;br /&gt;
Valinor and Idris were just outside the main bridge of the freighter when the explosion happened. They had been talking to the captain about the approach to the planet before them. All three suffered head injuries and were unconscious for some time. Idris was the first to come back to consciousness, awaking to blood rolling down his face from a gash on his forehead. His attempts to get Valinor and the captain to wake up were unsuccessful. From what he could tell the rest of the crew was either already dead, or had managed to jettison in escape pods. The warning flashing on the terminals in the bridge presented a horrible decision for Idris. &lt;br /&gt;
&lt;br /&gt;
The ship&#039;s engines were in a critical state, and could not be shut down. They were locked at a full sub-light speed. With a huge amount of coaxium left for fuel and a massive amount of explosives still present in the surviving cargo bays, it was clear the ship was destined to end with a bang. The bigger issue was their trajectory had their impact on the planet right in the middle of a well-populated city and the autopilot to try to steer the ship away was nonfunctional. &lt;br /&gt;
&lt;br /&gt;
Idris could drag his father and the captain to the one remaining escape pod, jettison with them and let the ship continue on crashing into the city killing hundreds to thousands of people. Or he could jettison them to safety and remain on the ship, manually holding the steering away from the city to crash in the wilderness. &lt;br /&gt;
&lt;br /&gt;
He chose the second option. &lt;br /&gt;
&lt;br /&gt;
With his father and the captain safe away from the ship, he strapped himself into the pilot’s seat and held down the steering to keep the direction thrust away from the populated areas of the planet. He aimed for a long slow descent into the atmosphere, unable to adjust into a proper orbit, in the hopes that the ship would break apart enough that the major explosive issues would be handled in the upper atmosphere and not the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
As the ship descended, the structural damage of the original explosion caused the ship to break in half as it fell into the atmosphere. With no more engines or any form of thrusters, Idris held tight and tried to find ways to slow the remains of the front of the ship. &lt;br /&gt;
&lt;br /&gt;
The debris trail was hundred of kilometers long. As he had hoped the explosives did detonate/vaporize in the upper atmosphere, and the population was largely safe from falling debris. The front half of the ship held together surprisingly well as it finally crashed into the planet’s surface. Idris was unsure how long it took before they recovered his severely injured body from the wreckage, it would be months before he finally awoke from his coma.&lt;br /&gt;
&lt;br /&gt;
He awoke, in pain and in need of months more of therapy to restore his ability to walk and move, but also the news that his name and courageous actions aboard the ship had spread. The legends of the Viper were beginning to stick. &lt;br /&gt;
&lt;br /&gt;
==== Let the Man be Born (27 ABY) ====&lt;br /&gt;
[[File:IdrisBearcub.png|thumb|250px|right|Idris in his reforged family armor]]&lt;br /&gt;
By late 27 ABY, Idris had returned to full health and to helping his father out in the field. Job requests even specifically came in because of Idris as well. Amidst the jobs they worked, came another one from Aradas Larjoc. &lt;br /&gt;
&lt;br /&gt;
Aradas, to his credit, had funded the entirety of the medical expenses Idris required and donated heavily to see &#039;&#039;The Viper Fang&#039;&#039; fully restored. In this job, he wanted some backing security during a business deal with a particularly powerful individual known as Tysus Lanna’kor. Lanna’kor was renowned for being ruthless and cunning, cutting out large swatches of the weaponry industry. Aradas was hoping to secure a good sale of plans to Tysus but wanted the muscle there as a show of strength. Idris’ sister, Elia, begged to come along too, as she was enamored with Aradas’ son, Rhang. Together the three of them ventured to the Larjoc Headquarters. &lt;br /&gt;
&lt;br /&gt;
The deal went off without a hitch. While cleanly handled, negotiations and signing took a long time. Idris, bored out of his mind while this was going on, spent most of the meeting making eyes with several of the servants who were working at the facility. The one part of the deal he &#039;&#039;did&#039;&#039; find interesting was the bodyguard that Tysus Lanna’kor brought with him. The only word Idris could think of when he first laid eyes on the man was &#039;&#039;mountainous&#039;&#039;. Bjorn Clegathas was a hulking beast of pure muscle, towering at over seven feet tall. When the deal finally concluded, Tysus and Aradas suggested celebratory drinks for a well-struck arrangement. Idris took this as his opening to slip out with the servants he had been not so subtly flirting with. &lt;br /&gt;
&lt;br /&gt;
Later that night, Idris returned to the facility and found it had an air of deathly silence and absolute stillness. Then came a scream from deep within the facility, one that sounded like his father. &lt;br /&gt;
&lt;br /&gt;
He found the body of Aradas Larjoc first, laying face down in a pool of his own blood. It looked like he had tried to run before being savagely cut down from behind. He found the body of his sister, Elia, next. She was naked, restrained by ropes. Her head was a smashed pool of mush. He was only able to know for certain it was her by the bracelet she still had around her wrist. &lt;br /&gt;
&lt;br /&gt;
As Idris stood helpless over his sister, Rhang Larjoc stepped out of the shadows, a twisted grin on his face. He mocked about how much fun he and Bjorn had with Elia before Bjorn crushed her head in. Rhang explained he did this to correct the course of Clan Larjoc after the failures of his father. So he made a deal with Tysus Lanna’kor in secret. While Rhang foolishly gloated and monologued, Idris pulled his dagger out of his boot and lunged, stabbing Rhang through his throat and up into his skull. &lt;br /&gt;
&lt;br /&gt;
Rhang fell to the ground gurgling as he gulped his last breaths. Idris was already tearing down the hall to find his father. Valinor was alive, but barely. Idris dragged his father’s broken body out of the facility trying to find medical aid, but it was of no use. Valinor Adenn was dead.&lt;br /&gt;
&lt;br /&gt;
The Adenn’s, and the rest of the covert, grieved for the loss of the great Clan leader. Idris’ elder brother Erathan became the new head and fact of Clan Adenn. Erathan, still largely idolizing the failed [[starwars:New_Mandalorians|New Mandalorian Movement]], did not put up a fight when Idris laid claim to take Valinor’s armor. Erathan didn’t wish to be a warrior, he wanted to be a beloved politician. Armor was beneath his goals. &lt;br /&gt;
&lt;br /&gt;
Idris took the armor and had it reforged to his specifications. With a Black bodysuit, bright red plating, and golden accents, he made sure his enemies would always know who was coming for them. He would honor the generations of Clan Adenn who had worn, fought, bled, and died in this armor. He also laid claim to Shadowfang, having trained extensively with it. &lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;The Viper Fang&#039;&#039; completely restored Idris, Rayjax, and Ashara took to the stars looking for work and hoping for an opportunity for revenge against Tysus Lanna’kor and Bjorn Clegathas. Rayjax handled piloting the ship well enough, and oversaw mechanical stuff, while Ashara brought her medical knowledge, having long studied science and medicine intending to become a full-fledged doctor.&lt;br /&gt;
&lt;br /&gt;
=== Haar Dreki’ormr be’Manda&#039;yaim (28 ABY - 37 ABY) ===&lt;br /&gt;
[[File:IdrisKa.jpg|thumb|250px|right|Idris in combat]]&lt;br /&gt;
{{Quote|Loyalty is life, for without one’s clan one has no purpose.|Canon of Honor Excerpt}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fully armed and armored, and with a thirst for vengeance, Idris and his crew aboard The Viper Fang left Batuu behind to explore the galaxy. Determined to protect his family, both on the Fang and on Batuu, Idris worked hard to carve out a name and reputation for himself. Haar Dreki’ormr be’Manda&#039;yaim — The Dragonsnake of Mandalore — would not be stopped. It would be a long road, hard, but the Viper was determined to leave his mark on the galaxy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Shistavanen Seven (28 ABY) ====&lt;br /&gt;
Early in 28 ABY. a group that was known as &#039;&#039;The [[starwars:Shistavanen|Shistavanen]] Seven&#039;&#039; popped up as an open bounty. Four of the seven had previously been apprehended and were each serving multiple life sentences in a supermax prison. The remaining three free ones successfully broke their compatriots out of the prison and went on the run. Considered extremely dangerous, and responsible for a massive pile of bodies, this bounty came in as a rarely seen &#039;&#039;Wanted Dead&#039;&#039; missive. &lt;br /&gt;
&lt;br /&gt;
For three months dozens of bounty hunters tried and failed to take out the Seven, only a handful escaping with their lives. Across the Outer Rim the gang moved planet to planet leaving nothing but death and destruction in their wake. Idris had considered going after them himself but was talked out of it by Rayjax and Ashara, who wished to focus on more manageable bounties. It was by pure luck, or the will of the Force, that their paths crossed on the desert world of [[starwars:Tatooine|Tatooine]]. &lt;br /&gt;
&lt;br /&gt;
Mos Espa was no stranger to violence. The sands of the city were often stained with blood, as the different criminal organizations vied for control. Unnoticed by the Seven, he tracked them through several streets, alleys, and buildings, racing along the rooftops of the city. He came at them from above, blasters drawn and firing. Two dropped immediately, and the third managed to knock one of Idris’ blasters from his hand before taking a blaster bolt to the chest from the other. &lt;br /&gt;
&lt;br /&gt;
Idris was lucky in that his armor was pure beskar, as several shots from the remaining four bounced off his armor, one ricocheting to kill another. Down to three members, the Shistavanen fled down an alleyway. Idris managed to fire off another shot, hitting the fuel tank of a parked speeder, killing a fifth. &lt;br /&gt;
&lt;br /&gt;
The remaining two hijacked a speeder bike and took off through the streets. Idris commandeered one himself and took off in pursuit. Rayjax and Ashara were already on the move to handle the bodies of the slain.&lt;br /&gt;
&lt;br /&gt;
The chase was fast, frantic, and frenzied leaving behind a wake of destruction before the two Shistavanen crashed into the wall of one of the many cantinas of the city. Limping they fled inside the cantina, with Idris close on their heels. &lt;br /&gt;
&lt;br /&gt;
Midday, the cantina was sparsely populated, and the few patrons there immediately hunkered down in the booths, while the Shistavanen hid behind the bar. Willing to deal with some property damage, Idris didn’t aim for the two targets, but instead at the glassware and alcohol bottles, causing them to shatter glass upon his bounties. In a single instant, the alcohol went up in flames, burning the two behind the bar top. One died of the burns, but the other survived. While the bounty was specifically cited dead, Idris kept the one alive to bring in alongside the corpses of his compatriots. For months later the people of Mos Espa talked about the rapid assault &#039;&#039;The Viper&#039;&#039; took to successfully take out the notorious Shistavanen Seven. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Corellian Crusher (28 ABY) ====&lt;br /&gt;
[[File:IdrisKaela.png|thumb|250px|right|Idris on Corellia]]&lt;br /&gt;
[[starwars:Corellia|Corellia]], the wet gray dreary shipyards of the planet were responsible for some of the most important vessels in the galaxy. While the [[starwars:First_Order|First Order]] had yet to be publicly revealed, their tendrils were already present on the planet. &lt;br /&gt;
&lt;br /&gt;
Idris and the rest of &#039;&#039;The Viper Fang&#039;&#039; crew were ignorant of this fact. They were there for one reason only, Tagsa’ak &#039;&#039;The Crusher&#039;&#039; Menoron. The shipyard worker was notorious for smuggling illicit substances in the ships he helped build and had left a long line of bodies that had been crushed into concealed compartments alongside the drugs. Most of Corellia didn’t care, crime was all too common, and as long as the ships got built the corporations didn’t care. &lt;br /&gt;
&lt;br /&gt;
The family of one of his victims however disagreed and placed a large bounty on bringing him in alive to face punishment for his crimes. Idris was lucky, having training in the arts of the [[starwars:Rising_Phoenix|Rising Phoenix]], he was able to jetpack through the shipyards looking for his target. A maze of durasteel, and half-constructed vessels, it was all too easy to see why some people never found their way out. &lt;br /&gt;
&lt;br /&gt;
Tagsa’ak walked through the shipyard like he owned it. Yet the instant he noticed Idris hovering in the air, he took off running. He didn’t get far before Idris used his vambraces to shoot a rope restraining the man. Tagsa’ak fell face-first into a muddy puddle. A fast capture turned into a slow return, as Idris was forced to walk out of the shipyard with his bounty. Eventually making it out, Tagsa’ak was delivered and payment was received. &lt;br /&gt;
&lt;br /&gt;
==== Bounty: Nexicorp Espionage (29 ABY) ====&lt;br /&gt;
Idris had worked as private security before. Idris had worked as a property escort before. He had hunted, tracked, killed, and captured all around the galaxy. In 29 ABY he was hired for the first time as a &#039;&#039;rescuer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Major companies waged a typically bloodless war against each other, silent chess moves in the dark to outearn each other. But now and again a pawn would get caught. Helio Industries was losing badly to its corporate rival, Nexicorp. Helio had sent a spy, undercover as an employee within Nexicorp. For ten long years, they siphoned intel out, finally escalating to the complete set of building specs and plans Nexicorp had ever created. &lt;br /&gt;
&lt;br /&gt;
Then they were discovered. Lod Hapfan had slipped up right at the goal line. And now Nexicorp was attempting to track down Lod to recover what had been stolen. It was a race between Idris and Nexicorp to locate and extract Lod with his intel. Both sides realized Lod was holed up near the top of a hundred-story tall highrise. &lt;br /&gt;
&lt;br /&gt;
For one hundred stories Idris and the forces of Nexicorp battled it out, trying to stop the other, without actually killing each other. Outgunned, and exhausted, Idris managed to get to Lod first but had no possible exit down the high rise as the Nexicorp forces closed in. He called for &#039;&#039;The Viper Fang&#039;&#039; to fly up next to the high rise. Not giving Lod any warning he threw his bounty out of a window, before jumping out himself. They landed hard on &#039;&#039;The Viper Fang&#039;&#039; hull but managed to get in and away before they could be shot down. &lt;br /&gt;
&lt;br /&gt;
In addition to the payment for getting the intel, and the bonus for getting Lod out alive, Helio Industries and Lod both acknowledge a continued debt to Idris and his crew. &lt;br /&gt;
&lt;br /&gt;
==== Child of Surprise (30 ABY) ====&lt;br /&gt;
In 30 ABY, Idris received a surprising communication, one he should have expected to happen sooner or later. One of his many “for pleasure” ventures had resulted in a child. With zero hesitation Idris redirected &#039;&#039;The Viper Fang&#039;&#039; to [[starwars:Naboo|Naboo]], where he met his newborn daughter. &lt;br /&gt;
&lt;br /&gt;
The girl’s mother, Ira, was just a servant, and in a panic about how to provide for the girl. Idris assured Ira that the girl would be well taken care of. They decided to name her Elia, in memory of Idris’ murdered sister. Elia would spend her time bouncing between living with Idris out on the move, or on Batuu, under the watchful eye of ba&#039;buir (&#039;&#039;nana&#039;&#039;) Melora. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: Krayt Pearls (30 ABY) ====&lt;br /&gt;
With a growing reputation, Idris found himself invited to assist in a great hunt by a wealthy patron, Erik Maroca. The target was a Greater [[starwars:Krayt_dragon|Krayt dragon]] that had been located on Tatooine. Following a night of free drinks and celebration at his return to Mos Espa, Idris met up with Erik and the arsenal of additional warriors he had hired out for the task. &lt;br /&gt;
&lt;br /&gt;
This venture promised to be rewarded, each guaranteed a take of the elusive [[starwars:Krayt_dragon_pearl|pearls]] that grew inside of the beasts, but of course, they could only be harvested if the dragon itself was killed. &lt;br /&gt;
&lt;br /&gt;
Erik Maroca was old school. He desired honor in his kill, something that had to be fought for, and the risk of death always was on the table. He easily could have paid to glass the fearsome beast, but instead led the charge of over a dozen men, each with a sordid history of violence. Erik organized and planned so that they could get on with the killing. &lt;br /&gt;
&lt;br /&gt;
The plan was simple, draw the beast out with bait, and aim for weak points such as the eyes, and inside of the mouth. Keep it out and engaged without letting off the assault. Once weak points were established, get explosives into them and under the protective armor of its skin. &lt;br /&gt;
&lt;br /&gt;
Plans rarely go the way you expect them to. The beast was twice the size as they had been told, ancient, and more than capable of killing. They managed to expose several pairs of the beast&#039;s powerful legs before crippling it. While it was unable to swim through the sandy dunes, it was still more than capable of crushing everyone. &lt;br /&gt;
&lt;br /&gt;
By sheer luck, the beast was slain, enough wounds had finally caused it to bleed out. Of the fifteen men, six remained alive, two of whom were critically injured. It was then Erik Maroca pulled out his blaster and told the group to walk away. Most too tired from dealing with the dragon backed away slowly. Idris did not. Erik fired, but Idris’ beskar’gam took the blow with ease. &lt;br /&gt;
&lt;br /&gt;
For his betrayal, Idris took Erik’s main hand and his manhood. He and the others stripped the Krayt Dragon for the reward they were promised (and then some) and left Erik a bloody mess in the middle of the dune sea with naught but a rotting corpse for company.  &lt;br /&gt;
&lt;br /&gt;
==== The Starbound Songbird (32 ABY) ====&lt;br /&gt;
[[File:IdrisMJ.jpg|thumb|250px|right|MJ Kilvaari]]&lt;br /&gt;
Idris once again found himself on a job that would drastically change his life. A king, Isaidar Kilvaari, from the planet Aeria in the Outer Rim contacted Idris about a job that would likely last several months. Rebelling tribal groups on the planet were kicking up violent encounters in protest of the Kilvaari Monarchy’s rule. &lt;br /&gt;
&lt;br /&gt;
To help restore peace, King Kilvaari was hiring dozens of mercenaries and military contractors with no ties to the planet. While conflicted about fighting those who were rebelling for freedom, the payout was just too much to ignore. So for several months, &#039;&#039;The Viper Fang&#039;&#039; set up shop in Isaidar’s palace hangar. &lt;br /&gt;
&lt;br /&gt;
This is where Idris, Rayjax, and Ashara met the princess, Madeline Jisella Kilvaari. Eighteen, beautiful, and a sharp quick mind, Idris was smitten with her at first sight. Despite dozens of attempts to woo her, Idris for the first time in his life experienced true rejection. She was already promised to be married off to a lord on Aeria. A traditional marriage for allegiance. &lt;br /&gt;
&lt;br /&gt;
Just three weeks into the job on Aeria, the trio spent a night off attending a very illegal street [[starwars:Swoop|swoop bike]] race. The winner of the race was a woman who kept her face completely concealed, even at the over-the-top after-party. The three found it suspicious but stayed at the party until it was broken up by the local police force. &lt;br /&gt;
&lt;br /&gt;
In the early hours of the morning, while returning to the palace, Idris spotted the racewinner sneaking back into the palace. He realized it was none other than Madeline.&lt;br /&gt;
&lt;br /&gt;
This knowledge led to a very frequent set of secret communications between Idris and Madeline, who asked him to call her MJ. They talked about everything, Idris’ history, the adventures he, Rayjax, and Ashara went on, and how much of a colossal asshole MJ’s father was. It was more than evident however that what MJ wanted more than anything was to leave the planet of Aeria behind and to see the stars. She certainly had no interest in being used as a political prop in a pre-arranged marriage. Through all of this Idris still failed to seduce her, a fact that both drove him crazy and desire her all the more. &lt;br /&gt;
&lt;br /&gt;
As the job on Aeria concluded, the rebelling tribes pacified, Idris and crew planned with MJ to help her escape to live the life she always wanted.&lt;br /&gt;
&lt;br /&gt;
==== Songbird’s Escape (32 ABY) ====&lt;br /&gt;
It took several months before the plan was set, and enough time since the job on Aeria to not shed suspicion on &#039;&#039;The Viper Fang&#039;&#039; being connected. Idris even very publicly took a job in the core worlds to establish an alibi. &lt;br /&gt;
&lt;br /&gt;
Ashara and Rayjax secretly made their way back to Aeria, and commandeered some tribal transport ships (along with providing the tribes security access codes and security maps for the major cities on the planet). They used the ship to “crash” another transport ship that MJ was taking to cross the planet. They smuggled themselves off-planet in a container that was left floating in deep space, where Idris picked them up with &#039;&#039;The Viper Fang&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
MJ’s father King Isaidar was frantic, and eventually even contacted Idris himself to request help in locating his missing daughter. Idris promised he would let the king know if he came across any information regarding MJ. Idris offered to drop MJ off at any planet she wanted, and after a very prolonged series of “one more job” claims on her end, it was evident she was happy staying aboard the ship as one of the crew, taking over the role of the primary pilot from Rayjax, who was much happier focusing purely on mechanics. &lt;br /&gt;
&lt;br /&gt;
==== Great Hunt: The Terentatek (33 ABY) ====&lt;br /&gt;
Idris had done a lot of stupid stuff in his life. Accepting a hunt request to corral a [[starwars:Terentatek|Terentatek]] was certainly up there on the list. A rich game collector, Divad Ston’iving, had owned it as part of his private menagerie. His attempts to recapture the beast failed, as did the first four bounty hunters he hired to help. Idris was completely unaware of the prior four hunters when he accepted the job. &lt;br /&gt;
&lt;br /&gt;
This bounty was very specifically wanted “alive”. Divad had spent too much money to get it in the first place, and on its living quarters to let it die. This fact was a likely contributing factor to the first four bounty hunters failing. &lt;br /&gt;
&lt;br /&gt;
Idris learned several things in quick order about the Terentatek. It was bipedal. It was fast. It was definitely poisonous. And it was dumber than his brother was. &lt;br /&gt;
&lt;br /&gt;
The damage to the menagerie was extensive. Idris lost count of how many exotic animals were either collateral damage or also escaped during the conflict, never mind the cost of repairing the facility itself. Armor severely damaged, most of his ribs broken, and a taint of poison from a minor scratch flowing through his veins, Idris realized it was a kill-or-be-killed situation. &lt;br /&gt;
&lt;br /&gt;
Idris chose the first option, to the wrath of Divad Ston’iving, who refused to pay Idris for his efforts. In serious need of medical attention, he severed the head of the Terentatek and dragged it back with him to the ship to have it mounted as a trophy. Before Ashara could knock him out and get him in a bacta tank he also made sure the ship fired on the main gates of the menagerie ensuring what creatures were still alive in there could escape. &lt;br /&gt;
&lt;br /&gt;
==== That Ewok Wok (33 ABY) ====&lt;br /&gt;
[[File:Takkoo.png|thumb|250px|right|Takkoo]]&lt;br /&gt;
It was several days before anyone on &#039;&#039;The Viper Fang&#039;&#039; realized they had a stow-away on board. Everyone was focused on Idris healing, and what next job to take. Only as more food went missing did they realize one of the creatures held by Divad Ston’iving had snuck aboard the ship. &lt;br /&gt;
&lt;br /&gt;
A young [[starwars:Ewok|Ewok]] named Takkoo, who after smelling some of the food being stored on &#039;&#039;The Viper Fang&#039;&#039; snuck on board.&lt;br /&gt;
&lt;br /&gt;
It took some work, but Idris picked up enough of Ewokese to understand Takkoo, who in turn picked up enough Basic to know he should stop stealing their food, they would gladly feed him. When Takkoo came in contact with Rayjax, he seemed to believe the Wookiee was in fact a giant Ewok, and constantly stuck by Rayjax’s side. &lt;br /&gt;
&lt;br /&gt;
They tried several times to free Takkoo, including taking him back to the Forest Moon of [[starwars:Endor|Endor]]. Takkoo refused to leave. Curious, and smart, he seemed to enjoy life on the ship and took up studying about all the strange new food he would encounter on their travels. He eventually became a very capable cook.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Deep Fried Mon Calamari (34 ABY) ====&lt;br /&gt;
The Ocean Dunes of [[starwars:Karnac|Karnac]] are a sight to behold. But its majestic beauty was a bonus for &#039;&#039;The Viper Fang’s&#039;&#039; visit to the planet. A popular retreat for the [[starwars:Mon_Calamari|Mon Calamari]], it also happened to be the last known location of Qelmaax Rohb, a particularly dangerous and sociopathic environmental terrorist, wanted dead or alive.  &lt;br /&gt;
&lt;br /&gt;
Qelmaax was responsible for the bombings of over two dozen corporate offices, each responsible for their own fair share of pollution and eco-damage through the core systems. Logging, ship manufacturing, chemical processing. There was no real rhyme or reason to the companies he went after, only that they contributed to damage to the planets they operated on. &lt;br /&gt;
&lt;br /&gt;
Idris had always admired the Mon Calamari. Their contributions to the Rebellion during the war could never be understated, and their ability to convert ships to war vessels was impressive no matter what side of the war you sat on. In fact, Qelmaax was the first instance of a truly dangerous and mental Mon Calamari that Idris had ever heard of. &lt;br /&gt;
&lt;br /&gt;
Lucky for Idris, Qelmaax wasn’t in a location to expose a lot of collateral damage, a small dingy of a lifeboat on the dunes. Unfortunately, the whole thing was rigged with enough booby traps, weapons, and explosives to wage war on a small planet. Only Qelmaax seemed to know the vessel well enough to move about it without being skewered, sliced, diced, impaled, or detonated. &lt;br /&gt;
&lt;br /&gt;
Idris’ primary strategy was always to attempt to bring in a bounty warm if it was possible. But as he scanned the ship he realized that was less and less an option. Thankfully the bounty was open on the status of the Mon Calamari to get paid. Idris never even stepped foot on the ship, He waited for Qelmaax to appear, then roasted him while hovering in the air with the flamethrower on his vambraces. The toasted corpse of Qelmaax did give Idris a hankering for some seafood, something Takkoo was more than happy to supply back on the ship.&lt;br /&gt;
&lt;br /&gt;
==== Brotherhood in Shadows (36 ABY) ====&lt;br /&gt;
[[File:IdrisHeadshot2.png|thumb|250px|right|Idris when he first encountered the Brotherhood]]&lt;br /&gt;
Idris found himself on the nightclub and research station of [[Danktooine]], located in the [[Caperion System]]. He was totally unaware of the station&#039;s affiliation with the Brotherhood, Scholae Palatinae’s status as an Imperial remnant, or who the owner of the station, [[Xen%27Mordin_Palpatine|Xen’Mordin]], was. It was just a stopping point following a long day in the field. &lt;br /&gt;
&lt;br /&gt;
As fate would have it, this night also saw Xen’Mordin leave his private office and visit the nightclub as well. He was looking to witness the next test in a series of chemical developments to increase suggestibility in sentient beings. As always the nightclub remained an incredible testing site for Vismorsus Industries to exploit. &lt;br /&gt;
&lt;br /&gt;
However, the tests didn’t go as planned, as in several of the unwitting test subjects the chemical drastically increased aggression. A step back for Xen’Mordin but something he would have filed away for use should it be needed. But first, there was the issue of the full-on brawl taking place. &lt;br /&gt;
&lt;br /&gt;
Idris was always down for a good bar fight, having experienced more than a few himself. He jumped in to subdue the aggressive test subjects/club patrons. In the middle of the fight, he tackled Xen’Mordin to the ground, saving him from a spray of blaster fire. Xen’Mordin, a bit annoyed at being manhandled when he was perfectly capable of handling the blaster fire himself, did feel slightly grateful for Idris’ quick action to protect him, a stranger, from danger. &lt;br /&gt;
&lt;br /&gt;
While the club cleaned up from the fight, Xen’Mordin bought Idris a round, while quickly running a background check on the Mandalorian. Upon learning that Idris was an accomplished bounty hunter, Xen’Mordin offered him a substantial amount of money to take on some less-than-savory jobs he needed to be taken care of.&lt;br /&gt;
&lt;br /&gt;
==== Bounty: Exciting Excidium Exposure (37 ABY) ====&lt;br /&gt;
An agent of [[House Excidium]] went rogue, in the worst possible way. Ull Domar had taken secrets from the house, and of [[Clan Scholae Palatinae]], and run. The House, clan, and all of the Brotherhood’s dealings within the Caperion System had to remain a secret. Should the wrong people learn of it, the system would be at risk, and Scholae Palatinae might find themselves on the run once again. &lt;br /&gt;
&lt;br /&gt;
Knowing there would be many from the clan looking for the rogue agent, he decided to intervene by hiring a professional. &lt;br /&gt;
&lt;br /&gt;
Idris gladly took the job, shocked at how many credits were on the table for what he could tell was nothing more than a routine snatch and grab. Domar didn’t even seem particularly dangerous, a timid sort of man more interested in reading than fighting. Utilizing his own contacts, Idris was able to quickly trace Domar to the smuggler’s moon, [[starwars:Nar_Shaddaa|Nar Shaddaa]]. &lt;br /&gt;
&lt;br /&gt;
All data pointed to Domar trying to sell info to the Hutts, who had been less than pleased that Scholae Palatinae had been operating for decades in their territory when they occupied the Cocytus System. &lt;br /&gt;
&lt;br /&gt;
Upon reaching the moon, Idris realized the warehouse Ull Domar was hiding in was very well-defended. The Hutts took maintaining their domain seriously, and infractions on their turf would come with deadly consequences. Rather than shoot his way through to get to Domar, Idris faked it. He claimed to work for the same Hutt that owned the warehouse, telling the guards he was there to escort Domar to “The Boss”. &lt;br /&gt;
&lt;br /&gt;
Remarkably it worked, and Idris returned Ull Domar to the Caperion System without having to fire a single shot. &lt;br /&gt;
&lt;br /&gt;
==== Coin Bound in Blood (37 ABY) ====&lt;br /&gt;
Idris’ name and the deeds he had done for Xen’Mordin traveled around the Brotherhood. Another Mandalorian, talented and deadly, but not directly affiliated with the Brotherhood was a rare sight. His name eventually found its way to the ears of another such Mandalorian, Declan Roark. &lt;br /&gt;
&lt;br /&gt;
Contact between the two was established by [[Thane_Skotos|Atra Ventrus]] delivering a challenge coin. Declan was looking to form a group of like-minded individuals to open a new clan within the Brotherhood, one that would provide a reliable way to make a lot of credits. &lt;br /&gt;
&lt;br /&gt;
Idris jumped at the opportunity and was among those who helped plan and open the Brotherhood’s newest clan, [[Clan Vizsla]], named after the legendary Mandalorian clan. During this time, his underworld contacts also brought him into the fold of the [[Shroud_Syndicate|Shroud Syndicate]], the Brotherhood’s own underworld operating out of the [[Godless_Matron|Godless Matron]].  He quickly found himself under the direct employee of one of the [[Dark Council|Council]], the [[Herald]] [[Selika_Roh|Selika Roh]], as her [[Praetor]].&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Protector of Ullr (37 ABY) ====&lt;br /&gt;
In 37 ABY, shortly after the formation of Clan Vizsla a woman was murdered and defiled outside the Saga drinking hall on the Clan’s homeworld of [[Zsoldos]]. Idris and the crew of &#039;&#039;The Viper Fang&#039;&#039;  were among some of the Vizsla members that accepted the contract on the murderer and rapist, Nnelg Noswil. &lt;br /&gt;
&lt;br /&gt;
Nnelg was a crafty loner, who lived deep in the forest surrounding the town of Ullr, and only returned to town for supplies when he needed them. No one was certain of his exact location in the forest, but what the people of Ullr did know was that none of the people who had ventured to bring him in had returned.&lt;br /&gt;
&lt;br /&gt;
While Idris was questioning people in town, Nnelg reappeared and in the attempts by the locals to stop him, resulting in several other civilian deaths and injuries. Idris eventually learned some Vizsla initiates had attempted and failed to kill Nnelg, and using the still-active transponders in their suits, tracked down Nnelg’s location in the forest. Following a brief battle, Nnelg was killed and Idris turned in the body as proof.&lt;br /&gt;
&lt;br /&gt;
For his actions in stopping Nnelg, Idris became known as &#039;&#039;The Protector of Ullr&#039;&#039; amongst the locals. &lt;br /&gt;
&lt;br /&gt;
==== Discord (37 ABY) ====&lt;br /&gt;
Clan Vizsla was called to action shortly after forming. One of the Brotherhood’s greatest enemies, [[The_Collective|The Collective]] had faked a Brotherhood attack on a group of potential new allies, [[The_Severian_Principate||The Severian Principate]]. With the Collective falsely attributing these attacks to the Brotherhood and holding several important Brotherhood individuals, including the Deputy Grand Master [[Evant_Taelyan|Evant Taelyan]], Clan Vizsla jumped into action. &lt;br /&gt;
&lt;br /&gt;
By this time, not only had Idris become a full-fledged member of the Brotherhood, and founding member of Clan Vizsla, but he was also now in charge of a small team within Clan Vizsla, [[Saxon|Battleteam Saxon]]. Idris and his crew found themselves in heavy combat within [[Lyra-3K-a_system#Lyra_colony|Lyra Colony]], the main settlement for the mining operations within the [[Lyra-3K-a_system|Lyra-3K-a system]]. Alongside the rest of Clan Vizsla, Idris helped push back the Collective forces from the colony and save the civilians who called it home. This bolstered the Brotherhood’s relationship with the Principate while furthering the continuing war against the Collective. &lt;br /&gt;
&lt;br /&gt;
==== Do U Kno Da Wae (37 ABY) ====&lt;br /&gt;
Aiding Clan Vizsla put Idris in contact with more Mandalorians than he thought possible. Following the great purge, he had grown up believing them to be a mostly extinct order, that he was one of the last few holding on. Relieved to see so many other brothers and sisters, he came to enjoy his time in the Brotherhood, leading Team Saxon and working deep within the Shroud Syndicate. &lt;br /&gt;
&lt;br /&gt;
It was while on &#039;&#039;The Godless Matron&#039;&#039; that Idris first came across [[Zxyl_Bes%27uliik_Taldrya|Zxyl Bes&#039;uliik Taldrya]], a fellow Mandalorian, and strict adherent to [[starwars:Way_of_the_Mandalore|The Way of Mandalore]]. Idris’ had only heard of the ultra-orthodox cult of Mandalore and worried that his own approach to what it meant to be one would clash hard with Zxyl. Luckily that did not become the case, as both men respected each other’s views, and appreciated just having another Mandalorian around. This was exceedingly good luck as both men would find their way to serve on the Council before too long. &lt;br /&gt;
&lt;br /&gt;
=== Haar Jorad - The Voice (37 ABY - Present) ===&lt;br /&gt;
[[File:ComicIdris.png|thumb|250px|right|Idris presenting Evant to the Grand Master]]&lt;br /&gt;
{{Quote|You must learn to exercise discretion in the future. This job requires a deft hand.|Ness’arin}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny waits for no one, and Idris&#039; was busting down the door. Despite a lifetime of wandering and self-reliance, Idris found himself tasked by the Brotherhood to oversee the Inquistorius. A position of honor, and a lot more desk time than he had the patience to handle. His reputation secure, Idris was able to forge lasting alliances and friendships all while working the Brotherhood&#039;s information network to his advantage, often sneaking out to handle things personally in the field. The Voice of the Brotherhood would be heard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Bounty: The Viper Becomes The Voice (37 ABY) ====&lt;br /&gt;
Following the events in the Kyra-3K-a system, the [[Voice_of_the_Brotherhood|Voice of the Brotherhood]], [[Marick_Tyris_Arconae|Marick Tyris]] retired from the position, returning back to his home in [[Clan Arcona]]. The immediate power vacuum in the leadership of the [[Inquisitorius]] network. Many were vying to gain the upper hand and take the mantle of Voice. Ascending to serve on the Council was seen as a great honor, one that came with great rewards and great risks. &lt;br /&gt;
&lt;br /&gt;
Idris’ own abilities, history, and expansive network had put him on the list presented to the Grand Master Telaris Cantor. But Idris had little patience for political scheming. If he was to be Voice, he would not play the game to get it. There were multiple attempts by Inquisitorius agents to contact Idris. &lt;br /&gt;
&lt;br /&gt;
Instead, he went and did his job, hunting. Tracking a collection of Collective agents to the planet of Corellia, Idris assaulted their base single-handedly. Such was his refusal to play games, that the Inquisitorius Director [[Inquisitorius#Director|Ness&#039;arin Ohnaka]] herself had to make a rare appearance in the field to tell him he had the job. &lt;br /&gt;
&lt;br /&gt;
In the space of a year, he had gone from freelance to sitting on the Council of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Tenixir Supermax Prison (38 ABY) ====&lt;br /&gt;
While the Brotherhood coped with a missing Deputy Grand Master, and the diplomats that were abducted during the events in Lyra-3K-a, Idris spent a great deal of time attempting to locate the prisoners’ location. All the while, they were being tortured by the Collective, who in turn was looking to free their own captive forces. &lt;br /&gt;
&lt;br /&gt;
The Severian Principate had taken as many prisoners as they could from the Collective as retribution for their betrayal. They housed these Collective forces in the same supermax prison they kept all of their criminals, on [[Tenixir]]. A planet with intense gravity, the prison was contained with gravity well to make it habitable. When the Collective attempted to rescue their people, The Brotherhood honored their alliance with the Principate and helped repel the Collective Forces. &lt;br /&gt;
&lt;br /&gt;
At the same time, Idris had located the location of [[Evant Taelyan]], and the diplomats, and sent forces to recover them. Regrettably, only the Deputy Grand Master and two of the diplomats were recovered. Evant was a tortured broken man, yet the Grand Master seemed to care not. &lt;br /&gt;
&lt;br /&gt;
With Evant safely recovered, Idris left to make peace with the now-freed captives from the Tenixir Prison. Calling themselves [[The Tenixir Revenants]], Idris helped supply an initial set of ships and weapons so that they might leave Principate Space. &lt;br /&gt;
&lt;br /&gt;
==== Homefront (38 ABY) ====&lt;br /&gt;
The conflict with the Collective came to its climax on the planet of [[Arx]] itself, the seat of the Brotherhood. Rath Oligard, believing he had broken Evant enough to use him, launched a full-scale assault on the planet. This of course was all to the Grand Master’s plans, seeking to destroy the Collective once and for all. &lt;br /&gt;
&lt;br /&gt;
The assault was violent, bloody, and led to heavy casualties on both sides. It was the first time Idris had to find a way to balance his need to be in the thick of combat and his ability to lead others. A difficult lesson for a man with a massive ego. &lt;br /&gt;
&lt;br /&gt;
In the end, the combined efforts of the clans, the Council Forces, and the Principate were able to repel the Collective. Evant was seemingly killed, although he was merely severely injured and smuggled off-planet, a fact Idris did not share with the rest of the Council. &lt;br /&gt;
&lt;br /&gt;
==== Darth Nehalem (39 ABY) ====&lt;br /&gt;
Evant took months to recover. Eventually, both body and soul were ready to return to work. He had one goal, to take the Iron Throne. To accomplish this he enlisted the help of the [[Regent]], Atra Ventrus, the [[Justicar]], [[Dacien_Victae|Dacien Victae]], and Idris to ensure as peaceful of a transition as possible. A lofty goal given so many who claimed the Iron Throne did so on the backs of thousands of corpses to obtain it. Dacien was to use the laws of the Brotherhood to maintain order, while Atra bribed the clans with assets from ACE. Idris was simply to blackmail clan leaders or provide them valuable information they desired. &lt;br /&gt;
&lt;br /&gt;
In the end, it became a non-event, with only one casualty, and Telaris Cantor vanished before the eyes of the Council and Consuls. Evant ascended to take the title of Dark Lord of the Sith and named himself Darth Nehalem. &lt;br /&gt;
&lt;br /&gt;
==== Escalation (39 ABY) ====&lt;br /&gt;
A full-blown war between the Principate and the Revenants was all but inevitable. This was escalated due to both parties, along with the Brotherhood, and the Collective, having collected rare crystals. These crystals were able to influence the desires of those around them, turning them hyper-violent and aggressive. &lt;br /&gt;
&lt;br /&gt;
On the Hutt-controlled planet of [[Dandoran]], war finally broke out, though not simply along faction lines of Principate and Revenant. Both factions split in half, each with their own goals. Some vying for peace, others for the annihilation of their enemies. And the prize to seal the deal was a massive collection of crystals, being set up for auction by a Hutt collector. &lt;br /&gt;
&lt;br /&gt;
Idris himself had a limited presence during this conflict. While he was in fact within the Dandoran system, he never managed to set foot on the planet itself and was too busy attending a massive party being thrown by Py’zah the Hutt on his yacht at the far end of the system. &lt;br /&gt;
&lt;br /&gt;
The end of the conflict however spelled a massive amount of work landing on Idris’ plate. A new enemy appeared in the form of a woman who called herself &#039;&#039;The Seer&#039;&#039;. She had used the crystals to create monstrous abominations that were incredibly difficult to kill. It was apparent a powerful group had taken notice of the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
==== Shadows Unveiled (40 ABY) ====&lt;br /&gt;
[[File:IdrisAngy.jpg|thumb|250px|Idris healed after capturing Saikar]]&lt;br /&gt;
In late 39 ABY, Idris himself entered the field to get any information he could about The Seer, and her organization. For weeks he went from planet to planet-hunting down whatever he could. In the end, it paid off. While the effort to extract a member of the mysterious organization severely damaged his armor and left him severely injured, Idris was able to extract a single person, Acolyte Saikar who referred to himself as a Fateweaver. &lt;br /&gt;
&lt;br /&gt;
Saikar explained that he was a member of [[The Children of Mortis]], an ancient organization that was devoted to one cause. Setting the Force free. With new information on the table, Idris began to utilize the inquisitorius’ artificial intelligence, E.D.I. (Entire Database of the Inquistorius) to pour over anything they had on the Children. The game was on. &lt;br /&gt;
&lt;br /&gt;
==== Ascension (40 ABY) ====&lt;br /&gt;
Using the information gathered from Saikar, Idris tasked the Inquistorius to focus all of their efforts on preparing to fight the Children of Mortis. However, Idris was not able to devote his full attention to this pressing matter as he was also helping each clan secretly research the crystals the Children had been using. The Inquistorius&#039; best source of information came from planting one of their own as a recruit for the Children&#039;s Lightbringers, Qru Avajor. Regrettably, Qru was found out, and killed shortly before the Children of Mortis unleashed a horrible attack against the Brotherhood. Idris felt responsible for this, having not opted to pull Qru out sooner. &lt;br /&gt;
&lt;br /&gt;
Idris was not able to wallow in his guilt for long, as the Children finally showed their cards, releasing massive crystalline asteroids against the home worlds of each of the clans. While the Council had expected an attack on Arx, this sudden attack against the clans made their defensive plans useless. Unable to immediately help the Clans, Idris worked with his fellow Councilors to consolidate the research each clan had made to create a counteragent to the conversion gas that was pouring out across the homeworlds. The Clans stood firm and held their ground before the counteragent was released and the Children shockingly repelled. The Children retreated through Force portals, a new occurrence that the Inquistorius needed to research. &lt;br /&gt;
&lt;br /&gt;
==== Transcendence (41 ABY) ====&lt;br /&gt;
The Grand Master, Darth Nehalem, personally tasked Idris with a matter of great importance, hunting down the former Grand Master Telaris Cantor. Nehalem had become obsessed with his predecessor who had been taunting his mind. At this time, the Grand Master also named Idris, alongside the Justicar Thane &amp;quot;Atra&amp;quot; Skotos, as lords. A great honor and a powerful vanity title, the two newly minted lords had also been working together in secret for years. Together they decided to feed false information to the Grand Master to appease his growing obsession while continuing to focus their efforts on their own plans. &lt;br /&gt;
&lt;br /&gt;
Their efforts of course were hindered partially by the plan to go on the offensive against the Children of Mortis. Over the following months a great portal was constructed to lead the Brotherhood, and its clans into the &#039;&#039;Ethereal Realm&#039;&#039;. With the Council leading the charge, Idris was among the first through the portal and into the hell that was the assault against the Children of Mortis. &lt;br /&gt;
&lt;br /&gt;
The leader of the Children of Mortis, the Father, had once been known as Matthias Westland many thousands of years ago. Over that time he had repeatedly attempted to &amp;quot;break the chain&amp;quot; and combine his soul with the Force to build a new reality with him as the ultimate power. This assault against the Children quickly became a race against the clock as the Father began yet another attempt. Luckily the Brotherhood&#039;s forces made it to the Father&#039;s ritual site and stopped it before it could happen.&lt;br /&gt;
&lt;br /&gt;
Dacien Victae, the Deputy Grand Master, had quickly been elevated as the primary leader of the conflict, as Darth Nehalem had abandoned the Brotherhood to finally face his own nemesis, Telaris Cantor, who was present in the Ethereal Realm. As Dacien and the rest of the Council fled back to the portal, they remained at the furthest edge of the Brotherhood&#039;s forces, the ones constantly in combat with the Children. Giving the Clans time to retreat, this heavy combat came at a great loss of life. Dacien was a major target for the Children, and Idris jumped between the Deputy Grand Master and a crystalline spear at the last moment, saving Dacien&#039;s life. Speared through the abdomen, Idris fell and was pulled out by a fellow Mandalorian, the Regent Zxyl Bes&#039;uliik Taldrya. &lt;br /&gt;
&lt;br /&gt;
==== Rebirth (42 ABY) ====&lt;br /&gt;
Idris spent many months in a coma straddling the line between life and death. His armor was left in ruin from the fight, unusable should he manage to recover. Luckily Zxyl was also an incredibly skilled beskar armor and labored hard over this time to repair Idris&#039; armor. He left the armor in Idris&#039; office for the day that the Voice woke up. &lt;br /&gt;
&lt;br /&gt;
Eventually, Idris did make a full recovery, and then some. Between his time in the Ethereal Realm, the crystalline spear that nearly ended his life, and his meditative reflection while healing, Idris found a way to tap into the Force, able to wield the slightest portion of its power. &lt;br /&gt;
&lt;br /&gt;
This very near-death experience changed the Mandalorian in other ways too. While still cocky and headstrong, Idris found himself more mature from the experience and more deeply attached to the ways of his Mandalorian ancestors. It also made him incredibly more caring about those he considered his family and friends. This fact was further punctuated with the destruction of &#039;&#039;The Viper Fang&#039;&#039; by agents of the Children of Mortis. Luckily the crew was not on board, but Idris&#039; beloved BB-Unit Droid, Marbles, was destroyed in the explosion. &lt;br /&gt;
&lt;br /&gt;
== Profile ==&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
[[File:IdrisZef.png|thumb|250px|Idris in his repaired armor]]&lt;br /&gt;
Idris Adenn has an easy but commanding presence. His tall, lean, and lithe body is toned and muscular without being bulging, covered by bronzed skin. He is graceful and confident in his movement, calm but like his moniker, he is always coiled ready to strike. Idris has a very focused physical regiment, and while it helps keep him strong, his focus is speed and agility, not brute strength. &lt;br /&gt;
&lt;br /&gt;
Considered by many to be attractive, Idris has a square face with clear cheekbones and jawline. His jawline is further defined by his extended goatee, and the rest of his face is full of scruffy beard growth from only shaving periodically. His hair is a luscious black, having grown longer, it is typically swept back, and goes down to his shoulders. He has dark brown eyes, mischievous and cunning, that are set under a sharp browline. &lt;br /&gt;
&lt;br /&gt;
His face is extremely expressive, typically displayed as youthful, vigorous, full of life and lust. However, Idris is capable of being serious, and his face can often be found reflecting his more calm, respectful, and insightful side. With a quick temper, his expression can change in a snap. However often found in the bouts of combat, his expression typically reflects a fierce rage mixed with deep enjoyment of combat. &lt;br /&gt;
&lt;br /&gt;
His body is littered with various scars, none serious, but all clearly reflect his combative lifestyle.&lt;br /&gt;
&lt;br /&gt;
=== Attire ===&lt;br /&gt;
[[File:IdrisArmor.png|thumb|250px|right|Idris’ Mandalorian Armor]]&lt;br /&gt;
Like many Mandalorians, Idris’ identity is closely tied to his [[starwars:Mandalorian_armor|armor]]. While not his family’s oldest child, he was the one to inherit the Adenn’s primary armor from his father, Vaeden. Constructed of the incredible Mandalorian alloy [[starwars:beskar|beskar]], it is one of Idris’ most prized possessions. The exact date of the original forging of the armor is unknown, but it is at least 600 years old and has been passed down the Adenn line that entire time. According to Clan lore, it contains fragments of Beskar worn by several great Manda’lors and other Mandalorian heroes from ages long past. &lt;br /&gt;
&lt;br /&gt;
It is of a unique construction for Mandalorian armor, with the chest piece broken into several pieces, allowing for better movement, but also making it more susceptible for damaging blows. Upon receiving it from his father, Idris had reforged, restoring its worn-down appearance to a pristine condition, and painted it a metallic blood red with bright orange highlights. It was subsequently nearly damaged beyond repair in 40 ABY. When it was reforged, Idris had it repainted, a rich black color with shiny silver accents, accompanied by a deep crimson body glove.  &lt;br /&gt;
&lt;br /&gt;
Also typical of the Mandalorians, Idris utilizes a jetpack for increased mobility. He frequently has a dark brown flame-resistant cape wrapped around him. His primary weapons of choice are two [[starwars:WESTAR-35_blaster_pistol|Westar-35 Blaster Pistols]] constructed of red and black metals that fire uniquely colored violet with black core bolts. His main-hand blaster is known as &#039;&#039;Haar Maan Miit&#039;&#039;, The First Word. Its twin is &#039;&#039;Darasuum Uur&#039;&#039;, Eternal Silence. He is nearly always equipped with his traditional Mandalorian Vambraces, styled to match the rest of his armor and also of high quality beskar material. He also owns several other beskar crafted weapons including a Kal Dagger, Beskad, and Spear. &lt;br /&gt;
&lt;br /&gt;
Unlike many Mandalorians, Idris does take time away from his armor. These ventures have become less and less common the older he has gotten. Not out of disrespect of the ancient Mandalorian code, something Idris takes seriously, but out of comfort and convenience. It&#039;s much easier to get out of casual clothing than his armor, something he is quite fond of on his nights off. He has also found it is frequently easier to go home with someone when not taken as a pure Mandalorian brute. &lt;br /&gt;
&lt;br /&gt;
His casual wear is simple but clearly, reflects a refined taste. A blood-red undershirt with a deep cut for his neckline, black trousers, sturdy but tasteful boots. This is typically placed within a knee-length black jacket featuring a stiff upright collar and red accent colors.&lt;br /&gt;
&lt;br /&gt;
=== Personality and Beliefs ===&lt;br /&gt;
[[File:IdrisWarbanner.png|thumb|250px|right|Idris’ Warbanner]]&lt;br /&gt;
Idris Adenn is a forceful, lusty man with a quick wit and barbed tongue. He likes to fight, often spurred on by his quick temper. But he also demonstrates a keen intellect and intense carnality. Personable and what many take as an easy-going personality, many miss the serious man beneath. Most either find themselves enchanted or repulsed, with very few ever feeling truly apathetic about the Mandalorian. &lt;br /&gt;
&lt;br /&gt;
Idris has ended his fair share of lives and feels life must be enjoyed to the fullest while one can. Many would say his lifestyle is excessive, but Idris is a man who knows what he likes; be it men, women, food, drink, or a good old-fashioned fight. If it is obtainable and he wants it, he will take it and enjoy it in abundance.&lt;br /&gt;
&lt;br /&gt;
Arrogant is one of the most common words thrown around when people mention Idris. There is no doubt that he thinks very highly of himself. Idris never merely walks around like he owns the place, he *swaggers*. Coupled with his quick temper and flair for dramatic moments, this leads to many forms of conflict. &lt;br /&gt;
&lt;br /&gt;
That isn’t to say Idris is so self-centered he doesn’t care about other people. Above all else, Idris is a passionate man, and that passion extends to those he is loyal to. Most close to the members of his crew on &#039;&#039;The Viper Fang&#039;&#039;, and his surviving family members, he will protect them above all else. &lt;br /&gt;
&lt;br /&gt;
Idris is also a hardline traditional Mandalorian. He takes his Mandalorian heritage seriously, be it his honor or adherence to the Mandalorian Code. He does not buy into the newer pacifist movement of the last several decades and maintains the old Mandalorian ways were the best. He seeks to remind the galaxy that the Mandalorians are still alive and ready for the good fight. &lt;br /&gt;
&lt;br /&gt;
=== Known Associates ===&lt;br /&gt;
[[File:ViperFangCrew.png|thumb|250px|right|Idris&#039; Known Associates, friends, and family]]&lt;br /&gt;
Idris is well-traveled and has connections in most parts of the galaxy. The most frequent ones, however, are listed below. They can be considered Idris’ family and hiring him means their involvement as well, though typically far away from the line of fire. They all worked and lived on a VCX-100, &#039;&#039;The Viper Fang&#039;&#039;, prior to its destruction in 42 ABY. They remain a tight-knit group, save for Sirdi, onboard Idris&#039; new ship &#039;&#039;Haar Kyr&#039;yc Karanov&#039;, a military-level Raider II-class Corvette.&lt;br /&gt;
&lt;br /&gt;
==== Sirdi Tyma ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Dathomirian|Dathomirian Nightsister]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: Ritually aged/experienced an additional 5 years of life - {{Birthyear_and_Age|ABY|27}} &lt;br /&gt;
&lt;br /&gt;
Sirdi Tyma is a Nightsister born from the combination of Idris&#039; DNA recovered at the crash site of the &#039;&#039;Epsilon Shade&#039;&#039; and her mother&#039;s remains were recovered from a Nightsister casket on board the ship. She was part of a brutal Nightsister ritual that caused her to experience a total of an additional 5 years of life than she would have otherwise, being raised by her coven and the spirit of her beloved Night Mother. She is a wild card, torn between learning more of her father, and the pull of her cultural upbringing. &lt;br /&gt;
&lt;br /&gt;
==== Madeline Jisella “MJ” Kilvaari ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|14}}&lt;br /&gt;
Madeline Jisella “MJ” Kilvaari is the vivacious pilot of the &#039;&#039;Viper Fang&#039;&#039;. A young and naturally skilled pilot, she keeps a safe eye both on the ship and its crew. Her skills as a pilot are augmented by the fact she is force-sensitive. She understands the rough and morally ambiguous lifestyle that comes with being a bounty hunter and mercenary but still attempts to keep Idris and the rest of the crew on the &#039;&#039;light&#039;&#039; end of the spectrum. She continues to reject Idris’ romantic advances, but that doesn’t stop him from trying, especially given her continued playful flirting with him.&lt;br /&gt;
&lt;br /&gt;
==== “Rayjax” ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Wookiee|Wookiee]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|BBY|137}}&lt;br /&gt;
“Rayjax” is the &#039;&#039;Viper Fang’s&#039;&#039; co-pilot and primary mechanic. He is incredibly protective of the crew on the &#039;&#039;Fang&#039;&#039;, especially Idris and Elia. Rayjax’s full Wookiee name is much longer and too difficult for Basic speakers to pronounce. He had shorted it to Rayjax decades before meeting Idris. He is a constant tinkerer and is never without his tools and some sort of gadget he is working on. &lt;br /&gt;
&lt;br /&gt;
==== Ashara Kyl ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Twi%27lek|Twi’lek]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Female&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|7}}&lt;br /&gt;
Ashara Kyl is a deeply spiritual and scholarly Twi’lek. She believes in the sanctity of life and has dedicated her life to the arts of healing and preservation of knowledge. She grew up alongside Idris, with her family having been freed by Idris’ grandfather. She is very OCD about her medical supplies, living quarters, and personal health. She frequently provides unsolicited health advice to anyone who attempts to talk to her. &lt;br /&gt;
&lt;br /&gt;
==== Takkoo ====&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;: [[starwars:Ewok|Ewok]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender&#039;&#039;&#039;: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Date of Birth&#039;&#039;&#039;: {{Birthyear_and_Age|ABY|15}}&lt;br /&gt;
Takkoo is an Ewok who snuck aboard The Viper Fang, seeking the food he smelled onboard. Since then he has become an avid foodie and functions as the cook for the crew. He still frequently attempts to trap people in rudimentary snares. Most of the crew of the Viper Fang subconsciously notice and avoid them.  &lt;br /&gt;
&lt;br /&gt;
[[File:BB89.png|thumb|250px|right|BB-89]]&lt;br /&gt;
==== Elia Adenn ====&lt;br /&gt;
Species: Human &amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Female &amp;lt;br /&amp;gt;&lt;br /&gt;
Date of Birth: {{Birthyear_and_Age|ABY|30}}&lt;br /&gt;
Elia is Idris’ daughter, named after his murdered sister. She is typically found on Batuu with Melora, Idris’ mother. She is learning the ways of the Mandalorians to be like her father. &lt;br /&gt;
&lt;br /&gt;
==== BB-89 “Marble&amp;quot; II ====&lt;br /&gt;
BB-89 aka &amp;quot;Marble&amp;quot; II is a [[starwars:BB-series_astromech_droid|BB Series Astromech]]. The original &amp;quot;Marble&amp;quot; was destroyed alongside the VCX-100 &#039;&#039;Viper Fang&#039;&#039; in 42 ABY by Children of Mortis Forces. His data core was recovered and eventually issued to a new body. It has a masculine programming personality. Marble helps keep track of the workings on helped keep track of the workings on the &#039;&#039;Haar Kyr&#039;yc Karanov&#039;&#039;, working along side the Wookiee, Rayjax. Originally painted a matte black base with metallic red accents, he has various “Elia Adenn Originals” painted on his spherical body.&lt;br /&gt;
&lt;br /&gt;
==== E.D.I ====&lt;br /&gt;
E.D.I. (Entire Database of the Inquistorius) is an advanced artificial intelligence with many quantum nodes found throughout the galaxy. She was linked to the Brotherhood&#039;s databases upon Idris&#039; taking the position of Voice. She is has a direct line to Idris&#039; helmet, a node location on his ship, &#039;&#039;Haar Kyr&#039;yc Karanov&#039;&#039;, and various droid bodies to use. Most frequently she maintains a presence within a captured Ascendant Drone, accompanying Idris in the field.&lt;br /&gt;
&lt;br /&gt;
=== Positions Held ===&lt;br /&gt;
{{Positions}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Voice_of_the_Brotherhood|Voice of the Brotherhood]]&lt;br /&gt;
| years = 37 ABY - Present&lt;br /&gt;
| before = [[Marick_Tyris_Arconae|Marick Tyris Arconae]]&lt;br /&gt;
| after = Incumbant&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Combat Master]]&lt;br /&gt;
| years = 39 ABY - 42 ABY&lt;br /&gt;
| before = [[Turel Sorenn]]&lt;br /&gt;
| after = [[Zenod&#039;ande&#039;rson]]&lt;br /&gt;
}}&lt;br /&gt;
{{succession box&lt;br /&gt;
| title = [[Battleteam Leader]] of [[Saxon]]&lt;br /&gt;
| years = 37 ABY&lt;br /&gt;
| before = Position Created&lt;br /&gt;
| after = [[Raiju Kang]]&lt;br /&gt;
}}&lt;br /&gt;
{{End box}}&lt;br /&gt;
&lt;br /&gt;
== Behind the Scenes ==&lt;br /&gt;
Idris went through multiple versions before being finalized as a Mandalorian Human. With the addition of the NPC and Non-Force User options to the club, the man behind [[Xen%27Mordin_Palpatine|Xen’Mordin]] began formulating an alternative character to utilize. Originally, Idris was to be a [[starwars:Lasat|Lasat]] mercenary with a sadistic streak. Idris sat completely unused at this time. &lt;br /&gt;
&lt;br /&gt;
Eventually, bored with utilizing Xen’Mordin as his main character, Idris became the primary focus of development. LucasArts announced a new streaming TV series &#039;&#039;The Mandalorian&#039;&#039;. At the time, there were no confirmed castings for the show and Xen’Mordin had the idea of Oberyn Martell from Game of Thrones as a Mandalorian bounty hunter, which he found too exciting to let be, and the mercenary became Idris Adenn, Mandalorian Bounty Hunter. Due to this, Idris’ appearance and personality are largely based on Oberyn Martell. Idris, in this state, predates the announcement that Pedro Pascal would be playing the titular character in the show. &lt;br /&gt;
&lt;br /&gt;
Further development of Idris resulted in utilizing the old legends Mandalorian language, [[starwars:Mando%27a|Mando’a]], for both Idris’ CS aspect names and his last name, Adenn, coming from the word for ‘merciless’.&lt;br /&gt;
&lt;br /&gt;
His clan&#039;s signet is that of a Dragonsnake, a dangerous beast, and part of how he got his “Viper” moniker. His Mandalorian title of Haar Dreki’ormr be’Manda&#039;yaim translates to “The Dragonsnake of Mandalore”. Neither current nor old EU Mando’a had a word for the Dragonsnake species, or just dragon or snake. As such Old Norse was used as a substitute, as Mandalorians are largely inspired by the Viking culture.&lt;br /&gt;
&lt;br /&gt;
Idris became a M-Pop (Mandalorian Pop) star thanks to a dancing gif of Boba Fett at Disneyland, and the ACC Championship &#039;&#039;Singularity&#039;&#039; where several members wrote Idris dancing and singing as part of the battle intros. &lt;br /&gt;
&lt;br /&gt;
[[Category:Sith Lords]][[Category:Council members]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=197594</id>
		<title>CS Guide: Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Species&amp;diff=197594"/>
		<updated>2025-06-02T21:19:26Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Shani */ removing old classification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS_TOC}}&lt;br /&gt;
{{Quote|In our efforts, we have learned that life is not rare. Rather, given a chance, &#039;&#039;life will occur&#039;&#039;. It is tenacious, aggressive—it seems to crave existence.|[[starwars:Tem Eliss|Tem Eliss]], [[starwars:sentientologist|sentientologist]]}}&lt;br /&gt;
&lt;br /&gt;
Species in Star Wars are a big deal. Their existence is something that separates the Lore from other Science Fiction, where even if a culture is only mentioned once, people will flock to try and create characters from it. &lt;br /&gt;
&lt;br /&gt;
= Policies =&lt;br /&gt;
To view the formal policy used for adding Species to the Character Sheet System, please see the [[Species_Approval_Guidelines|Species Approval Policy]].&lt;br /&gt;
&lt;br /&gt;
== Hybrids ==&lt;br /&gt;
Hybrid species are incredibly rare, but have been known to appear in Canon content. For example, Humans and Twi&#039;leks have born hybrid children in the Clone Wars animated series. &lt;br /&gt;
&lt;br /&gt;
Currently we only accept species that are designated as “Near-Human” to be capable of creating a hybrid together. The way our system works is you still need to designate the dominant species in the Character Creation Tool. Then in the Physical Description Field you can indicate physical traits found from the other species. &lt;br /&gt;
&lt;br /&gt;
As species feats have been removed, this means your character gains the benefit of any traits from both parents being a viable thing for that character. This means if one parent’s species can see in the UV spectrum, you are free to claim that for your character. This also means that you can opt to not have abilities that one of the parents have providing the other parent don’t have that ability. &lt;br /&gt;
&lt;br /&gt;
Hybrids only allow for the combining of &#039;&#039;&#039;two&#039;&#039;&#039; species in this manner, and both &#039;&#039;&#039;must&#039;&#039;&#039; be from the approved species list.  &lt;br /&gt;
&lt;br /&gt;
For more specific details for incorporating a Hybrid selection for your character, refer to the Species section of the [[Character Sheet Approval Guidelines]].&lt;br /&gt;
&lt;br /&gt;
In short: &lt;br /&gt;
* A hybrid Species must indicate the &#039;&#039;Primary Species&#039;&#039; due to how the CS system works. &lt;br /&gt;
* A hybrid Species can have cosmetic elements of their &#039;&#039;Secondary Species&#039;&#039; worked into their Physical Description.&lt;br /&gt;
* A hybrid Species can only have &#039;&#039;&#039;two species&#039;&#039;&#039; utilized.  Both of these species &#039;&#039;&#039;must&#039;&#039;&#039; be from the list below. &lt;br /&gt;
* Hybrids can only be created by &#039;&#039;&#039;two Near-Human&#039;&#039;&#039; species. &lt;br /&gt;
&lt;br /&gt;
= Species =&lt;br /&gt;
== Aleena ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Aleena&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_aleena.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Love adventure&lt;br /&gt;
* Wide mouth&lt;br /&gt;
* Large eyes&lt;br /&gt;
* Fast metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Aleena&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Aleena were short, reptilian bipeds with large eyes and wide mouths full of small, sharp teeth. Aleena&#039;s bodies were long compared to their short arms and stubby legs. They possessed exceptional reflexes as well as a fast metabolism which allowed them to convert food into energy very rapidly in order to escape predators on their harsh home planet.&lt;br /&gt;
|height=0.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Anzati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Anzati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_anzat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Proboscis&lt;br /&gt;
* Bulbous noses&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
* Regenerates quicker&lt;br /&gt;
* Prone to substance abuse&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Anzat&lt;br /&gt;
|blurb=The Anzati were Human in appearance, with bulbous noses, flared nostrils, and grayish-hued skin. Two tentacle-like proboscises curl out and extended from their cheeks, and can be retracted to blend better with Humans. &lt;br /&gt;
|height=1.5 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Arkanian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Arkanian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_arkanian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Infravision&lt;br /&gt;
* Eyes sensitive to sources of extreme heat&lt;br /&gt;
* Extreme intelligence&lt;br /&gt;
* Four clawed digits&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Arkanian (language)|Arkanian]]&lt;br /&gt;
|blurb=The Arkanians were a Near-Human species which resided primarily on the frozen planet of [[starwars:Arkania|Arkania]] in the Perave system of the [[starwars:Colonies/Legends|Colonies]] region of the galaxy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Barabel ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Barabel&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_barabel.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two stomachs&lt;br /&gt;
* Dark scales&lt;br /&gt;
* Immune to blaster’s stun&lt;br /&gt;
* Able to shed tail&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Needle sharp teeth&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Barabel (language)|Barabel]]&lt;br /&gt;
|blurb=Barabels were a species of sentient cold-blooded reptilians native to the dark, murky world [[starwars:Barab I|Barab I]]. A highly aggressive and territorial species, Barabels who traveled off their homeworld often found work as [[starwars:Fringer|fringers]] or soldiers.&lt;br /&gt;
|height=1.9 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Besalisk ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Besalisk&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_besalisk.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four Arms&lt;br /&gt;
* Inflatable Wattle&lt;br /&gt;
* Bony Headcrest&lt;br /&gt;
* Large Build&lt;br /&gt;
* Wide Mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Besalisk&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Besalisk were a four-armed sentient species. They were known for having strong primary arms, and weaker secondary arms. With a thick body type, an inflatable wattle, and a bony, three-pronged head crest, they were hard to miss in a crowd. &lt;br /&gt;
|height=1.88 to 2.36 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bothan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bothan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_bothan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Mood-sensitive fur&lt;br /&gt;
* Craves intrigue and subterfuge&lt;br /&gt;
* Tapered pointed ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Bothese|Bothese]]&lt;br /&gt;
|blurb=Bothans were furry mammalian anthropoids, about 1.5 meters tall. Hailing from [[starwars:Bothawui|Bothawui]] and several colonies, Bothans differed in facial appearance and body structure with canine, feline, and equine features. They were known for being master politicians and spies, craving intrigue and subterfuge.&lt;br /&gt;
|height=1.4 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bpfasshi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Bpfasshi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_bpfasshi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Distrust for Jedi&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Tattoos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Bpfasshi were Near-Humans native to Bpfassh.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cathar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cathar&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cathar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Feline&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Retractable claws&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Loyal, passionate, tempermental&lt;br /&gt;
* Keen sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Catharese|Catharese]]&lt;br /&gt;
|blurb=The Cathar were a species of feline, bipedal humanoids native to [[starwars:Cathar|Cathar]], a planet of savannahs and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Chiss ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Chiss&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_chiss.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Glowing red eyes&lt;br /&gt;
* Above-average night vision&lt;br /&gt;
* Rapid maturity&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cheunh|Cheunh]]&lt;br /&gt;
|blurb=The Chiss were a tall, blue-skinned Near-Human civilization from the planet [[starwars:Csilla|Csilla]] in the [[starwars:Unknown Regions|Unknown Regions]].&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Clawdite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Clawdite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_clawdite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Shape shifting ability&lt;br /&gt;
* Green to yellow skin hues&lt;br /&gt;
* Yellow slitted eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Clawdite (language)|Clawdite]]&lt;br /&gt;
|blurb=Clawdites were a humanoid sentient species native to the planet of [[starwars:Zolan|Zolan]]. They were one of the few shape-shifting species in the galaxy, and were sometimes referred to as Changelings.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Coynite ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Coynite&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_coynite.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairy&lt;br /&gt;
* Shaggy mane&lt;br /&gt;
* Forehead ridges&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Wide flared noses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Coynite language|Coyn]]&lt;br /&gt;
|blurb=Coynites were large bipeds, and typically quite strong. They had fine gold, white, or black hair over their entire bodies. Their heads were crowned with a shaggy mane, with bony forehead ridges in place of eyebrows. Their faces possessed protruding chins, wide, flared noses, and deep-set eyes. They possessed clawed hands.&lt;br /&gt;
|height=2.0 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Cragmoloid ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Cragmoloid&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_cragmoloid .png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Trunk&lt;br /&gt;
* Tusks&lt;br /&gt;
* Flappy Ears&lt;br /&gt;
* Tall and Large&lt;br /&gt;
* Red Eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Cragii|Cragii]]&lt;br /&gt;
|blurb=Cragmoloids were large bipedals pachydermoids. With long manipulative trunks, two to four tusks, clawed fingers, and clawed toes, they are a proud honor-bound species, with heavy emphasis on caring for their “clan”. They have thick skin, ranging from grey to pink, beady red eyes, and large flappy ears. &lt;br /&gt;
|height=2.5 to 3.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dashade ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dashade&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dashade.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin&lt;br /&gt;
* Powerful claws&lt;br /&gt;
* Partial Force-resistance&lt;br /&gt;
* Radiation resistance&lt;br /&gt;
* Dissipates heat&lt;br /&gt;
* Lamprey-like mouths&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dashadi|Dashadi]]&lt;br /&gt;
|blurb=Dashade were tall reptilians with dark skin, lamprey-like mouths, and powerful claws. They were resistant to radiation. They also had an ability to dissipate heat which made them hard to detect using standard life-form sensors.&lt;br /&gt;
|height=1.7 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Devaronian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Devaronian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_devaronian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Red, brown, green or white skin&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Two horns (male)&lt;br /&gt;
* Bald (male)&lt;br /&gt;
* Hair (female)&lt;br /&gt;
* Two dark circles on forehead (female)&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Devaronese/Canon|Devaronese]]&lt;br /&gt;
|blurb=Devaronians are a sentient species from the planet [[starwars:Devaron|Devaron]]. They exhibit great sexual dimorphism, with the males being bald and sporting horns, and the hornless females displaying a full head of hair.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dowutin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dowutin &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_dowutin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Massive&lt;br /&gt;
* Chin horns&lt;br /&gt;
* Tusk-like nails&lt;br /&gt;
* Long-lived (500 years)&lt;br /&gt;
* Never stops growing&lt;br /&gt;
* Earthy skin tones&lt;br /&gt;
* Great strength&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dowuta|Dowuta]]&lt;br /&gt;
|blurb=The Dowutin are a large race of humanoids native to the planet of [[starwars:Dowut|Dowut]] in the Core Worlds. They were aggressive-looking with chin horns, large claws and thick skin, usually brown. They were long-lived and it was said that they never stop growing. They were often solitary creatures who took pride in their great strength.&lt;br /&gt;
|height=2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Draethos ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Draethos&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_draethos.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple skin&lt;br /&gt;
* Large teeth outside of mouth&lt;br /&gt;
* Interstitial webbing between fingers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Limited telepathy&lt;br /&gt;
* Long lives - avg. 800 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Draethos (language)|Draethos]]&lt;br /&gt;
|blurb=Draethos were a predatory humanoid species from the planet [[starwars:Draethos (planet)|Draethos]], notable for their long natural lifespans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dug ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Dug&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:DugSpecies.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Abrasive  &lt;br /&gt;
* Long snouts  &lt;br /&gt;
* Walk with arms&lt;br /&gt;
* Fleshy tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Dug&lt;br /&gt;
|blurb=The Dug, from the planet Malastare, are a unique species. Possessing four similar limbs with dextrous “fingers”, the Dug walk using their upper limbs and use their lower limbs to hold and grasp things, giving them an inverted appearance to how most species operate. They have fleshy tendrils on their face, much like a mustache, on their elongated faces, as well as loose folds of skin. &lt;br /&gt;
|height=1 to 1.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Duros ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Duros&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_duros.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gifted explorers&lt;br /&gt;
* Adventurous and socially gregarious&lt;br /&gt;
* Blue-green skin&lt;br /&gt;
* Red eyes&lt;br /&gt;
* Long, thin and noseless faces&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Durese|Durese]]&lt;br /&gt;
|blurb=The Duros were a species of teal-skinned, reptilian humanoids who were gifted explorers, and often became spacers or traders. &lt;br /&gt;
|height=1.7 to 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Echani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Echani&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_echani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Combat-focused society&lt;br /&gt;
* All Echani share a very similar appearance&lt;br /&gt;
* Light hair&lt;br /&gt;
* Pale skin&lt;br /&gt;
* Silver eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Echani were a Near-Human species that hailed from [[starwars:Eshan|Eshan]]. All Echani looked remarkably similar and relied on observing body movements and combat to express themselves and distinguish each other.&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Elomin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Elomin&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_elomin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Skin tones range from bright pink to dark purple&lt;br /&gt;
* Horned appearance&lt;br /&gt;
* Very different body organs&lt;br /&gt;
* Obsessed with personal hygiene&lt;br /&gt;
* Driven to create order from chaos&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Elomin&lt;br /&gt;
|blurb=The Elomin were a species that hailed from the planet [[starwars:Elom (planet)|Elom]]. Their children matured rapidly, and they were obsessed with finding order in all things as well as personal hygiene.&lt;br /&gt;
|height=1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Epicanthix ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Epicanthix&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_epicanthix.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 130 years&lt;br /&gt;
* Distinct eye folds&lt;br /&gt;
* Natural tan&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Brown/green eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Epicant&lt;br /&gt;
|blurb=The Epicanthix were tall, muscular, dark-haired Near-Humans native to the [[starwars:Outer Rim Territories|Outer Rim Territories]] world of [[starwars:Panatha|Panatha]], in the [[starwars:Pacanth Reach|Pacanth Reach]]. They possessed a genetic immunity to Force-aided mental tricks, and were known as conquerors and warriors.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Evereni ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Evereni&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_evereni.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Slate Grey Skin&lt;br /&gt;
* Dark Grey Blood, &lt;br /&gt;
* Black Eyes&lt;br /&gt;
* Claws&lt;br /&gt;
* Sharp Teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Evereni&lt;br /&gt;
|blurb=The Evereni were a humanoid species distinguished by their slate-gray skin, elongated bones, and thick, dark gray blood. Their coal-black eyes possessed superior night vision compared to humans, though they required a brief adjustment period in darkness. While possessing remarkable physical resilience, Evereni were vulnerable to extreme cold. They were characterized by sharp black claws and sharp white teeth. A notable sign of aging in Evereni was the appearance of red streaks in their hair. They had a distinct ability to see or hear the spirit of those they had a strong connection to.&lt;br /&gt;
|height=2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ewok ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ewok&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet ewok.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furry&lt;br /&gt;
* Short&lt;br /&gt;
* Acute sense of smell&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ewokese|Ewokese]]&lt;br /&gt;
|blurb=Ewoks are a diminutive, furry, bipedal species from the forest moon of [[starwars:Endor|Endor]]. Their fur ranges from shades of white and brown to black, and they have two fingers and an opposable thumb. They are omnivores with an acute sense of smell, and are more comfortable in primitive forest environments than modern locales.&lt;br /&gt;
|height=1 meter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Falleen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Falleen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_falleen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Cold-blooded (green)&lt;br /&gt;
* Long lives - avg. 250 years&lt;br /&gt;
* Seductive pheromones&lt;br /&gt;
* Facial and spine ridges&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Falleen&lt;br /&gt;
|blurb=The Falleen were the indigenous reptilian mammalian sentient species of the planet Falleen.&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Feeorin ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Feeorin&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_feeorin.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespan&lt;br /&gt;
* Head and Face tendrils&lt;br /&gt;
* Volatile Temperament&lt;br /&gt;
* Unique metabolism&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Feeorin&lt;br /&gt;
|blurb=The Feeorin were a species of tall reptilian humanoids whose original homeworld is unknown. They were known for the tendrils that hung from their face and head, with multi-hundred-year lifespans.&lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Firrerreo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Firrerreo&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:Firrerreo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gold-colored, shifting silvery skin&lt;br /&gt;
* Two-tone hair&lt;br /&gt;
* Animalistic features, including canine teeth and behavior&lt;br /&gt;
* High-protein diet&lt;br /&gt;
* Rapid healing&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
|blurb= Firrerreo were a Near-Human species from the planet Firrerre. They were notable for their two-toned hair, gold-colored skin, and animalistic features. Their skin is known to shift to a silvery tone when angered or frightened. &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Firrerreo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Fosh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Fosh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_fosh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two Antennae  &lt;br /&gt;
* Mood-sensitive Colorful Feathers  &lt;br /&gt;
* Red Eyes  &lt;br /&gt;
* Convex Face  &lt;br /&gt;
* Beak-like Mouth  &lt;br /&gt;
* Force-sensitive Lacrimal Glands  &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Fosh&lt;br /&gt;
|blurb=Fosh were bird-like creatures with four-fingered talon-like hands that have evolved from wings.They had frail bodies which lead to their shy nature and avoidance of conflict. Like other Avian species, these people are very agile and can use their digitigrade and flay-toed feet to jump easily. The Fosh have colorful feathers, namely observed upon their head, which have been seen to change with moods. Green for inquisitiveness, thoughtfulness, or amusement. Orange for happiness. Blue for apathy, Gray for anger, disgust, irritation, or seriousness. &lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gamorrean ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gamorrean&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gamorrean.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Porcine&lt;br /&gt;
* Strong&lt;br /&gt;
* Large Upturned Snouts&lt;br /&gt;
* Jowls with Upturned Tusks&lt;br /&gt;
* Green Skin&lt;br /&gt;
* Thick Hairless Skin&lt;br /&gt;
* Five Digits and Thumbs&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gamorrean (language)|Gamorrean]]&lt;br /&gt;
|blurb=The [[starwars:Gamorreans|Gamorreans]] are a sentient pig-like humanoid from the planet [[starwars: Gamorr|Gamorr]]. While many of them lack intelligence, they more than makeup for it through size and strength. Having a voracious appetite for warfare, their clans are constantly at war with one another as they vie for dominance over their rivals. Typically seen as henchmen or mercenaries, their physicality should never be underestimated. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gand ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gand&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gand.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Two subspecies - Breathers or Lungless&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
* Can see into the ultraviolet spectrum&lt;br /&gt;
* Can regrow lost limbs&lt;br /&gt;
* Three fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Gand (language)|Gand]]&lt;br /&gt;
|blurb=The Gand were a sentient species of humanoids that [[starwars:Xenobiologist|xenobiologists]] believed to have evolved from an insect genus that inhabited the ammonia-gas planet of [[starwars:Gand (planet)|Gand]]. Several physical varieties of the species existed, differing from one another in the structure of the head and the texture and color of the exoskeleton&lt;br /&gt;
|height=1.4 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gungan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Gungan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_gungan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Distinctive pronunciation of basic&lt;br /&gt;
* Extendable tongues&lt;br /&gt;
* Long ears&lt;br /&gt;
* Short lives - avg. 65 years&lt;br /&gt;
|languages=&lt;br /&gt;
* [[starwars:Gungan Basic|Gungan Basic]]&lt;br /&gt;
|blurb=Gungans were a species of amphibious humanoids that hailed from the oceans of [[starwars:Naboo|Naboo]]. They came from a largely isolationist society that relied on ‘growing’ organic technology and working with animals. &lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hapan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hapan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_hapan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* More attractive than the average Human&lt;br /&gt;
* Nightblind&lt;br /&gt;
* Aristocratic&lt;br /&gt;
* Matriarchal culture&lt;br /&gt;
* Isolated, xenophobic culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Hapan (language)|Hapan]]&lt;br /&gt;
|blurb=Hapan refers to the Near-Human natives of the [[starwars:Hapes Cluster|Hapes Cluster]] that were ruled by a male-dominant pirate gang. After being wiped out by the Jedi in 4,000 BBY, they adopted a matriarchal society under a “Queen Mother”. Isolated from the rest of the galaxy in the outer rim, Hapan were selectively bred over generations, resulting in above average beauty for both men and women.&lt;br /&gt;
|height=1.5–2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Harch ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Harch&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_harch.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Six arms&lt;br /&gt;
* Six Eyes&lt;br /&gt;
* Spider Inspired&lt;br /&gt;
* Greyscale and Brown Fur&lt;br /&gt;
* Exoskeleton&lt;br /&gt;
|languages=&lt;br /&gt;
* Harch&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Harches were a six armed humanoid spider-type species native to the planet Secundus Ando. They had six red eyes and covered in a fine hair that was typically greyscale but occasionally brown. This hair grew from their tough exoskeleton. They preferred to eat liquid proteins.  &lt;br /&gt;
|height=0.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Herglic ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Herglic &lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_herglic.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hulking build, no neck&lt;br /&gt;
* Wide mouth, serrated teeth&lt;br /&gt;
* Blowhole&lt;br /&gt;
* Three-fingers&lt;br /&gt;
* Cartilaginous shoulders&lt;br /&gt;
* Slick skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Herglese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Herglics were a sentient species of hulking aliens with slick skin, no neck and cartilaginous shoulders. They had a wide mouth, tiny eyes, and a blowhole their language often utilized along with breathing. Mistreatment by the Galactic Empire misplaced many, some who took refuge on Level 1782, Coruscant. With a galaxy not built for them, many have developed sensitivity about their size.&lt;br /&gt;
|height=1.7–2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Human&lt;br /&gt;
|classification=Human&lt;br /&gt;
|image=[[File:character_sheet_human.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale to dark brown skin tones&lt;br /&gt;
* Wide spectrum of hair color&lt;br /&gt;
* Wide spectrum of eye color&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Humans, taxonomically referred to as Homo sapiens, were the galaxy&#039;s most numerous and politically dominant sentient species with millions of major and minor colonies galaxy-wide. Believed to have originated on the galactic capital of [[starwars:Coruscant|Coruscant]], they could be found anywhere, engaged in many different pursuits.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Hutt ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Hutt&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_hutt.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large Slugs&lt;br /&gt;
* Stubby Arms&lt;br /&gt;
* Thick Skin&lt;br /&gt;
* Great Strength&lt;br /&gt;
* Large Mouth and Eyes&lt;br /&gt;
* 3 Lungs&lt;br /&gt;
|languages=&lt;br /&gt;
* Huttese&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Hutts are a species of massive sentient slug-like creatures. They have two stubby arms, no legs, a massive mouth, three lungs, and giant eyes. Native to Varl, and more commonly seen as from Nal Hutta, the Hutts are widely known for their ties to the criminal underworld, as their Grant Hutt Council ran and oversaw the Hutt Clan crime syndicate. &lt;br /&gt;
|height=3 - 3.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Iktotchi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Iktotchi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_iktotchi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough skin&lt;br /&gt;
* Regenerative horns&lt;br /&gt;
* Innate telepathy and precognition&lt;br /&gt;
* Large hands&lt;br /&gt;
* Stoic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Iktotchese&lt;br /&gt;
|blurb=The Iktotchi were a species of horned humanoids that hailed from the harsh, windy moon of [[starwars:Iktotch|Iktotch]]. They were a stoic species that possessed a natural affinity for precognitive dreams and telepathy.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ithorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ithorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ithorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long, curving neck&lt;br /&gt;
* T-shaped head&lt;br /&gt;
* Two mouths&lt;br /&gt;
* Four throats&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ithorese/Legends|Ithorese]]&lt;br /&gt;
|blurb=The Ithorian were a species of mammalian herbivores native to the planet [[starwars:Ithor|Ithor]]. They had long curving necks and T-shaped heads, as well as two mouths and four throats allowing them to speak in stereo and violently expel air from their lungs. &lt;br /&gt;
|height=1.8 to 2.3 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaleesh ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaleesh&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kaleesh.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Reddish brown, scaly skin&lt;br /&gt;
* Four digit hands with two opposable thumbs&lt;br /&gt;
* Almost always wear masks&lt;br /&gt;
* Thermal pits under eyes&lt;br /&gt;
* Superior olfactory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaleesh (language)|Kaleesh]]&lt;br /&gt;
|blurb=The Kaleesh were reptilian humanoids that hailed from the planet [[starwars:Kalee|Kalee]]. They were rarely seen without masks, and lived in a spiritual and war-like culture, where war was seen as an essential part of life.&lt;br /&gt;
|height=1.6 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kaminoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kaminoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Kaminoan species.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale skin in tones of white, purple or blue&lt;br /&gt;
* Tall, spindly, slender build, uniform between genders&lt;br /&gt;
* Elongated necks&lt;br /&gt;
* Large eyes with large black sclera and radiant irises&lt;br /&gt;
* Males have head-crests, while females are entirely bald&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kaminoan_(language)|Kaminoan]]&lt;br /&gt;
|blurb=Kaminoans were slender, towering, pale-skinned humanoids whose oblong heads sat atop elongated neck bones that allowed them limited flexibility. They had two large, almond-shaped black eyes with white pupils. Male Kaminoans had fin-like crests atop their heads, while females were completely bald and wore unique head crescents. &lt;br /&gt;
|height= 2.2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kel Dor ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kel Dor&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kel_dor.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Four-fingered hands&lt;br /&gt;
* Can survive in a vacuum&lt;br /&gt;
* Black/silver eyes&lt;br /&gt;
* Peach to crimson skin&lt;br /&gt;
* Extra-sensory organs with small tusks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Kel Dor (language)|Kel Dor]]&lt;br /&gt;
|blurb=The Kel Dorians were a species hailing from [[starwars:Dorin|Dorin]]. Naturally breathing helium and Dorin gas, they wear breathing masks that cover their eyes and nostrils. &lt;br /&gt;
|height=1.4 to 2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kessurian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kessurian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kessurian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Keen Hearing&lt;br /&gt;
* Montrals&lt;br /&gt;
* Elongated pointed ears&lt;br /&gt;
* Nub Horns&lt;br /&gt;
* Red Skin&lt;br /&gt;
* Light Mottled Skin Pattern&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kessurian&lt;br /&gt;
|blurb=Kessurians are humanoid sentient species of red skin with elongated pointed ears and horn-like montrals above their ears. They have smaller nubs of horns just above their eyes and below their large montrals. Due to their ears and montrals, they are noted to have a keen sense of hearing much more sensitive than humans. The skin on their ears, montrals, cheeks, and foreheads have a mottled appearance with lighter spots compared to the rest of their skin. Hair and eye color are typically brown or grey. Male Kessurian are able to grow facial hair.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Khil ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Khil&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_khil.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Hairless&lt;br /&gt;
* No jaws&lt;br /&gt;
* Face tendrils&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Khilese|Khilese]]&lt;br /&gt;
|blurb=The Khil are a sentient species native to the planet [[starwars:Belnar|Belnar]] and were one of the earliest members of the Republic. They were known for their distinctive face tendrils.&lt;br /&gt;
|height=1.2-2 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kiffar ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kiffar&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_kiffar.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Varied skin hues&lt;br /&gt;
* Distinct facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Kiffar are a species of Near-Humans from the planet [[starwars:Kiffu|Kiffu]]. As such, they were sometimes mistakenly called &amp;quot;Kiffu.&amp;quot;&lt;br /&gt;
|height=1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kushiban ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kushiban&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kushiban.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lagomorphic&lt;br /&gt;
* Naturally curious&lt;br /&gt;
* Survivalist&lt;br /&gt;
* Long Ears and Tail&lt;br /&gt;
* Mood Fur&lt;br /&gt;
* Cute Appearance&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kushiban&lt;br /&gt;
|blurb=Kushiban were sentient lagomorphs with two big ears and mood fur covering their bodies. This mood fur was white when the Kushiban were at peace, and changed colors according to their mood. This feature, however, is not fixed as the Kushiban is also capable of changing the color of its fur at will to nearly any color it chooses. Because of their claws, they are capable of climbing up steep walls and are natural hunters. They are also capable of standing on their hind legs, bringing them to nearly the same height as a humanoid.&lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Kyuzo ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Kyuzo&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_kyuzo.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Green, orange, olive, or pinkish skin&lt;br /&gt;
* Four- or five-digit hands&lt;br /&gt;
* Strong leg muscles&lt;br /&gt;
* Fast reflexes&lt;br /&gt;
* Compound or slit-shaped pupil eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Kyuzo&lt;br /&gt;
|blurb=The Kyuzo are a species of lanky, bipedal humanoids with quick reflexes that originated from the Outer Rim world of Phatrong.  They have a strong martial history and placed a high value on justice and honor.  This led to them being sought out for jobs as mercenaries, bounty hunters, and law enforcement personnel.  One notable member of this species was the bounty hunter Embo, who was one of the most skilled bounty hunters during the time of the Clone Wars.&lt;br /&gt;
|height=1.5 - 2 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lasat ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lasat&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lasat.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Gray or purple skin&lt;br /&gt;
* Dark purple hair&lt;br /&gt;
* Impressive height&lt;br /&gt;
* Green eyes&lt;br /&gt;
* Digitigrade legs, prehensile toes, large finger pads&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lasat&lt;br /&gt;
|blurb=Lasats were a humanoid sentient species native to the Outer Rim world of [[starwars:Lasan|Lasan]], though the species originated from the Wild Space planet [[starwars:Lira San|Lira San]].&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lepi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lepi&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lepi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Lanky&lt;br /&gt;
* Buck Teeth&lt;br /&gt;
* Large Ears&lt;br /&gt;
* Thin whiskers&lt;br /&gt;
* Blue, White, Dark Green, Gray&lt;br /&gt;
Green, or White Fur&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lepese&lt;br /&gt;
|blurb=Lepi were a species of tall, lanky bipedal humanoids with an anthropomorphic rabbit-like appearance, sporting a fur-covered body, large ears, buck teeth, and thin whiskers.&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lonto ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lonto&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_lonto.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pale Green Skin&lt;br /&gt;
* Brown or Black Hair&lt;br /&gt;
* Blue Eyes&lt;br /&gt;
* Plant Growth&lt;br /&gt;
* Pointed Ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Lonto&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Lonto were a humanoid species. Their pale green skin showed dark lines, mimicking tree bark. They had blue eyes, and dark toned hair. With a natural affinity for the Force, they could use it to grow plants, especially effective at growing tragia leaves which could be used for healing themselves and others. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Lurmen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Lurmen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_lurmen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Small stature  &lt;br /&gt;
* Resemble lemurs  &lt;br /&gt;
* Large yellow-orange eyes  &lt;br /&gt;
* Small nose and mouth  &lt;br /&gt;
* Fur ranging from light to dark grey or brown  &lt;br /&gt;
* Long prehensile tails  &lt;br /&gt;
* Culturally pacifistic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Lurmen&lt;br /&gt;
|blurb= Lurmen were a small sentient humanoid species native to the Outer Rim world of [[starwars:Mygeeto|Mygeeto]]. They are notable for resembling lemurs and for being largely a pacifist species. &lt;br /&gt;
|height=1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miraluka ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Miraluka&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_miraluka.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Physically blind&lt;br /&gt;
* Can ‘see’ through the Force&lt;br /&gt;
* Emotionally calm, deliberative nature&lt;br /&gt;
* Sensitive to the moods of those around them&lt;br /&gt;
* Always Force-sensitive, to varying degrees&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Miralukese&lt;br /&gt;
|blurb=The Miraluka were a species of blind, Force-sensitive Near-Humans that hailed from the planet [[starwars:Alpheridies|Alpheridies]]. They often wore coverings to hide their vestigial eye sockets.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mirialan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mirialan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_mirialan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Flexible and agile&lt;br /&gt;
* Geometric Tattoos&lt;br /&gt;
* Stratified society &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Mirialan&lt;br /&gt;
|blurb=Mirialans were a species of near-Humans native to the planet [[starwars:Mirial|Mirial]]. Their appearance varied from yellow-green skin tones to paler skin very similar to many Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Mon Calamari ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Mon Calamari&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_mon_calamari.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Amphibious&lt;br /&gt;
* Bulbous eyes&lt;br /&gt;
* Salmon-coloured skin&lt;br /&gt;
* Webbed hands, excellent swimmers&lt;br /&gt;
* Unique vision spectrum&lt;br /&gt;
* Knowledgable about traps&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Mon Calamarian|Mon Calamarian]]&lt;br /&gt;
|blurb=The Mon Calamari (also known as Calamari, Calamarians, Mon Cal, Mon Calamarians, or rarely Mon Cala) were one of the sentient species indigenous to the world of [[starwars:Dac|Dac]].&lt;br /&gt;
|height=1.3 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Muun ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Muun&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_muun.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall, gaunt&lt;br /&gt;
* Thin waist, fingers, body&lt;br /&gt;
* Elongated, hairless head&lt;br /&gt;
* Long arms and legs&lt;br /&gt;
* Mathmatical skills&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Muun_(language)|Muun]]&lt;br /&gt;
|blurb=Muun were tall, gaunt humanoids with thin bodies and hairless, elongated heads. Their skin, ranging from pasty-white to pale pink and even gray, made them doubly recognizable, as did their unusually flat features. Hailing from the mineral-rich world of [[starwars:Muunilinst|Muunilinst]], their mathematical acumen made them prized bankers and statisticians throughout the galaxy.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nagai ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nagai&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_nagai.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall with gaunt features&lt;br /&gt;
* Pale Skin and Dark Hair&lt;br /&gt;
* Fast Reflexes&lt;br /&gt;
* Soothing and Hypnotic Voices&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nagaian|Nagaian]]&lt;br /&gt;
|blurb=The Nagai were a sentient near-Human species from Nagi. Tall, lean, often gaunt, they were still considered attractive, with pale skin and black hair. While seen as frail, they were very dexterous with fast reflexes and high agility. Disciplined, the Nagai were known for their high sense of honor, as well as their soothing voices. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Nautolan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Nautolan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_nautolan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Excellent swimmers&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* Head tresses&lt;br /&gt;
* Strong sense of smell&lt;br /&gt;
* Lidless eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Nautila|Nautila]]&lt;br /&gt;
|blurb=The Nautolans are an amphibious species from the planet [[starwars:Glee Anselm|Glee Anselm]], known for their lidless eyes and dreadlock-like head tentacles. Their skin was usually a shade of green. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Neti ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Neti&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_neti.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Bark-like skin&lt;br /&gt;
* Shapeshifting&lt;br /&gt;
* Photosynthesis&lt;br /&gt;
* Sentient plants&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Neti (language)|Neti]]&lt;br /&gt;
|blurb=The Neti were a species of shapeshifting sentient plants first encountered on the planet of [[starwars:Ryyk|Ryyk]]. Some called them Ryyk because of the planet&#039;s name. &lt;br /&gt;
|height=3.5 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Noghri ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Noghri&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_noghri.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Steel gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Hairless&lt;br /&gt;
* Advanced olfactory abilities&lt;br /&gt;
* Claws&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Honoghran|Honoghran]]&lt;br /&gt;
|blurb=Noghri were a primitive humanoid species. They had steely gray or blue skin, and were extremely skilled assassins due to their abilities in stealth and hand-to-hand combat. Despite their small size, they were efficient killing machines, with claws, fangs, and a sense of smell so acute that they could smell one&#039;s bloodline.&lt;br /&gt;
|height=1.4 to 1.7 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Omwati ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Omwati&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_omwati.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue skin&lt;br /&gt;
* Bird-like appearance&lt;br /&gt;
* Lithe&lt;br /&gt;
* Fragile bodies&lt;br /&gt;
* Heads covered in feathery threads&lt;br /&gt;
* Beaks&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Omwatese|Omwatese]]&lt;br /&gt;
|blurb=The Omwati were lithe Near-Humans with blue skin and a bird-like appearance. They had a crown of feathers on their heads, spindly fingers, and beaks for mouths. They were native to the planet Omwat and were known for their intellect and natural talent for science, engineering, and music. Omwati children had incredibly pliant minds that, with the proper training, could retain data and be educated beyond the threshold of most other sentient species.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ongree ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ongree&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_ongree.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Brownish skin&lt;br /&gt;
* Flexible eyestalks&lt;br /&gt;
* “Upside-down” appearance&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
* Tentacled beards&lt;br /&gt;
* Three-fingered hands&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ongreenen&lt;br /&gt;
|blurb=Ongree were an amphibious sentient species characterized by yellowish or brownish skin and elongated, tapered heads. Two flexible eyestalks protruded from either side of an Ongree&#039;s head, allowing them to see an object from many angles.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pantoran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pantoran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_pantoran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue to purple hair&lt;br /&gt;
* Yellow eyes&lt;br /&gt;
* Cold-resistant&lt;br /&gt;
* Yellow facial markings&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Pantorans were a sentient species native to [[starwars:Pantora|Pantora]], a moon orbiting the planet [[starwars:Orto Plutonia|Orto Plutonia]]. At first glance, they only differed from the otherwise similar Humans in their blue skin and yellow eyes.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Pau&#039;an ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Pau&#039;an&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-pauan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Furrowed, gray skin&lt;br /&gt;
* Black eyes&lt;br /&gt;
* Preference for raw meat&lt;br /&gt;
* Sharp, jagged teeth&lt;br /&gt;
* Hypersensitive hearing&lt;br /&gt;
* Centuries-long lifespan&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Utapese&lt;br /&gt;
|blurb=Pau&#039;ans were gaunt, long-limbed humanoids from [[starwars:Utapau|Utapau]]. They had sunken black eyes, sharp teeth, and gray skin marked by vertical furrows, as well as ear-disks. They are known as the &amp;quot;Ancients&amp;quot; due to their long life-span.&lt;br /&gt;
|height=1.90 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Quarren ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Quarren&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_quarren.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Squid-like heads&lt;br /&gt;
* Tentacled faces&lt;br /&gt;
* Orange leathery skin&lt;br /&gt;
* Gills&lt;br /&gt;
* Two fang-like teeth&lt;br /&gt;
* Aquatic&lt;br /&gt;
* Spray ink&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Quarrenese&lt;br /&gt;
|blurb=The Quarren, or Qarren, were one of several aquatic sentient species from the planet Dac, called by off-worlders Mon Calamari. The Quarren shared their homeworld with the [[Species#Mon Calamari|Mon Calamari]], another sentient species hailing from Dac. The Quarren had many conflicts and a tense relationship with the Mon Calamari.&lt;br /&gt;
|height=1.7 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rattataki ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rattataki&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_rattataki.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* White skin&lt;br /&gt;
* Bald heads&lt;br /&gt;
* Gladiatorial culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Rattataki&lt;br /&gt;
|blurb=The Rattataki were a Near-Human species characterized by their chalk-white skin and bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of [[starwars:Rattatak|Rattatak]], which involved extensive gladiatorial combat. &lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rodian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Rodian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_rodian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue-green skin tones&lt;br /&gt;
* Multifaceted eyes&lt;br /&gt;
* Rough skin&lt;br /&gt;
* Infravision&lt;br /&gt;
* Bad natural body odor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Rodese|Rodese]]&lt;br /&gt;
|blurb=Rodians are a reptilian humanoid species native to [[starwars:Rodia|Rodia]] in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians are infamous for their violent culture, which sprang from the difficulties of life in the jungles of their homeworld.&lt;br /&gt;
|height=1.6 meters &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ryn ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ryn&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_ryn.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Prehensile tail&lt;br /&gt;
* White hair&lt;br /&gt;
* Clean freaks&lt;br /&gt;
* Gray or blue Skin&lt;br /&gt;
* Performers&lt;br /&gt;
* Nomadic&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Ryn (language)|Ryn]]&lt;br /&gt;
|blurb=The Ryn were an uncommon humanoid species, with prehensile tails, beak-like noses, long fingers, and white hair. Known for their ability in the performing arts, they roam the galaxy as nomads.&lt;br /&gt;
|height=&lt;br /&gt;
1.4-1.8 Meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sakiyan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sakiyan&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sakiyan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Dark skin, ranging from black to deep red, purple or green&lt;br /&gt;
* Slit-like pupils&lt;br /&gt;
* Oversized brain, allowing enhanced senses&lt;br /&gt;
* Hairless&lt;br /&gt;
* Good tolerance of temperature extremes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Sakiyan&lt;br /&gt;
|blurb=Sakiyans are a species native to [[starwars:Sakiya|Saki]], in the Sakiyan system. They evolved from predatory animals and have highly developed brains, giving them enhanced senses.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Selonian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Selonian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_selonian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Resemble otters&lt;br /&gt;
* Long and slender build&lt;br /&gt;
* Small black eyes&lt;br /&gt;
* Angular muzzles with long teeth&lt;br /&gt;
* Fur in black or brown hues&lt;br /&gt;
* Thick and powerful tails&lt;br /&gt;
* Community-oriented culture&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Selonian &lt;br /&gt;
|blurb=The reclusive, otter-like Selonians originate from underground cave networks on the ocean world of [[starwars:Selonia|Selonia]]. With a society structured like eusocial insects, the males and fertile females are rarities protected by the significantly more populous infertile females, who prioritize community safety.&lt;br /&gt;
|height=1.6 to 2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sephi ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sephi&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_sephi.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lives - avg. 200 years&lt;br /&gt;
* Long pointed ears&lt;br /&gt;
* Distinctive hairlines&lt;br /&gt;
* Pale purple or pinkish skin&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Sephi were a species of humanoids indigenous to [[starwars:Thustra|Thustra]]. Although they had been members of the Galactic Republic and friends of the Jedi Order for centuries, King [[starwars:Alaric (Sephi)|Alaric]] of the Sephi sided with the [[starwars:Confederacy of Independent Systems|Confederacy of Independent Systems]] during the Clone Wars.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shaevalian ==&lt;br /&gt;
Shaevalian were a Brotherhood-created species from the early days of the club. As several members have characters that were this species, they were allowed to keep them, however no new characters may be created using this species. It is kept listed here for reference.&lt;br /&gt;
&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shaevalian&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_shaevalian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Long lifespans: ~250 years&lt;br /&gt;
* Reach maturity only at age 60&lt;br /&gt;
* Strong constitution&lt;br /&gt;
* Dark hair&lt;br /&gt;
* Dark eyes&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Thyrsian (language)|Thyrsian]]&lt;br /&gt;
|blurb=Shaevalians are a humanoid subspecies that evolved from the [[starwars:Echani|Echani]] race. This is Dark Brotherhood created species.&lt;br /&gt;
|height=1.9-2.1 meters&lt;br /&gt;
|isGrandfathered=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shani ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shani&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_shani.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Various skin tones, usually in shades of green.&lt;br /&gt;
* Multi-coloured feathered hair.&lt;br /&gt;
* Facial lines (sometimes silver).&lt;br /&gt;
* Snake-like jaws that are able to unhinge.&lt;br /&gt;
* Sharp teeth.&lt;br /&gt;
* Long, pointed tongue.&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shani&lt;br /&gt;
|blurb=Shani are a feathered species of reptilians. Their plumes of long, multi-coloured feathers, facial lines, and vibrant skin tones make them easily recognizable. Able to unhinge their jaws in a snake-like fashion, their tongues are pointed and their teeth sharp.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Shistavanen ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Shistavanen&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-shistavanen.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-covered&lt;br /&gt;
* Yellow/Red eyes&lt;br /&gt;
* Long, pointed teeth&lt;br /&gt;
* Clawed hands and feet&lt;br /&gt;
* Predatory senses&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Shistavanen&lt;br /&gt;
|blurb=Shistavenen were sentient fur-covered bipeds from Uvena. They had wolflike faces, clawed paws, and yellow or red eyes. &lt;br /&gt;
|height=1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Skakoan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Skakoan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS-Skakoan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Blue, Green and Purple Skin color&lt;br /&gt;
* No lips&lt;br /&gt;
* Short Noses&lt;br /&gt;
* Small, thin, light pink or black eyes&lt;br /&gt;
* Could only breath hydrogen sulfide&lt;br /&gt;
* Required a pressure suit to survive off their home planet&lt;br /&gt;
* Average Lifespan of 90-110 years&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Skakoverbal&lt;br /&gt;
|blurb=The Skakoan species are a slug-like humanoid race known for their pressure suits and amoral nature. Due to the hydrogen sulfide atmosphere of their home planet, Skako Minor, which is dangerous to non Skakoans, they are a very isolated race. This atmosphere has required them to wear a specialized pressure suit to survive outside of their homeworld. Skakoans are not often seen outside their home planet but those who are typically are either skilled technicians or scientists. &lt;br /&gt;
|height=1.4-2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Sullustan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Sullustan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Species-sullustan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Large black eyes&lt;br /&gt;
* Large round ears&lt;br /&gt;
* Facial jowls&lt;br /&gt;
* Innate sense of direction&lt;br /&gt;
* Extremely sensitive hearing&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Sullustese|Sullustese]]&lt;br /&gt;
|blurb=The Sullustan were a diminutive species of humanoids with distinctive features native to the subterranean world of [[starwars:Sullust|Sullust]]. They had large, black eyes with facial jowls called dewflaps and large, rounded ears. They were experts at manufacturing, scientific and technological development, and economics.&lt;br /&gt;
|height= 1 to 1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togorian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togorian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character_sheet_togorian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Fur-Covered&lt;br /&gt;
* Back-jointed legs&lt;br /&gt;
* Moves gracefully&lt;br /&gt;
* Speaks with a sibilant voice&lt;br /&gt;
* Large Tail&lt;br /&gt;
|height= 1.6-3.0 meters&lt;br /&gt;
|blurb= Togorians were a species of large, feline beings with short fur of various shades and back-jointed legs who were native to the planet [[starwars:Togoria|Togoria]] . Togorians were also known for their strong sense of honour.&lt;br /&gt;
|languages=* Basic&lt;br /&gt;
* [[starwars:Togorian_(language)|Togorian]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Togruta ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Togruta&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_togruta.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Echolocation&lt;br /&gt;
* Montrals&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* White stripe patterns&lt;br /&gt;
* Sharp canine teeth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Togruti|Togruti]]&lt;br /&gt;
|blurb=The Togruta were a carnivorous humanoid species from the planet [[starwars:Shili|Shili]]. The species exhibited head-tails which were similar to those of [[Species#Twi.E2.80.99lek|Twi&#039;leks]]. Togruta were also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation.&lt;br /&gt;
|height=1.5 to 1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trandoshan ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Trandoshan&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_trandoshan.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* See in infrared&lt;br /&gt;
* Big and strong&lt;br /&gt;
* Limited regeneration&lt;br /&gt;
* Cold-blooded&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Dosh|Dosh]]&lt;br /&gt;
|blurb=Trandoshans, or T&#039;doshok in Dosh, are large, bipedal reptilian humanoids from the planet of [[starwars:Trandosha|Trandosha]], or Dosha. They had sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs, albeit slowly, and were anatomically built heavier and stronger than most humanoids.&lt;br /&gt;
|height=2.0 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Twi’lek ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Twi’lek&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_twilek.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Lekku&lt;br /&gt;
* Wide range of skin hues&lt;br /&gt;
* Multiple stomachs&lt;br /&gt;
* Ear “cones” or humanoid ears&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Twi%27leki|Twi&#039;leki]]&lt;br /&gt;
|blurb=Twi&#039;leks, sometimes referred to disparagingly as &amp;quot;Tail-heads,&amp;quot; were an omnivorous humanoid species originating from the planet [[starwars:Ryloth|Ryloth]].&lt;br /&gt;
|height=1.6 to 2.4 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ugnaught ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Ugnaught&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:CS_Ugnaught.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink skin&lt;br /&gt;
* Upturned, porcine nose&lt;br /&gt;
* Thick, layered jowls&lt;br /&gt;
* Tusks&lt;br /&gt;
* Pale hair&lt;br /&gt;
* Long-lived (200 years)&lt;br /&gt;
* Hard-working&lt;br /&gt;
* Resilient&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Ugnaught&lt;br /&gt;
|blurb=The Ugnaught were a diminutive race of porcine humanoids native to Gentes in the Outer Rim Territories. Their upturned, porcine noses and the thick layers of jowls comprise their most recognizable features. Some of them even had tusks. Short in stature, they had a reputation as industrious and loyal, making them sought-after workers. As a result, they were often sold into slavery.&lt;br /&gt;
|height=1 to 1.6 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Umbaran ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Umbaran&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_umbaran.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Can see ultraviolet spectrum&lt;br /&gt;
* Extremely pale skin&lt;br /&gt;
* Caste-based society&lt;br /&gt;
* Secretive and highly manipulative&lt;br /&gt;
* Dark sense of humor&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Umbaran (language)|Umbaran]]&lt;br /&gt;
|blurb=The Umbaran were a gaunt species of Near-Humans with extremely pale skin, sunken eyes and a cold, calculating stare. They hailed from [[starwars:Umbara|Umbara]], a planet shrouded in twilight, that held an intricate caste-based society where only the social elite were permitted off-world.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Verpine ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Verpine&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_verpine.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Chitinous exoskeletons&lt;br /&gt;
* Hermaphrodite&lt;br /&gt;
* Innate “radio”&lt;br /&gt;
* Hive mind&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Verpine&lt;br /&gt;
|blurb=Verpine are thin bipedal insectoids. Unlike many insectoids, Verpine have only four limbs (two arms and two legs), though there were instances of Verpine growing vestigial wings.&lt;br /&gt;
|height=1.9 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Weequay==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Weequay&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:weequay.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tough, leathery skin&lt;br /&gt;
* Frill along jowls&lt;br /&gt;
* Dark eyes&lt;br /&gt;
* Lipless mouth&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=The Weequay were a species of sentient humanoids native to the desert world of [[starwars:Sriluur|Sriluur]]. With tough, leathery skin, they were well suited for the harsh conditions of their homeworld. This same trait granted them a natural resistance to a blaster’s stun, in turn making them particularly apt thugs. As such, many Weequay are found in the employ of Hutt crimelords, serving as bodyguards and bounty hunters.&lt;br /&gt;
|height=1.89 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Wookiee ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Wookiee&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_wookiee.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Tall&lt;br /&gt;
* Hairy&lt;br /&gt;
* Great strength&lt;br /&gt;
* Short tempers&lt;br /&gt;
* Loyal&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Shyriiwook|Shyriiwook]]&lt;br /&gt;
|blurb=The Wookiees, whose name for themselves translated to the People of the Trees, were a species of tall, hairy humanoids that were inhabitants of the planet [[starwars:Kashyyyk|Kashyyyk]].&lt;br /&gt;
&#039;&#039;&#039;Although they can learn to understand other languages, like Galactic Basic, they are physically unable to speak them.&#039;&#039;&#039;&lt;br /&gt;
|height=2.1 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zabrak ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zabrak&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zabrak.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Vestigial horns on head&lt;br /&gt;
* Varying skin tones: browns, reds, ebony &lt;br /&gt;
* Facial tattoos &lt;br /&gt;
* Resistant to pain&lt;br /&gt;
* Secondary heart &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [[starwars:Zabraki|Zabraki]]&lt;br /&gt;
|blurb=The Zabraks are a carnivorous Near-Human species native to [[starwars:Iridonia|Iridonia]]. They were a species known for having a fierce sense of self-determination and an equally dominant need for independence.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zelosian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zelosian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:character_sheet_zelosian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Chlorophyll instead of blood&lt;br /&gt;
* Emerald green eyes&lt;br /&gt;
* Blind in darkness&lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* Zelosian&lt;br /&gt;
|blurb=Zelosians were outwardly identical to Humans, but all had emerald green eyes and a type of chlorophyll sap instead of blood. They frequently were misidentified as Near-Humans. Although well-known galaxy-wide as skilled horticulturists, few realized the Zelosians were not Humans.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zeltron ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zeltron&lt;br /&gt;
|classification=Near-Human&lt;br /&gt;
|image=[[File:character_sheet_zeltron.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pink to red skin tones&lt;br /&gt;
* Red or blue hair&lt;br /&gt;
* Feels emotions of others strongly&lt;br /&gt;
* Alleged pheremones&lt;br /&gt;
* Second liver &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
|blurb=Zeltrons were a Near-Human species, made physically distinctive by their skin which ranged in shade from light pink to deep red, and hair that could be red or blue. Their exotic appearance made them appealing to most other species, a fact aided by their alleged pheromones.&lt;br /&gt;
|height=1.8 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Zygerrian ==&lt;br /&gt;
{{Species2&lt;br /&gt;
|name=Zygerrian&lt;br /&gt;
|classification=&lt;br /&gt;
|image=[[File:Character sheet zygerrian.png]]&lt;br /&gt;
|traits=&lt;br /&gt;
* Pointed, bestial ears&lt;br /&gt;
* Furred faces&lt;br /&gt;
* Long, pointed canine teeth&lt;br /&gt;
* Clawed hands&lt;br /&gt;
* Bony spurs on faces&lt;br /&gt;
* Hair ranging from pink or blue to browns, grays, and reds&lt;br /&gt;
* Blue, yellow, green, silver eyes &lt;br /&gt;
|languages=&lt;br /&gt;
* Basic&lt;br /&gt;
* [https://starwars.fandom.com/wiki/Zygerrian_(language) Zygerrian]&lt;br /&gt;
|blurb=The Zygerrians were a humanoid species from [https://starwars.fandom.com/wiki/Zygerria Zygerria]. They built a powerful empire by selling their slaves and were well-known for their long history of violence, war, and slavery, which the Zygerrians viewed as a natural order of life.  They had angular features, large, pointed ears atop their heads, clawed fingers, bony spurs on their foreheads — and on chins in males — and sometimes furred faces. &lt;br /&gt;
|height=1.70-1.80 meters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197523</id>
		<title>Fiction Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197523"/>
		<updated>2025-05-27T16:43:17Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|real}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the [http://www.darkjedibrotherhood.com/ Dark Jedi Brotherhood] &#039;&#039;&#039;Fiction Center&#039;&#039;&#039;. This page has many links and brief descriptions to help both new and returning members get caught up with the Brotherhood’s current storyline. This includes short summaries, recaps, and blurbs on important factions/people/places within the Brotherhood’s lore. &lt;br /&gt;
&lt;br /&gt;
To get started:&lt;br /&gt;
&lt;br /&gt;
* [[Brotherhood Canon]], which looks to align with Star Wars Canon where possible, is maintained by the &#039;&#039;&#039;Brotherhood Story Group&#039;&#039;&#039;. The story group&#039;s objective is to maintain consistency with Brotherhood Lore with respect to narrative plot updates, system features like possessions and character sheets, as well as integration with new material introduced into &amp;quot;nu Canon&amp;quot;. The Story Group is headed by the [[Grand Master]] and [[Deputy Grand Master]] with the [[Voice]] functioning as the primary author of the club-wide fiction.&lt;br /&gt;
&lt;br /&gt;
* The Brotherhood’s home rests in the [[Arx System]]. &#039;&#039;([[Antei]] was destroyed and the Council relocated).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To learn more about the Fiction Society, check out the [[Inquisitorius]] page on the Wiki.&lt;br /&gt;
&lt;br /&gt;
* To expand your knowledge of the Brotherhood&#039;s fiction systems, check out the [[Fiction Resources]]. This includes links to resources and documentation that can be useful for all writers in the club!&lt;br /&gt;
&lt;br /&gt;
* To join the ongoing discussion on original characters and fiction, check out our Fiction Chat channel on our [https://discord.gg/darkjedibrotherhood Discord server].&lt;br /&gt;
&lt;br /&gt;
* The current [[Voice]] is {{Voice}}.&lt;br /&gt;
&lt;br /&gt;
== Fictional Timeline ==&lt;br /&gt;
&lt;br /&gt;
* The current DB fictional year is &#039;&#039;&#039;{{Current year}} ABY.&#039;&#039;&#039;&lt;br /&gt;
* To get caught up on the latest brotherhood storyline, check out the fiction updates below. &lt;br /&gt;
* The Dark Crusade is the beginning of the contemporary storyline so start there if you want to start at the beginning of the modern plots for the club.&lt;br /&gt;
* To see the different arcs, see the [[Fiction Updates: Story Arcs]].&lt;br /&gt;
&lt;br /&gt;
== Current Storyline ==&lt;br /&gt;
The current storyline picks up following the Sixteenth Great Jedi War, which saw the forces of the Brotherhood face off against [[The Children of Mortis]] in an ethereal plane of existence. This conflict ended with the Brotherhood’s victory, and the Children retreating to lick their wounds. &lt;br /&gt;
&lt;br /&gt;
=== Resource Rush ===&lt;br /&gt;
The months following the Sixteenth Great Jedi War were some of the most peaceful that the Brotherhood has ever seen. It was a time of rebuilding forces, training, strengthing, and independence for the clans. &lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s closest allies, [[The Severian Principate]] had spent the last years growing rapidly, as their peaceful approach gained more and more popularity. In addition to their trio of core leaders, a new body, The Council of Systems, had formed so that each of their 16 systems had a voice. &lt;br /&gt;
&lt;br /&gt;
However peace only goes so far, and many raider attacks occurred in their systems. Their reliance solely on the Brotherhood for defense had to come to an end. In conjunction with the Brotherhood, a project was put into place to gather rare resources, research new technologies, build new ships and weapons, and train the next generation of soldiers. Both would prosper from this growth and stability.  &lt;br /&gt;
&lt;br /&gt;
== Previous Storyline: Fictional Recap ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;fancy&amp;quot; width=&amp;quot;60%&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|td colspan=&amp;quot;3&amp;quot; class=&amp;quot;head&amp;quot; style=&amp;quot;background-color:#5e7687; color:#BFBFBF; font-weight:bolder;&amp;quot;| Previous Arc&lt;br /&gt;
|-&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Year&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Story Arc&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Fiction&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[40_ABY_to_49_ABY#41_ABY|41 ABY]] || &#039;&#039;&#039;[[Sixteenth_Great_Jedi_War|Sixteenth Great Jedi War: Transcendance]]&#039;&#039;&#039; ||&lt;br /&gt;
[https://drive.google.com/file/d/1hLdJ1Ajg9mrre2iAKzzVsNH7dIRCj9_y/view?usp=sharing Prologue]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1-K4576Y8fec1NMxg3Wx4ct2oj0FWKQto/view?usp=sharing Chapter 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1kMqOmwmJqQFy2pfQNDSokq8-dPLEAcoE/view?usp=sharing Chapter 2]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1BAigoaU7yPfR3ZZ-TB3m-i9RsDhADw8H/view?usp=sharing Chapter 3]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Children of Mortis had vanished, seemingly into thin air. Haunted by taunts from [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|predecessor]] the Grand Master [[Evant_Taelyan|Darth Nehalem]] ordered the construction of a great gateway,that, utilizing the power of force-imbued crystals, would lead the way to fight the Children, and allow him to destroy the former Grand Master at the same time. &lt;br /&gt;
&lt;br /&gt;
Upon completion, the entire forces of the Brotherhood, and its seven clans ventured into the [[Ethereal Realm]], where time, gravity, Force abilities, and even the long dead followed new rules. Darth Nehalem found the former Grand Master and abandoned his post leading the Brotherhood’s forces to attempt to kill him. &lt;br /&gt;
&lt;br /&gt;
Hoping to use the conflict, the Children’s leader, the Father, began a ritual to destroy the chain of the Force, a manifestation of the binding of the Force and the real world together. Attempting to sacrifice Avitus Oligard in the process, it was a race against time. &lt;br /&gt;
&lt;br /&gt;
Ultimately the Brotherhood prevailed. The Father’s new body was killed, and his spirit returned to the crystalline skeleton that housed it for so many ages. Avitus Oligard was saved and allowed to leave in peace. The Children of Mortis retreated into shadow. The Brotherhood retreated, sealing the still dueling Darth Nehalem and Telaris Cantor in the ethereal realm, fates left to the will of the force. &lt;br /&gt;
&lt;br /&gt;
Dacien Victae was appointed the new Grand Master of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
== Inquisitorius Archive ==&lt;br /&gt;
&lt;br /&gt;
Official Fiction Updates for both the Brotherhood and the independent Clans can be found here in the [https://sites.google.com/view/brotherhoodfictions Inquisitorius Fiction Archives].&lt;br /&gt;
&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6RjM0NG83bE1qb1k Clan Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6OUMwT0pHc2lBNGc Brotherhood Plot Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6bXpUcnFQLXByZGs Great Jedi Wars]&lt;br /&gt;
* [https://drive.google.com/open?id=1IzaY0KGKyiEz-xRUcDqsZ_7m0Ed1u32a Rite of Supremacy&#039;s]&lt;br /&gt;
* [https://drive.google.com/open?id=1rModx2AbK88ijBq60hc9bXfS9GAOn1qF Historical Archives]&lt;br /&gt;
&lt;br /&gt;
To check out the Dark Jedi Brotherhood Comics that were made [https://www.darkjedibrotherhood.com/comics click here!]&lt;br /&gt;
&lt;br /&gt;
[[File:Dbcomicsnaptshot.png|center|700px|none|tumb|Comics created for the DJB]]&lt;br /&gt;
&lt;br /&gt;
== Databank: Brotherhood Universe ==&lt;br /&gt;
&lt;br /&gt;
The following data bank provides a quick reference to information about persons, locations, and organizations of interest that show up in the Brotherhood storyline. &lt;br /&gt;
&lt;br /&gt;
=== The Brotherhood ===&lt;br /&gt;
==== The Arx System ====&lt;br /&gt;
[[File:Arx-system.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Arx System]]&#039;&#039;&#039; is located in the depths of Wild Space, far away from the core worlds and isolated from the galaxy at large. The planet Arx now serves as the current seat of power for the Brotherhood. The Council oversees the Brotherhood from the headquarters known as &#039;&#039;The Ascent&#039;&#039;, which is located in Eos City.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== The Council ====&lt;br /&gt;
[[File:Darkcouncildblogo.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;The [[Dark Council|Council]]&#039;&#039;&#039; serves the Grand Master of the Brotherhood, and governs the various elements of the Brotherhood including, training, resources, intelligence, and the military. There are ten positions, including the Grand Master. They work alongside the [[Justicar]] as the overseers for the entire Brotherhood. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Grand Master =====&lt;br /&gt;
[[File:Dacienheadshot.png|left|130px]] &#039;&#039;&#039;[[Dacien Victae|Lord Dacien Victae]]&#039;&#039;&#039; serves as the current [[Grand Master]]. The Grand Master occupies the &#039;&#039;&#039;The Iron Throne&#039;&#039;&#039;, which is the seat of power for the Brotherhood. They control the Council, as well as the combined [[Iron Forces]]. Following a long career on the Council, Dacien Victae seized control after abandoning Darth Nehalem in the Ethereal Realm. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Deputy Grand Master =====&lt;br /&gt;
[[File:AtraHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Thane Skotos|Thane &amp;quot;Atra&amp;quot; Skotos]]&#039;&#039;&#039; (also known as Darth Renatus)&#039; serves as the current [[Deputy Grand Master]], right hand of the Grand Master.  Following his terms as both Regent and Justicar, Darth Renatus helps maintain the Brotherhood&#039;s control over its space.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Master at Arms =====&lt;br /&gt;
[[File:Howladerheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Howlader]]&#039;&#039;&#039; serves as the current [[Master at Arms]]. He is rarely seen in his office, but his work always seems to get done. Overseeing the ceremony and record keeping of the Brotherhood’s dossiers, Howlader’s allegiance seems to be more to the position he holds than to any one leader or even his home unit.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Seneschal =====&lt;br /&gt;
[[File:James-wiki.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;James Lucius Entar&#039;&#039;&#039; serves as the current [[Seneschal]] of the Brotherhood. The enigmatically eccentric, ever-endearing Seneschal heads up the Brotherhood’s Research and Development and also maintains sovereignty over cyber security thanks to his unique artificial intelligence, Construct [[Dbbot|dbb0t]]. James has a penchant for riddles and rarely involves himself in political matters, claiming to serve the Brotherhood and the Galaxy at large. He is most often left to his own devices out of both respect and fear.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Headmaster =====&lt;br /&gt;
[[File:Rhy-wiki.jpg|left|130px]] &#039;&#039;&#039;[[Rhylance]]&#039;&#039;&#039; serves as the current [[Headmaster]] of the Brotherhood. He oversees the [[Aurora Collegium of Sciences]] and the [[Shadow Academy]] on the Grand Master&#039;s behalf. Despite not being a Force-user himself, he aids the teaching for Force-users and Non-force-users alike while researching the many items deemed needed by the Council. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Herald =====&lt;br /&gt;
[[File:MorganFictionCenter.png|left|130xpx]]&lt;br /&gt;
&#039;&#039;&#039;[[Morgan B. Sorenn]]&#039;&#039;&#039; serves as the current [[Herald]] of the Brotherhood. In her capacity as Herald, she works to expand the Grand Master&#039;s influence among the important galactic crime syndicates, freelance guilds, and independent mercenary organizations working on the edges of the law.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Voice of the Brotherhood =====&lt;br /&gt;
[[File:IdrisHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Idris Adenn]]&#039;&#039;&#039; serves as the current [[Voice]] of the Brotherhood. Known as an outgoing and accomplished Bounty Hunter, Idris Adenn has brought an air of flash and style to the otherwise shadowed and secretive Inquisitorius. The Mandalorian takes great pride in the efforts of the Brotherhood&#039;s intelligence agency.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Fist of the Brotherhood =====&lt;br /&gt;
[[File:Ujiheadshot2024.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Uji Tameike]]&#039;&#039;&#039; serves as the current [[Fist]] of the Brotherhood. Uji is a master tactician and strategist, renowned for his ability to plan far into the future, with schemes spanning days, weeks, or even years. He has cultivated an extensive network of allies across the Brotherhood, including individuals from various Clans and members of the Royal Guard who have acted in his stead.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Regent =====&lt;br /&gt;
[[File:Thranjazzyheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Thran Occasus]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Regent]]&#039;&#039;&#039;. The former Praetor ascended to the Council following Zyxl’s resignation. A former Consul, and actor/model, he brings a new kind of life to the position. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Emissary =====&lt;br /&gt;
[[File:ErinyesV1-Headshot.jpg|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama|Seraine &amp;quot;Erinyes&amp;quot; Ténama]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Emissary]]&#039;&#039;&#039;, the newest position on the Council. She oversees the Brotherhood’s recruitment and retention of members.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===== Justiciar =====&lt;br /&gt;
[[File:KamjinHeadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Kamjin_&amp;quot;Maverick&amp;quot;_Lap%27lamiz|Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&#039;&#039;&#039; serves as the current [[Justicar]] of the Brotherhood. The former Emperor of Scholae Palatinae has accepted the position of Justicar following his tenure within the Chamber. His reason for foregoing the throne for the Halls of Justice are cloaked in mystery.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==== The Seven Clans ====&lt;br /&gt;
[[File:7clans.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;The Seven Clans&#039;&#039;&#039; of the Brotherhood all hold different motivations and personalities. This is where the majority of members call home, reside, and interact with. &lt;br /&gt;
&lt;br /&gt;
The seven clans are: [[Clan Arcona|Arcona]], [[Clan Naga Sadow|Naga Sadow]], [[Clan Odan-Urr|Odan-Urr]], [[Clan Plagueis|Plagueis]], [[Clan Scholae Palatinae|Scholae Palatinae]], [[Clan Taldryan|Taldryan]], [[Clan_Vizsla|Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
A member of each respective unit is referred to in the following manner:&lt;br /&gt;
&lt;br /&gt;
* Arconan&lt;br /&gt;
* Taldryanite&lt;br /&gt;
* Sadowan&lt;br /&gt;
* Palatinaean&lt;br /&gt;
* Odanite&lt;br /&gt;
* Plagueian&lt;br /&gt;
* Member of Clan Vizsla&lt;br /&gt;
&lt;br /&gt;
Former members of Clan [[Tarentum]] identify as &#039;&#039;Tarenti&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Iron Forces ====&lt;br /&gt;
&#039;&#039;&#039;The Iron Forces&#039;&#039;&#039; are divided into two divisions: The [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Navy Iron Navy], and the [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Legion Iron Legion].&lt;br /&gt;
&lt;br /&gt;
==== Grand Master’s Royal Guard ====&lt;br /&gt;
Formerly elite body guards for the Council, the reinvented &#039;&#039;&#039;[[Grand_Master%27s_Royal_Guard|Grand Master’s Royal Guard]]&#039;&#039;&#039;, maintain their elite combat skill set to under take very dangerous operations on behalf of the Brotherhood. Beyond the unique experiences it offers, unique awards and incentives are given by order of the Fist. &lt;br /&gt;
&lt;br /&gt;
==== The Shadow Academy ====&lt;br /&gt;
The &#039;&#039;&#039;[[Shadow Academy]]&#039;&#039;&#039; and its associated &#039;&#039;&#039;[[Aurora Collegium of Sciences]]&#039;&#039;&#039; oversees the training, education, and research components of the Brotherhood. Providing unique items and opportunities, it is overseen by the Headmaster. &lt;br /&gt;
&lt;br /&gt;
==== Arx Capital Exchange ====&lt;br /&gt;
[[File:Logos-fiction-center-ACE.png|left|130px]] The &#039;&#039;&#039;[[Arx Capital Exchange]]&#039;&#039;&#039;, or ACE, is the financial and industrial apparatus of the Arx System and the Council as a whole. The Regent manages its efforts for the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inquisitorius ====&lt;br /&gt;
[[File:Logos-fiction-center-INQ.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Inquisitorius]]&#039;&#039;&#039; are the Grand Master’s covert network of agents. They represent the Brotherhood&#039;s strength outside of the Iron Legion and Iron Fleet. While not all that are enrolled are aligned with the Grand Master’s visions, many compete for favor and to rise in the rankings. The Society offers various awards and incentives and is headed by the Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shroud Syndicate ====&lt;br /&gt;
[[File:Logos-fiction-center-Syndicate.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Shroud Syndicate]]&#039;&#039;&#039; is the premiere criminal organization operating in Brotherhood space. It involves many smaller gangs, crews, and criminal combines within its area of operation, it is lead by the Herald, and operates from the Shroud Nebula where their massive ship, the Godless Matron, makes berth. The organization is involved in almost every major black market deal that happens in Brotherhood space.&lt;br /&gt;
&lt;br /&gt;
=== Allied Factions ===&lt;br /&gt;
==== The Severian Principate ====&lt;br /&gt;
[[File:Logos-fiction-center-Principate.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Severian Principate]]&#039;&#039;&#039; is a rare Imperial Warlord state which not only endured but thrived following the Empire’s collapse. Originally a network of mining worlds and orbital facilities in the Kastolar Sector, it existed to fuel the Empire’s war machine. This changed with the governorship of Lucian Niatinus, a commander disillusioned with the Emperor’s self-destructive policies. Devoted to improving the lives of his citizens and secretly allying with the smugglers and pirates from the nearby Hutt Space, he sought to create an ordered state free of the tyranny which inspired the Rebellion.&lt;br /&gt;
&lt;br /&gt;
It has largely grown beyond that initial vision, seeking to focus on peace and alliances to bring prosperity to its 16 different star systems. &lt;br /&gt;
&lt;br /&gt;
=== Neutral Factions ===&lt;br /&gt;
==== The Tenixir Revenants ====&lt;br /&gt;
[[File:Logos-fiction-center-Revenants.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Tenixir Revenants]]&#039;&#039;&#039; is a conglomerate of criminal organizations. Comprised largely of former prisoners held by the Severian Principate on the planet of Tenixir they have a deep hatred of the Imperial group. They are distrustful of all, but willing to work for the credits. Their allegiance is only to themselves. They take some great deal of persuasion to work with the Brotherhood based on its close alignment with the Severian Principate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Enemy Factions ===&lt;br /&gt;
==== The Collective ====&lt;br /&gt;
[[File:Logos-fiction-center-Collective.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Collective]]&#039;&#039;&#039; is a powerful organization led by the fierce Rath Oligard. Their unified purpose is to rid the galaxy of Force users. They are responsible for a multitude of conflicts, death, and loss, including a violent assault on the Brotherhood’s seat of power, Arx. While driving back, they have spent years rebuilding and preparing for the next phase of their crusade against the Brotherhood, and the Force as a whole. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Children of Mortis ====&lt;br /&gt;
[[File:Logos-fiction-center-CoM.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Children of Mortis]]&#039;&#039;&#039; is a powerful organization led by a mythical individual known as The Father, who has led them for millennia. Their unified purpose is to break the chains binding the Force, allowing the Father to ascend as the Force itself and control the universe. They have assaulted the Brotherhood and all seven clans in the past, and were pushed back from the Ethereal realm in 41 ABY. Their current whereabouts is unknown. &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197522</id>
		<title>Fiction Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197522"/>
		<updated>2025-05-27T16:39:15Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Deputy Grand Master */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|real}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the [http://www.darkjedibrotherhood.com/ Dark Jedi Brotherhood] &#039;&#039;&#039;Fiction Center&#039;&#039;&#039;. This page has many links and brief descriptions to help both new and returning members get caught up with the Brotherhood’s current storyline. This includes short summaries, recaps, and blurbs on important factions/people/places within the Brotherhood’s lore. &lt;br /&gt;
&lt;br /&gt;
To get started:&lt;br /&gt;
&lt;br /&gt;
* [[Brotherhood Canon]], which looks to align with Star Wars Canon where possible, is maintained by the &#039;&#039;&#039;Brotherhood Story Group&#039;&#039;&#039;. The story group&#039;s objective is to maintain consistency with Brotherhood Lore with respect to narrative plot updates, system features like possessions and character sheets, as well as integration with new material introduced into &amp;quot;nu Canon&amp;quot;. The Story Group is headed by the [[Grand Master]] and [[Deputy Grand Master]] with the [[Voice]] functioning as the primary author of the club-wide fiction.&lt;br /&gt;
&lt;br /&gt;
* The Brotherhood’s home rests in the [[Arx System]]. &#039;&#039;([[Antei]] was destroyed and the Council relocated).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To learn more about the Fiction Society, check out the [[Inquisitorius]] page on the Wiki.&lt;br /&gt;
&lt;br /&gt;
* To expand your knowledge of the Brotherhood&#039;s fiction systems, check out the [[Fiction Resources]]. This includes links to resources and documentation that can be useful for all writers in the club!&lt;br /&gt;
&lt;br /&gt;
* To join the ongoing discussion on original characters and fiction, check out our Fiction Chat channel on our [https://discord.gg/darkjedibrotherhood Discord server].&lt;br /&gt;
&lt;br /&gt;
* The current [[Voice]] is {{Voice}}.&lt;br /&gt;
&lt;br /&gt;
== Fictional Timeline ==&lt;br /&gt;
&lt;br /&gt;
* The current DB fictional year is &#039;&#039;&#039;{{Current year}} ABY.&#039;&#039;&#039;&lt;br /&gt;
* To get caught up on the latest brotherhood storyline, check out the fiction updates below. &lt;br /&gt;
* The Dark Crusade is the beginning of the contemporary storyline so start there if you want to start at the beginning of the modern plots for the club.&lt;br /&gt;
* To see the different arcs, see the [[Fiction Updates: Story Arcs]].&lt;br /&gt;
&lt;br /&gt;
== Current Storyline ==&lt;br /&gt;
The current storyline picks up following the Sixteenth Great Jedi War, which saw the forces of the Brotherhood face off against [[The Children of Mortis]] in an ethereal plane of existence. This conflict ended with the Brotherhood’s victory, and the Children retreating to lick their wounds. &lt;br /&gt;
&lt;br /&gt;
=== Resource Rush ===&lt;br /&gt;
The months following the Sixteenth Great Jedi War were some of the most peaceful that the Brotherhood has ever seen. It was a time of rebuilding forces, training, strengthing, and independence for the clans. &lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s closest allies, [[The Severian Principate]] had spent the last years growing rapidly, as their peaceful approach gained more and more popularity. In addition to their trio of core leaders, a new body, The Council of Systems, had formed so that each of their 16 systems had a voice. &lt;br /&gt;
&lt;br /&gt;
However peace only goes so far, and many raider attacks occurred in their systems. Their reliance solely on the Brotherhood for defense had to come to an end. In conjunction with the Brotherhood, a project was put into place to gather rare resources, research new technologies, build new ships and weapons, and train the next generation of soldiers. Both would prosper from this growth and stability.  &lt;br /&gt;
&lt;br /&gt;
== Previous Storyline: Fictional Recap ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;fancy&amp;quot; width=&amp;quot;60%&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|td colspan=&amp;quot;3&amp;quot; class=&amp;quot;head&amp;quot; style=&amp;quot;background-color:#5e7687; color:#BFBFBF; font-weight:bolder;&amp;quot;| Previous Arc&lt;br /&gt;
|-&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Year&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Story Arc&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Fiction&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[40_ABY_to_49_ABY#41_ABY|41 ABY]] || &#039;&#039;&#039;[[Sixteenth_Great_Jedi_War|Sixteenth Great Jedi War: Transcendance]]&#039;&#039;&#039; ||&lt;br /&gt;
[https://drive.google.com/file/d/1hLdJ1Ajg9mrre2iAKzzVsNH7dIRCj9_y/view?usp=sharing Prologue]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1-K4576Y8fec1NMxg3Wx4ct2oj0FWKQto/view?usp=sharing Chapter 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1kMqOmwmJqQFy2pfQNDSokq8-dPLEAcoE/view?usp=sharing Chapter 2]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1BAigoaU7yPfR3ZZ-TB3m-i9RsDhADw8H/view?usp=sharing Chapter 3]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Children of Mortis had vanished, seemingly into thin air. Haunted by taunts from [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|predecessor]] the Grand Master [[Evant_Taelyan|Darth Nehalem]] ordered the construction of a great gateway,that, utilizing the power of force-imbued crystals, would lead the way to fight the Children, and allow him to destroy the former Grand Master at the same time. &lt;br /&gt;
&lt;br /&gt;
Upon completion, the entire forces of the Brotherhood, and its seven clans ventured into the [[Ethereal Realm]], where time, gravity, Force abilities, and even the long dead followed new rules. Darth Nehalem found the former Grand Master and abandoned his post leading the Brotherhood’s forces to attempt to kill him. &lt;br /&gt;
&lt;br /&gt;
Hoping to use the conflict, the Children’s leader, the Father, began a ritual to destroy the chain of the Force, a manifestation of the binding of the Force and the real world together. Attempting to sacrifice Avitus Oligard in the process, it was a race against time. &lt;br /&gt;
&lt;br /&gt;
Ultimately the Brotherhood prevailed. The Father’s new body was killed, and his spirit returned to the crystalline skeleton that housed it for so many ages. Avitus Oligard was saved and allowed to leave in peace. The Children of Mortis retreated into shadow. The Brotherhood retreated, sealing the still dueling Darth Nehalem and Telaris Cantor in the ethereal realm, fates left to the will of the force. &lt;br /&gt;
&lt;br /&gt;
Dacien Victae was appointed the new Grand Master of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
== Inquisitorius Archive ==&lt;br /&gt;
&lt;br /&gt;
Official Fiction Updates for both the Brotherhood and the independent Clans can be found here in the [https://sites.google.com/view/brotherhoodfictions Inquisitorius Fiction Archives].&lt;br /&gt;
&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6RjM0NG83bE1qb1k Clan Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6OUMwT0pHc2lBNGc Brotherhood Plot Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6bXpUcnFQLXByZGs Great Jedi Wars]&lt;br /&gt;
* [https://drive.google.com/open?id=1IzaY0KGKyiEz-xRUcDqsZ_7m0Ed1u32a Rite of Supremacy&#039;s]&lt;br /&gt;
* [https://drive.google.com/open?id=1rModx2AbK88ijBq60hc9bXfS9GAOn1qF Historical Archives]&lt;br /&gt;
&lt;br /&gt;
To check out the Dark Jedi Brotherhood Comics that were made [https://www.darkjedibrotherhood.com/comics click here!]&lt;br /&gt;
&lt;br /&gt;
[[File:Dbcomicsnaptshot.png|center|700px|none|tumb|Comics created for the DJB]]&lt;br /&gt;
&lt;br /&gt;
== Databank: Brotherhood Universe ==&lt;br /&gt;
&lt;br /&gt;
The following data bank provides a quick reference to information about persons, locations, and organizations of interest that show up in the Brotherhood storyline. &lt;br /&gt;
&lt;br /&gt;
=== The Brotherhood ===&lt;br /&gt;
==== The Arx System ====&lt;br /&gt;
[[File:Arx-system.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Arx System]]&#039;&#039;&#039; is located in the depths of Wild Space, far away from the core worlds and isolated from the galaxy at large. The planet Arx now serves as the current seat of power for the Brotherhood. The Council oversees the Brotherhood from the headquarters known as &#039;&#039;The Ascent&#039;&#039;, which is located in Eos City.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Council ====&lt;br /&gt;
[[File:Darkcouncildblogo.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;The [[Dark Council|Council]]&#039;&#039;&#039; serves the Grand Master of the Brotherhood, and governs the various elements of the Brotherhood including, training, resources, intelligence, and the military. There are ten positions, including the Grand Master. They work alongside the [[Justicar]] as the overseers for the entire Brotherhood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Grand Master =====&lt;br /&gt;
[[File:Dacienheadshot.png|left|130px]] &#039;&#039;&#039;[[Dacien Victae|Lord Dacien Victae]]&#039;&#039;&#039; serves as the current [[Grand Master]]. The Grand Master occupies the &#039;&#039;&#039;The Iron Throne&#039;&#039;&#039;, which is the seat of power for the Brotherhood. They control the Council, as well as the combined [[Iron Forces]]. Following a long career on the Council, Dacien Victae seized control after abandoning Darth Nehalem in the Ethereal Realm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Deputy Grand Master =====&lt;br /&gt;
[[File:AtraHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Thane Skotos|Thane &amp;quot;Atra&amp;quot; Skotos]]&#039;&#039;&#039; (also known as Darth Renatus)&#039; serves as the current [[Deputy Grand Master]], right hand of the Grand Master.  Following his terms as both Regent and Justicar, Darth Renatus helps maintain the Brotherhood&#039;s control over its space.&lt;br /&gt;
&lt;br /&gt;
===== Master at Arms =====&lt;br /&gt;
[[File:Howladerheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Howlader]]&#039;&#039;&#039; serves as the current [[Master at Arms]]. He is rarely seen in his office, but his work always seems to get done. Overseeing the ceremony and record keeping of the Brotherhood’s dossiers, Howlader’s allegiance seems to be more to the position he holds than to any one leader or even his home unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Seneschal =====&lt;br /&gt;
[[File:James-wiki.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;James Lucius Entar&#039;&#039;&#039; serves as the current [[Seneschal]] of the Brotherhood. The enigmatically eccentric, ever-endearing Seneschal heads up the Brotherhood’s Research and Development and also maintains sovereignty over cyber security thanks to his unique artificial intelligence, Construct [[Dbbot|dbb0t]]. James has a penchant for riddles and rarely involves himself in political matters, claiming to serve the Brotherhood and the Galaxy at large. He is most often left to his own devices out of both respect and fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Headmaster =====&lt;br /&gt;
[[File:Rhy-wiki.jpg|left|130px]] &#039;&#039;&#039;[[Rhylance]]&#039;&#039;&#039; serves as the current [[Headmaster]] of the Brotherhood. He oversees the [[Aurora Collegium of Sciences]] and the [[Shadow Academy]] on the Grand Master&#039;s behalf. Despite not being a Force-user himself, he aids the teaching for Force-users and Non-force-users alike while researching the many items deemed needed by the Council. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Herald =====&lt;br /&gt;
[[File:MorganFictionCenter.png|left|130xpx]]&lt;br /&gt;
&#039;&#039;&#039;[[Morgan B. Sorenn]]&#039;&#039;&#039; serves as the current [[Herald]] of the Brotherhood. In her capacity as Herald, she works to expand the Grand Master&#039;s influence among the important galactic crime syndicates, freelance guilds, and independent mercenary organizations working on the edges of the law.&lt;br /&gt;
&lt;br /&gt;
===== Voice of the Brotherhood =====&lt;br /&gt;
[[File:IdrisHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Idris Adenn]]&#039;&#039;&#039; serves as the current [[Voice]] of the Brotherhood. Known as an outgoing and accomplished Bounty Hunter, Idris Adenn has brought an air of flash and style to the otherwise shadowed and secretive Inquisitorius. The Mandalorian takes great pride in the efforts of the Brotherhood&#039;s intelligence agency.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Fist of the Brotherhood =====&lt;br /&gt;
[[File:Ujiheadshot2024.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Uji Tameike]]&#039;&#039;&#039; serves as the current [[Fist]] of the Brotherhood. Uji is a master tactician and strategist, renowned for his ability to plan far into the future, with schemes spanning days, weeks, or even years. He has cultivated an extensive network of allies across the Brotherhood, including individuals from various Clans and members of the Royal Guard who have acted in his stead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Regent =====&lt;br /&gt;
[[File:Thranjazzyheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Thran Occasus]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Regent]]&#039;&#039;&#039;. The former Praetor ascended to the Council following Zyxl’s resignation. A former Consul, and actor/model, he brings a new kind of life to the position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Emissary =====&lt;br /&gt;
[[File:ErinyesV1-Headshot.jpg|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama|Seraine &amp;quot;Erinyes&amp;quot; Ténama]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Emissary]]&#039;&#039;&#039;, the newest position on the Council. She oversees the Brotherhood’s recruitment and retention of members.&lt;br /&gt;
&lt;br /&gt;
===== Justiciar =====&lt;br /&gt;
[[File:KamjinHeadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Kamjin_&amp;quot;Maverick&amp;quot;_Lap%27lamiz|Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&#039;&#039;&#039; serves as the current [[Justicar]] of the Brotherhood. The former Emperor of Scholae Palatinae has accepted the position of Justicar following his tenure within the Chamber. His reason for foregoing the throne for the Halls of Justice are cloaked in mystery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Seven Clans ====&lt;br /&gt;
[[File:7clans.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;The Seven Clans&#039;&#039;&#039; of the Brotherhood all hold different motivations and personalities. This is where the majority of members call home, reside, and interact with. &lt;br /&gt;
&lt;br /&gt;
The seven clans are: [[Clan Arcona|Arcona]], [[Clan Naga Sadow|Naga Sadow]], [[Clan Odan-Urr|Odan-Urr]], [[Clan Plagueis|Plagueis]], [[Clan Scholae Palatinae|Scholae Palatinae]], [[Clan Taldryan|Taldryan]], [[Clan_Vizsla|Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
A member of each respective unit is referred to in the following manner:&lt;br /&gt;
&lt;br /&gt;
* Arconan&lt;br /&gt;
* Taldryanite&lt;br /&gt;
* Sadowan&lt;br /&gt;
* Palatinaean&lt;br /&gt;
* Odanite&lt;br /&gt;
* Plagueian&lt;br /&gt;
* Member of Clan Vizsla&lt;br /&gt;
&lt;br /&gt;
Former members of Clan [[Tarentum]] identify as &#039;&#039;Tarenti&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Iron Forces ====&lt;br /&gt;
&#039;&#039;&#039;The Iron Forces&#039;&#039;&#039; are divided into two divisions: The [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Navy Iron Navy], and the [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Legion Iron Legion].&lt;br /&gt;
&lt;br /&gt;
==== Grand Master’s Royal Guard ====&lt;br /&gt;
Formerly elite body guards for the Council, the reinvented &#039;&#039;&#039;[[Grand_Master%27s_Royal_Guard|Grand Master’s Royal Guard]]&#039;&#039;&#039;, maintain their elite combat skill set to under take very dangerous operations on behalf of the Brotherhood. Beyond the unique experiences it offers, unique awards and incentives are given by order of the Fist. &lt;br /&gt;
&lt;br /&gt;
==== The Shadow Academy ====&lt;br /&gt;
The &#039;&#039;&#039;[[Shadow Academy]]&#039;&#039;&#039; and its associated &#039;&#039;&#039;[[Aurora Collegium of Sciences]]&#039;&#039;&#039; oversees the training, education, and research components of the Brotherhood. Providing unique items and opportunities, it is overseen by the Headmaster. &lt;br /&gt;
&lt;br /&gt;
==== Arx Capital Exchange ====&lt;br /&gt;
[[File:Logos-fiction-center-ACE.png|left|130px]] The &#039;&#039;&#039;[[Arx Capital Exchange]]&#039;&#039;&#039;, or ACE, is the financial and industrial apparatus of the Arx System and the Council as a whole. The Regent manages its efforts for the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inquisitorius ====&lt;br /&gt;
[[File:Logos-fiction-center-INQ.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Inquisitorius]]&#039;&#039;&#039; are the Grand Master’s covert network of agents. They represent the Brotherhood&#039;s strength outside of the Iron Legion and Iron Fleet. While not all that are enrolled are aligned with the Grand Master’s visions, many compete for favor and to rise in the rankings. The Society offers various awards and incentives and is headed by the Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shroud Syndicate ====&lt;br /&gt;
[[File:Logos-fiction-center-Syndicate.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Shroud Syndicate]]&#039;&#039;&#039; is the premiere criminal organization operating in Brotherhood space. It involves many smaller gangs, crews, and criminal combines within its area of operation, it is lead by the Herald, and operates from the Shroud Nebula where their massive ship, the Godless Matron, makes berth. The organization is involved in almost every major black market deal that happens in Brotherhood space.&lt;br /&gt;
&lt;br /&gt;
=== Allied Factions ===&lt;br /&gt;
==== The Severian Principate ====&lt;br /&gt;
[[File:Logos-fiction-center-Principate.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Severian Principate]]&#039;&#039;&#039; is a rare Imperial Warlord state which not only endured but thrived following the Empire’s collapse. Originally a network of mining worlds and orbital facilities in the Kastolar Sector, it existed to fuel the Empire’s war machine. This changed with the governorship of Lucian Niatinus, a commander disillusioned with the Emperor’s self-destructive policies. Devoted to improving the lives of his citizens and secretly allying with the smugglers and pirates from the nearby Hutt Space, he sought to create an ordered state free of the tyranny which inspired the Rebellion.&lt;br /&gt;
&lt;br /&gt;
It has largely grown beyond that initial vision, seeking to focus on peace and alliances to bring prosperity to its 16 different star systems. &lt;br /&gt;
&lt;br /&gt;
=== Neutral Factions ===&lt;br /&gt;
==== The Tenixir Revenants ====&lt;br /&gt;
[[File:Logos-fiction-center-Revenants.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Tenixir Revenants]]&#039;&#039;&#039; is a conglomerate of criminal organizations. Comprised largely of former prisoners held by the Severian Principate on the planet of Tenixir they have a deep hatred of the Imperial group. They are distrustful of all, but willing to work for the credits. Their allegiance is only to themselves. They take some great deal of persuasion to work with the Brotherhood based on its close alignment with the Severian Principate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Enemy Factions ===&lt;br /&gt;
==== The Collective ====&lt;br /&gt;
[[File:Logos-fiction-center-Collective.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Collective]]&#039;&#039;&#039; is a powerful organization led by the fierce Rath Oligard. Their unified purpose is to rid the galaxy of Force users. They are responsible for a multitude of conflicts, death, and loss, including a violent assault on the Brotherhood’s seat of power, Arx. While driving back, they have spent years rebuilding and preparing for the next phase of their crusade against the Brotherhood, and the Force as a whole. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Children of Mortis ====&lt;br /&gt;
[[File:Logos-fiction-center-CoM.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Children of Mortis]]&#039;&#039;&#039; is a powerful organization led by a mythical individual known as The Father, who has led them for millennia. Their unified purpose is to break the chains binding the Force, allowing the Father to ascend as the Force itself and control the universe. They have assaulted the Brotherhood and all seven clans in the past, and were pushed back from the Ethereal realm in 41 ABY. Their current whereabouts is unknown. &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197521</id>
		<title>Fiction Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=Fiction_Center&amp;diff=197521"/>
		<updated>2025-05-27T16:38:57Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Herald */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{eras|real}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the [http://www.darkjedibrotherhood.com/ Dark Jedi Brotherhood] &#039;&#039;&#039;Fiction Center&#039;&#039;&#039;. This page has many links and brief descriptions to help both new and returning members get caught up with the Brotherhood’s current storyline. This includes short summaries, recaps, and blurbs on important factions/people/places within the Brotherhood’s lore. &lt;br /&gt;
&lt;br /&gt;
To get started:&lt;br /&gt;
&lt;br /&gt;
* [[Brotherhood Canon]], which looks to align with Star Wars Canon where possible, is maintained by the &#039;&#039;&#039;Brotherhood Story Group&#039;&#039;&#039;. The story group&#039;s objective is to maintain consistency with Brotherhood Lore with respect to narrative plot updates, system features like possessions and character sheets, as well as integration with new material introduced into &amp;quot;nu Canon&amp;quot;. The Story Group is headed by the [[Grand Master]] and [[Deputy Grand Master]] with the [[Voice]] functioning as the primary author of the club-wide fiction.&lt;br /&gt;
&lt;br /&gt;
* The Brotherhood’s home rests in the [[Arx System]]. &#039;&#039;([[Antei]] was destroyed and the Council relocated).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* To learn more about the Fiction Society, check out the [[Inquisitorius]] page on the Wiki.&lt;br /&gt;
&lt;br /&gt;
* To expand your knowledge of the Brotherhood&#039;s fiction systems, check out the [[Fiction Resources]]. This includes links to resources and documentation that can be useful for all writers in the club!&lt;br /&gt;
&lt;br /&gt;
* To join the ongoing discussion on original characters and fiction, check out our Fiction Chat channel on our [https://discord.gg/darkjedibrotherhood Discord server].&lt;br /&gt;
&lt;br /&gt;
* The current [[Voice]] is {{Voice}}.&lt;br /&gt;
&lt;br /&gt;
== Fictional Timeline ==&lt;br /&gt;
&lt;br /&gt;
* The current DB fictional year is &#039;&#039;&#039;{{Current year}} ABY.&#039;&#039;&#039;&lt;br /&gt;
* To get caught up on the latest brotherhood storyline, check out the fiction updates below. &lt;br /&gt;
* The Dark Crusade is the beginning of the contemporary storyline so start there if you want to start at the beginning of the modern plots for the club.&lt;br /&gt;
* To see the different arcs, see the [[Fiction Updates: Story Arcs]].&lt;br /&gt;
&lt;br /&gt;
== Current Storyline ==&lt;br /&gt;
The current storyline picks up following the Sixteenth Great Jedi War, which saw the forces of the Brotherhood face off against [[The Children of Mortis]] in an ethereal plane of existence. This conflict ended with the Brotherhood’s victory, and the Children retreating to lick their wounds. &lt;br /&gt;
&lt;br /&gt;
=== Resource Rush ===&lt;br /&gt;
The months following the Sixteenth Great Jedi War were some of the most peaceful that the Brotherhood has ever seen. It was a time of rebuilding forces, training, strengthing, and independence for the clans. &lt;br /&gt;
&lt;br /&gt;
The Brotherhood’s closest allies, [[The Severian Principate]] had spent the last years growing rapidly, as their peaceful approach gained more and more popularity. In addition to their trio of core leaders, a new body, The Council of Systems, had formed so that each of their 16 systems had a voice. &lt;br /&gt;
&lt;br /&gt;
However peace only goes so far, and many raider attacks occurred in their systems. Their reliance solely on the Brotherhood for defense had to come to an end. In conjunction with the Brotherhood, a project was put into place to gather rare resources, research new technologies, build new ships and weapons, and train the next generation of soldiers. Both would prosper from this growth and stability.  &lt;br /&gt;
&lt;br /&gt;
== Previous Storyline: Fictional Recap ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;fancy&amp;quot; width=&amp;quot;60%&amp;quot; style=&amp;quot;margin: 1em auto 1em auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|td colspan=&amp;quot;3&amp;quot; class=&amp;quot;head&amp;quot; style=&amp;quot;background-color:#5e7687; color:#BFBFBF; font-weight:bolder;&amp;quot;| Previous Arc&lt;br /&gt;
|-&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Year&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Story Arc&#039;&#039;&#039;&lt;br /&gt;
|td class=&amp;quot;sub-head&amp;quot; style=&amp;quot;background-color:#b4bfc6; color:#303030;&amp;quot;|&#039;&#039;&#039;Fiction&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[40_ABY_to_49_ABY#41_ABY|41 ABY]] || &#039;&#039;&#039;[[Sixteenth_Great_Jedi_War|Sixteenth Great Jedi War: Transcendance]]&#039;&#039;&#039; ||&lt;br /&gt;
[https://drive.google.com/file/d/1hLdJ1Ajg9mrre2iAKzzVsNH7dIRCj9_y/view?usp=sharing Prologue]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1-K4576Y8fec1NMxg3Wx4ct2oj0FWKQto/view?usp=sharing Chapter 1]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1kMqOmwmJqQFy2pfQNDSokq8-dPLEAcoE/view?usp=sharing Chapter 2]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/1BAigoaU7yPfR3ZZ-TB3m-i9RsDhADw8H/view?usp=sharing Chapter 3]&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Children of Mortis had vanished, seemingly into thin air. Haunted by taunts from [[Telaris_&amp;quot;Mav&amp;quot;_Cantor|predecessor]] the Grand Master [[Evant_Taelyan|Darth Nehalem]] ordered the construction of a great gateway,that, utilizing the power of force-imbued crystals, would lead the way to fight the Children, and allow him to destroy the former Grand Master at the same time. &lt;br /&gt;
&lt;br /&gt;
Upon completion, the entire forces of the Brotherhood, and its seven clans ventured into the [[Ethereal Realm]], where time, gravity, Force abilities, and even the long dead followed new rules. Darth Nehalem found the former Grand Master and abandoned his post leading the Brotherhood’s forces to attempt to kill him. &lt;br /&gt;
&lt;br /&gt;
Hoping to use the conflict, the Children’s leader, the Father, began a ritual to destroy the chain of the Force, a manifestation of the binding of the Force and the real world together. Attempting to sacrifice Avitus Oligard in the process, it was a race against time. &lt;br /&gt;
&lt;br /&gt;
Ultimately the Brotherhood prevailed. The Father’s new body was killed, and his spirit returned to the crystalline skeleton that housed it for so many ages. Avitus Oligard was saved and allowed to leave in peace. The Children of Mortis retreated into shadow. The Brotherhood retreated, sealing the still dueling Darth Nehalem and Telaris Cantor in the ethereal realm, fates left to the will of the force. &lt;br /&gt;
&lt;br /&gt;
Dacien Victae was appointed the new Grand Master of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
== Inquisitorius Archive ==&lt;br /&gt;
&lt;br /&gt;
Official Fiction Updates for both the Brotherhood and the independent Clans can be found here in the [https://sites.google.com/view/brotherhoodfictions Inquisitorius Fiction Archives].&lt;br /&gt;
&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6RjM0NG83bE1qb1k Clan Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6OUMwT0pHc2lBNGc Brotherhood Plot Updates]&lt;br /&gt;
* [https://drive.google.com/open?id=0B-vYlrW6IxW6bXpUcnFQLXByZGs Great Jedi Wars]&lt;br /&gt;
* [https://drive.google.com/open?id=1IzaY0KGKyiEz-xRUcDqsZ_7m0Ed1u32a Rite of Supremacy&#039;s]&lt;br /&gt;
* [https://drive.google.com/open?id=1rModx2AbK88ijBq60hc9bXfS9GAOn1qF Historical Archives]&lt;br /&gt;
&lt;br /&gt;
To check out the Dark Jedi Brotherhood Comics that were made [https://www.darkjedibrotherhood.com/comics click here!]&lt;br /&gt;
&lt;br /&gt;
[[File:Dbcomicsnaptshot.png|center|700px|none|tumb|Comics created for the DJB]]&lt;br /&gt;
&lt;br /&gt;
== Databank: Brotherhood Universe ==&lt;br /&gt;
&lt;br /&gt;
The following data bank provides a quick reference to information about persons, locations, and organizations of interest that show up in the Brotherhood storyline. &lt;br /&gt;
&lt;br /&gt;
=== The Brotherhood ===&lt;br /&gt;
==== The Arx System ====&lt;br /&gt;
[[File:Arx-system.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Arx System]]&#039;&#039;&#039; is located in the depths of Wild Space, far away from the core worlds and isolated from the galaxy at large. The planet Arx now serves as the current seat of power for the Brotherhood. The Council oversees the Brotherhood from the headquarters known as &#039;&#039;The Ascent&#039;&#039;, which is located in Eos City.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Council ====&lt;br /&gt;
[[File:Darkcouncildblogo.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;The [[Dark Council|Council]]&#039;&#039;&#039; serves the Grand Master of the Brotherhood, and governs the various elements of the Brotherhood including, training, resources, intelligence, and the military. There are ten positions, including the Grand Master. They work alongside the [[Justicar]] as the overseers for the entire Brotherhood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Grand Master =====&lt;br /&gt;
[[File:Dacienheadshot.png|left|130px]] &#039;&#039;&#039;[[Dacien Victae|Lord Dacien Victae]]&#039;&#039;&#039; serves as the current [[Grand Master]]. The Grand Master occupies the &#039;&#039;&#039;The Iron Throne&#039;&#039;&#039;, which is the seat of power for the Brotherhood. They control the Council, as well as the combined [[Iron Forces]]. Following a long career on the Council, Dacien Victae seized control after abandoning Darth Nehalem in the Ethereal Realm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Deputy Grand Master =====&lt;br /&gt;
[[File:AtraHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Thane Skotos|Thane &amp;quot;Atra&amp;quot; Skotos]]&#039;&#039; (also known as Darth Renatus)&#039; serves as the current [[Deputy Grand Master]], right hand of the Grand Master.  Following his terms as both Regent and Justicar, Darth Renatus helps maintain the Brotherhood&#039;s control over its space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Master at Arms =====&lt;br /&gt;
[[File:Howladerheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Howlader]]&#039;&#039;&#039; serves as the current [[Master at Arms]]. He is rarely seen in his office, but his work always seems to get done. Overseeing the ceremony and record keeping of the Brotherhood’s dossiers, Howlader’s allegiance seems to be more to the position he holds than to any one leader or even his home unit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Seneschal =====&lt;br /&gt;
[[File:James-wiki.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;James Lucius Entar&#039;&#039;&#039; serves as the current [[Seneschal]] of the Brotherhood. The enigmatically eccentric, ever-endearing Seneschal heads up the Brotherhood’s Research and Development and also maintains sovereignty over cyber security thanks to his unique artificial intelligence, Construct [[Dbbot|dbb0t]]. James has a penchant for riddles and rarely involves himself in political matters, claiming to serve the Brotherhood and the Galaxy at large. He is most often left to his own devices out of both respect and fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Headmaster =====&lt;br /&gt;
[[File:Rhy-wiki.jpg|left|130px]] &#039;&#039;&#039;[[Rhylance]]&#039;&#039;&#039; serves as the current [[Headmaster]] of the Brotherhood. He oversees the [[Aurora Collegium of Sciences]] and the [[Shadow Academy]] on the Grand Master&#039;s behalf. Despite not being a Force-user himself, he aids the teaching for Force-users and Non-force-users alike while researching the many items deemed needed by the Council. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Herald =====&lt;br /&gt;
[[File:MorganFictionCenter.png|left|130xpx]]&lt;br /&gt;
&#039;&#039;&#039;[[Morgan B. Sorenn]]&#039;&#039;&#039; serves as the current [[Herald]] of the Brotherhood. In her capacity as Herald, she works to expand the Grand Master&#039;s influence among the important galactic crime syndicates, freelance guilds, and independent mercenary organizations working on the edges of the law.&lt;br /&gt;
&lt;br /&gt;
===== Voice of the Brotherhood =====&lt;br /&gt;
[[File:IdrisHeadshot.png|left|130px]] &lt;br /&gt;
&#039;&#039;&#039;[[Idris Adenn]]&#039;&#039;&#039; serves as the current [[Voice]] of the Brotherhood. Known as an outgoing and accomplished Bounty Hunter, Idris Adenn has brought an air of flash and style to the otherwise shadowed and secretive Inquisitorius. The Mandalorian takes great pride in the efforts of the Brotherhood&#039;s intelligence agency.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Fist of the Brotherhood =====&lt;br /&gt;
[[File:Ujiheadshot2024.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Uji Tameike]]&#039;&#039;&#039; serves as the current [[Fist]] of the Brotherhood. Uji is a master tactician and strategist, renowned for his ability to plan far into the future, with schemes spanning days, weeks, or even years. He has cultivated an extensive network of allies across the Brotherhood, including individuals from various Clans and members of the Royal Guard who have acted in his stead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Regent =====&lt;br /&gt;
[[File:Thranjazzyheadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Thran Occasus]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Regent]]&#039;&#039;&#039;. The former Praetor ascended to the Council following Zyxl’s resignation. A former Consul, and actor/model, he brings a new kind of life to the position. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Emissary =====&lt;br /&gt;
[[File:ErinyesV1-Headshot.jpg|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Seraine &amp;quot;Erinyes&amp;quot; Taldrya Ténama|Seraine &amp;quot;Erinyes&amp;quot; Ténama]]&#039;&#039;&#039; serves as the current &#039;&#039;&#039;[[Emissary]]&#039;&#039;&#039;, the newest position on the Council. She oversees the Brotherhood’s recruitment and retention of members.&lt;br /&gt;
&lt;br /&gt;
===== Justiciar =====&lt;br /&gt;
[[File:KamjinHeadshot.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[Kamjin_&amp;quot;Maverick&amp;quot;_Lap%27lamiz|Kamjin &amp;quot;Maverick&amp;quot; Lap&#039;lamiz]]&#039;&#039;&#039; serves as the current [[Justicar]] of the Brotherhood. The former Emperor of Scholae Palatinae has accepted the position of Justicar following his tenure within the Chamber. His reason for foregoing the throne for the Halls of Justice are cloaked in mystery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Seven Clans ====&lt;br /&gt;
[[File:7clans.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;The Seven Clans&#039;&#039;&#039; of the Brotherhood all hold different motivations and personalities. This is where the majority of members call home, reside, and interact with. &lt;br /&gt;
&lt;br /&gt;
The seven clans are: [[Clan Arcona|Arcona]], [[Clan Naga Sadow|Naga Sadow]], [[Clan Odan-Urr|Odan-Urr]], [[Clan Plagueis|Plagueis]], [[Clan Scholae Palatinae|Scholae Palatinae]], [[Clan Taldryan|Taldryan]], [[Clan_Vizsla|Clan Vizsla]].&lt;br /&gt;
&lt;br /&gt;
A member of each respective unit is referred to in the following manner:&lt;br /&gt;
&lt;br /&gt;
* Arconan&lt;br /&gt;
* Taldryanite&lt;br /&gt;
* Sadowan&lt;br /&gt;
* Palatinaean&lt;br /&gt;
* Odanite&lt;br /&gt;
* Plagueian&lt;br /&gt;
* Member of Clan Vizsla&lt;br /&gt;
&lt;br /&gt;
Former members of Clan [[Tarentum]] identify as &#039;&#039;Tarenti&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Iron Forces ====&lt;br /&gt;
&#039;&#039;&#039;The Iron Forces&#039;&#039;&#039; are divided into two divisions: The [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Navy Iron Navy], and the [https://wiki.darkjedibrotherhood.com/view/Iron_Forces#The_Iron_Legion Iron Legion].&lt;br /&gt;
&lt;br /&gt;
==== Grand Master’s Royal Guard ====&lt;br /&gt;
Formerly elite body guards for the Council, the reinvented &#039;&#039;&#039;[[Grand_Master%27s_Royal_Guard|Grand Master’s Royal Guard]]&#039;&#039;&#039;, maintain their elite combat skill set to under take very dangerous operations on behalf of the Brotherhood. Beyond the unique experiences it offers, unique awards and incentives are given by order of the Fist. &lt;br /&gt;
&lt;br /&gt;
==== The Shadow Academy ====&lt;br /&gt;
The &#039;&#039;&#039;[[Shadow Academy]]&#039;&#039;&#039; and its associated &#039;&#039;&#039;[[Aurora Collegium of Sciences]]&#039;&#039;&#039; oversees the training, education, and research components of the Brotherhood. Providing unique items and opportunities, it is overseen by the Headmaster. &lt;br /&gt;
&lt;br /&gt;
==== Arx Capital Exchange ====&lt;br /&gt;
[[File:Logos-fiction-center-ACE.png|left|130px]] The &#039;&#039;&#039;[[Arx Capital Exchange]]&#039;&#039;&#039;, or ACE, is the financial and industrial apparatus of the Arx System and the Council as a whole. The Regent manages its efforts for the Brotherhood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inquisitorius ====&lt;br /&gt;
[[File:Logos-fiction-center-INQ.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Inquisitorius]]&#039;&#039;&#039; are the Grand Master’s covert network of agents. They represent the Brotherhood&#039;s strength outside of the Iron Legion and Iron Fleet. While not all that are enrolled are aligned with the Grand Master’s visions, many compete for favor and to rise in the rankings. The Society offers various awards and incentives and is headed by the Voice of the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shroud Syndicate ====&lt;br /&gt;
[[File:Logos-fiction-center-Syndicate.png|left|130px]]&lt;br /&gt;
The &#039;&#039;&#039;[[Shroud Syndicate]]&#039;&#039;&#039; is the premiere criminal organization operating in Brotherhood space. It involves many smaller gangs, crews, and criminal combines within its area of operation, it is lead by the Herald, and operates from the Shroud Nebula where their massive ship, the Godless Matron, makes berth. The organization is involved in almost every major black market deal that happens in Brotherhood space.&lt;br /&gt;
&lt;br /&gt;
=== Allied Factions ===&lt;br /&gt;
==== The Severian Principate ====&lt;br /&gt;
[[File:Logos-fiction-center-Principate.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Severian Principate]]&#039;&#039;&#039; is a rare Imperial Warlord state which not only endured but thrived following the Empire’s collapse. Originally a network of mining worlds and orbital facilities in the Kastolar Sector, it existed to fuel the Empire’s war machine. This changed with the governorship of Lucian Niatinus, a commander disillusioned with the Emperor’s self-destructive policies. Devoted to improving the lives of his citizens and secretly allying with the smugglers and pirates from the nearby Hutt Space, he sought to create an ordered state free of the tyranny which inspired the Rebellion.&lt;br /&gt;
&lt;br /&gt;
It has largely grown beyond that initial vision, seeking to focus on peace and alliances to bring prosperity to its 16 different star systems. &lt;br /&gt;
&lt;br /&gt;
=== Neutral Factions ===&lt;br /&gt;
==== The Tenixir Revenants ====&lt;br /&gt;
[[File:Logos-fiction-center-Revenants.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Tenixir Revenants]]&#039;&#039;&#039; is a conglomerate of criminal organizations. Comprised largely of former prisoners held by the Severian Principate on the planet of Tenixir they have a deep hatred of the Imperial group. They are distrustful of all, but willing to work for the credits. Their allegiance is only to themselves. They take some great deal of persuasion to work with the Brotherhood based on its close alignment with the Severian Principate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Enemy Factions ===&lt;br /&gt;
==== The Collective ====&lt;br /&gt;
[[File:Logos-fiction-center-Collective.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Collective]]&#039;&#039;&#039; is a powerful organization led by the fierce Rath Oligard. Their unified purpose is to rid the galaxy of Force users. They are responsible for a multitude of conflicts, death, and loss, including a violent assault on the Brotherhood’s seat of power, Arx. While driving back, they have spent years rebuilding and preparing for the next phase of their crusade against the Brotherhood, and the Force as a whole. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Children of Mortis ====&lt;br /&gt;
[[File:Logos-fiction-center-CoM.png|left|130px]]&lt;br /&gt;
&#039;&#039;&#039;[[The Children of Mortis]]&#039;&#039;&#039; is a powerful organization led by a mythical individual known as The Father, who has led them for millennia. Their unified purpose is to break the chains binding the Force, allowing the Father to ascend as the Force itself and control the universe. They have assaulted the Brotherhood and all seven clans in the past, and were pushed back from the Ethereal realm in 41 ABY. Their current whereabouts is unknown. &lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=File:MorganFictionCenter.png&amp;diff=197520</id>
		<title>File:MorganFictionCenter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=File:MorganFictionCenter.png&amp;diff=197520"/>
		<updated>2025-05-27T16:38:45Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{fairuse}}&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197443</id>
		<title>CS Guide: Force Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197443"/>
		<updated>2025-05-16T18:08:58Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Gravitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Below, you will find the reference guide for the Character Sheet &#039;&#039;&#039;Force Powers&#039;&#039;&#039;. All documentation is based on the &#039;&#039;Force Powers 2.0&#039;&#039; project headed up by the [[Combat Master]], [[Voice of the Brotherhood|Voice]] Staff, and Character Sheet Development Team. This reference table aims to give members a better idea of the level of control/power they have of a given Force Power, and how they would write their character utilizing it both in and out of combat.&lt;br /&gt;
== Force Use ==&lt;br /&gt;
=== Duration ===&lt;br /&gt;
Force Power usage is draining on a Force User, more so when used in the heat of combat. The stronger the display of Force, the more difficult it is to maintain the power. While a master of an ability can generate massive power, they can only do so for a short duration. Most masters are wise enough to apply their power with restraint. By using less strength, they are able to maintain the effect of the power for a longer duration. With limited training, a Force User may struggle to bring the full effect of a power to bear and maintaining concentration quickly becomes draining, resulting in shorter bursts of Force use.&lt;br /&gt;
=== Downtime ===&lt;br /&gt;
Though the Force gives strength, a Force User is still limited by flesh and blood. Drawing on such power dwindles the Force User&#039;s reserves of endurance and willpower. Manipulating the Force, especially in combat, requires sharp mental control. While a Force User may draw on the Force repeatedly, it will usually become more difficult with each successive use. Some powers, of course, are more draining than others. But no Force User can limitlessly tap into the powers of the light or dark side without exhaustion setting in. Use of great power comes with great fatigue, and Force User should be aware of the risks of pushing too hard too fast.&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
=== Amplification ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Amplification&lt;br /&gt;
|desc=&#039;&#039;&#039;Amplification&#039;&#039;&#039; allows a Force User to perform amazing feats of &#039;&#039;physical&#039;&#039; prowess. By channeling the Force, a Force User could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats.&lt;br /&gt;
|1=At the most basic level, a Force User must concentrate for several seconds to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. The Force User would feel fatigue after a single use respective to the complexity of the action.&lt;br /&gt;
|2=With further study, the Force User must concentrate for only a second in order to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. A single-use will not cause fatigue, but subsequent use of &#039;&#039;&#039;Amplification&#039;&#039;&#039; in the next several minutes would.&lt;br /&gt;
|3=With consistent study, the Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force, but still experience fatigue when using &#039;&#039;&#039;Amplification&#039;&#039;&#039; several times over the course of several minutes.&lt;br /&gt;
|4=The Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force but still experience fatigue if they use &#039;&#039;&#039;Amplification&#039;&#039;&#039; many times over the course of several minutes.&lt;br /&gt;
|5=Mastery allows a Force User to not only instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force, but the effects of fatigue after use are effectively negligible.&lt;br /&gt;
|duration=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a power that pushes the Force User&#039;s body far beyond its normal limits for anywhere up to a minute.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Enhanced+Sight+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Enhanced Sight I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Escape+Artist &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Escape Artist&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Scream+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Scream I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammerhand &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammerhand&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Reflexes &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Reflexes&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Barrier ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|desc=&#039;&#039;&#039;Barrier&#039;&#039;&#039; manifests the Force into a translucent defensive corona that can absorb &#039;&#039;physical&#039;&#039; attacks. These &#039;&#039;&#039;Barriers&#039;&#039;&#039; protect only the user, requiring them to remain stationary, and will shatter after enough impact. &#039;&#039;&#039;Barrier&#039;&#039;&#039; can stop repeated hits from conventional weapons (including blasters), but will shatter on heavy impact with things such as explosions or large projectiles like boulders.&lt;br /&gt;
|1=At its most basic level, the Force User must take several seconds to concentrate and focus their full will to manifest the Force as a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039;. The user’s full concentration is necessary to maintain the barrier.&lt;br /&gt;
|2=With further study, the Force User must still take several seconds of concentration to manifest the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; but no longer needs their full concentration to maintain it.&lt;br /&gt;
|3=With consistent training, the Force User is able to summon the Force almost instantaneously to create a  protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; and can do so in the middle of combat.&lt;br /&gt;
|4=It is no longer a matter of training, but instinct that allows the Force User to will the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; as long as they are not already fatigued or under heavy duress.&lt;br /&gt;
|5=A master of conjuring &#039;&#039;&#039;Barriers&#039;&#039;&#039; may summon them at will, even when fatigued or under heavy duress.&lt;br /&gt;
|duration=&#039;&#039;&#039;Barriers&#039;&#039;&#039; can withstand anything from repeated minor blows from either &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attacks (such as blaster pistols, slugs and other thrown projectiles, or lighter strikes from &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;) to one major blow from &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attack (such as blaster cannons, explosions, detonations, heavy &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Force Lightning|Force Lightning]]&#039;&#039;&#039;). Massive explosions, fast-moving objects larger than a person or similarly destructive effects will shatter a barrier immediately and still have a reduced impact on the user.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Barrier&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Energy+Dispersion &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Energy Dispersion&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Shield+Wall+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Shield Wall I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Battle Meditation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Battle Meditation&lt;br /&gt;
|desc=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training, the Force User can influence their tactical coordination and teamwork as well but does not allow for telepathic communication. The skill starts with affecting the immediate area around the user, growing to affect an entire battlefield, but does not work well on the scale of large space battles. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat.&lt;br /&gt;
|1=At the most basic level, the Force User may influence morale in a single confrontation nearby, and in the Force User’s line of sight.&lt;br /&gt;
|2=With some extra study, the Force User no longer requires a direct line of sight and can affect allies working as a team.&lt;br /&gt;
|3=The Force User can easily affect multiple small-sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Force User will often turn the tide of small battles in their favour.&lt;br /&gt;
|4=Through dedicated concentration, the Force User can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Force User can influence the outcome of any medium or large confrontation.&lt;br /&gt;
|duration=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; requires intense concentration, and the Force User must always be stationary or immobile to maintain a meditative state, leaving them vulnerable while maintaining their influence. Battle Meditation lasts as long as a Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, affecting larger groups or maintaining focus for more than a moderate period of time will leave the Force User completely exhausted.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ace+Aura &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ace Aura&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Meld+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Meld I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Space+Battle+Meditation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Space Battle Meditation I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Blinding ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Blinding&lt;br /&gt;
|desc=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a Force User’s ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a  flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus.&lt;br /&gt;
|1=Initially, the Force User must commit his full concentration for several seconds in order to create a flash of blinding white-light.&lt;br /&gt;
|2=With further training, the Force User can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat.&lt;br /&gt;
|3=With consistent training, the Force User can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat.&lt;br /&gt;
|4=The Force User has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Blindness&#039;&#039;&#039; can create a flash of blinding white-light at will, without any noticeable effort.&lt;br /&gt;
&lt;br /&gt;
|duration=The flash of light created by &#039;&#039;&#039;Blinding&#039;&#039;&#039; is instantaneous, and will cause disorientation lasting several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blinded+By+The+Light &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blinded By The Light&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Whizz-Bang &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Whizz-Bang&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Concealment ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Concealment&lt;br /&gt;
|desc=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is the ability for a Force User to mask their connection and identity with the Force. This goes for hiding a Force User’s strength in the Force as well as alignment. While &#039;&#039;&#039;[[Force Powers#Force Cloak|Force Cloak]]&#039;&#039;&#039; renders the Force User invisible from the eye, &#039;&#039;&#039;Concealment&#039;&#039;&#039; can make a user invisible to those searching through the Force. The more skilled a Force User is with this ability, the easier it is to maintain a veil of &#039;&#039;&#039;Concealment&#039;&#039;&#039;.&lt;br /&gt;
|1=Initially, the Force User can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task.&lt;br /&gt;
|2=With further training,  the Force User can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat.&lt;br /&gt;
|3=With consistent training, the Force User can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle.&lt;br /&gt;
|4=The Force User has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Concealment&#039;&#039;&#039; is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Concealment&#039;&#039;&#039; lasts as long as the Force User remains conscious of maintaining the ability, and does not attempt to call upon the Force in another way.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain, but can be used frequently, or for a prolonged period without taxing a Force User’s reserves.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Haze+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Haze I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quey%27tek+Meditation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quey’tek Meditation&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Control Self ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Control Self&lt;br /&gt;
|desc=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is the ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes.&lt;br /&gt;
|1=Initially a Force User is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species.&lt;br /&gt;
|2=With additional training, a Force User is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before.&lt;br /&gt;
|3=With consistent study a Force User can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Force User can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days.&lt;br /&gt;
|4=It is no longer a matter of concentration; the Force User shapes their pain input and bodily functions by instinct alone. The Force User can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Control Self&#039;&#039;&#039; can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Force User’s ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely.&lt;br /&gt;
|duration=Control Self initially requires significant concentration to maintain but as training in the power increases the amount of focus required decreases.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=%27Tis+But+A+Scratch &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;‘Tis But A Scratch&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Creature Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Creature Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; The Force connects all living things, and with training, a Force-user can develop the ability to reach out and make a connection with a target creature. Creatures are classified as either: &#039;&#039;&#039;Domesticated&#039;&#039;&#039;, &#039;&#039;&#039;Tameable&#039;&#039;&#039;, or &#039;&#039;&#039;Untameable&#039;&#039;&#039;, with the individual’s level offering different degrees of control in relation to the creature&#039;s respective classification.&lt;br /&gt;
|1=With full concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature.&lt;br /&gt;
|2=With half concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature, and begin to form a connection with &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures.&lt;br /&gt;
|3=With minimal effort you can connect with &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures, and can create a basic connection with an &#039;&#039;&#039;Untameable&#039;&#039;&#039; creature to prevent them from eating you.&lt;br /&gt;
|4=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; and connect with a &#039;&#039;&#039;Tameable&#039;&#039;&#039; creature with minimal effort. With full concentration, you can maintain a connection with untameable creatures.&lt;br /&gt;
|5=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039;, and with enough focus even those considered &#039;&#039;&#039;Untameable&#039;&#039;&#039;.&lt;br /&gt;
|duration=Dependent on the Force-user’s concentration and ability to maintain their connection to the creature.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user when used on creatures that are harder to control.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Deep+Bond+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Deep Bond I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Obedience+School &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Obedience School&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=We+Are+Legion+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;We Are Legion I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Darkness ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|desc=&#039;&#039;&#039;Darkness&#039;&#039;&#039; uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Force User’s power increases, they are able to affect a larger area with greater ease. &#039;&#039;&#039;Darkness&#039;&#039;&#039; prevents natural vision and optical technology (such as cameras), but not the use of the power &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;.&lt;br /&gt;
|1=At its most basic level, &#039;&#039;&#039;Darkness&#039;&#039;&#039; is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds.&lt;br /&gt;
|2=With further study, the Force User can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds.&lt;br /&gt;
|3=With consistent study,  the Force User can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute.&lt;br /&gt;
|4=No longer a matter of study, the Force User can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute.&lt;br /&gt;
|5=With mastery comes perfection. The Force User may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute.&lt;br /&gt;
|duration=&#039;&#039;&#039;Darkness&#039;&#039;&#039; can be sustained as long as the user maintains concentration. Once concentration is broken, the darkness will dissipate gradually based on the Force User’s proficiency.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Darkness&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used rarely in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Darksight &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Darksight&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lil%27+Bit+Disco &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lil’ Bit Disco&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Cloud &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Cloud&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Farsight ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Farsight&lt;br /&gt;
|desc=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change.&lt;br /&gt;
|1=At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force.&lt;br /&gt;
|2=With further study and training, the Force User can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold.&lt;br /&gt;
|3=Through focused meditation, the Force User may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event.&lt;br /&gt;
|4=The user can now “watch”  events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire.&lt;br /&gt;
|5=The Force User’s mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring.&lt;br /&gt;
|duration=Meditation sessions are lengthy. While the vision itself will last for up to half a minute, a large amount of time must be spent focusing on what the images could mean, and how they relate to possible futures.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Don%E2%80%99t+Stop+Believin%E2%80%99 &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Don’t Stop Believin’&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=More+Than+A+Feeling &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;More Than A Feeling&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Force Cloak ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Cloak&lt;br /&gt;
|desc=By manipulating light and shadows with the Force, the Force User can use &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; to vanish from view and become invisible. A Force User cloaked in the Force in such a manner is undetectable to the naked eye or even by more technological scanners such as infrared or night vision, but still able to be detected by another Force User’s &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Force Powers#Precognition|Precognition]]&#039;&#039;&#039; feats. The Force User must also remain immobile.&lt;br /&gt;
|1=Initially, a Force User must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute.&lt;br /&gt;
|2=With further study, the Force User requires less concentration to maintain &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; and can chose which part of their body the cloak starts at.&lt;br /&gt;
|3=With consistent training and discipline, the Force User can vanish from view in the space of a few seconds.&lt;br /&gt;
|4=A Force User can vanish from view almost instantaneously and remain shrouded with minimal concentration.&lt;br /&gt;
|5=Mastery allows a Force User to instantly vanish from view in the blink of the eye and at will.&lt;br /&gt;
|duration=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; can be maintained for as long as the Force User can concentrate and remain immobile.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=False+Cloak &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;False Cloak&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Take+My+Shimmer+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Take My Shimmer I-II&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common error:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting&amp;lt;/span&amp;gt;] is required to move while using &#039;&#039;&#039;Force Cloak.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
=== Force Lightning ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Lightning&lt;br /&gt;
|desc=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target in a burst. &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can fry sensitive electronics and will cause extreme pain in the recipient. With more advanced training (Feats), this ability can be augmented into a sustained attack or even hit multiple targets.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed.&lt;br /&gt;
|2=After some practice, the Force User can call upon past emotional experiences for several seconds to provide fuel for &#039;&#039;&#039;Force Lightning&#039;&#039;&#039;. The aftereffects are still present.&lt;br /&gt;
|3=With consistent training, a Force User is able to lessen the aftereffects, and can use &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; multiple times over several minutes.&lt;br /&gt;
|4= Force User can put themselves into the required mindset almost instantaneously and can call on &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; repeatedly before being drained.&lt;br /&gt;
|5=A Master of the power can produce &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; at will, with but a thought. The Force User can use the ability multiple times in quick succession with little effort.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can never be sustained for more than several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, repeated use of the power over a short time period can leave the Force User &#039;&#039;physically&#039;&#039; drained.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Deflection+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Deflection I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock I-IV&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Tempest &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Tempest&amp;lt;/span&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock&amp;lt;/span&amp;gt;] is required for sustained blasts and hitting two or more targets (with or without deteriorating power), dependent on the tier accessible.&lt;br /&gt;
}}&lt;br /&gt;
=== Gravitation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Gravitation&lt;br /&gt;
|desc=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is the ability to alter the pull of gravity on yourself or inanimate objects. This is commonly seen while in deep Force meditation as “floating”, but those who train in it can find alternative applications of controlling gravity itself. &lt;br /&gt;
|1=With concentration, the user can weaken gravity’s effect on their body, making them weigh up to one-third of their current weight.&lt;br /&gt;
|2=With more training in &#039;&#039;&#039;Gravitation&#039;&#039;&#039;, the Force user can slightly counter gravity, allowing them to fall at a slower rate than they would otherwise. &lt;br /&gt;
|3=Not only can the user float in place, but they can orient their gravitational pull to other surfaces, allowing them to move along walls and ceilings as if it were the ground. They can now also affect the gravity of inanimate objects, removing a third of the object&#039;s weight, making them easier to carry.&lt;br /&gt;
|4=An adept in &#039;&#039;&#039;Gravitation&#039;&#039;&#039; can now counter gravity on inanimate objects to make them fall more slowly. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Gravitation&#039;&#039;&#039; not only changes their own gravitational orientation and that of inanimate objects but can also now weaken the gravitational pull on other living beings. &lt;br /&gt;
|duration=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; requires an intense focus to maintain the changed gravitational pull.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and can be incredibly draining to keep up for long periods of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Free+Fall &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Free Fall&amp;lt;/span&amp;gt;], and &lt;br /&gt;
[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rather+Weighty%2C+This &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rather Weighty, This&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Healing&lt;br /&gt;
|desc=&#039;&#039;&#039;Healing&#039;&#039;&#039; is the Force User’s ability to use the Force to cure injuries. This comes at a personal cost of energy and strength. Both dark and light side applications have the same set of ability to heal themselves and others. This ability merely accelerates possible healing a body would normally undergo. For major injuries, this acceleration can mean the difference between life and death, healing the body before it would die from its injuries. For example, this power can heal a serious torso wound by a lightsaber, but cannot allow a limb to be regrown. Physical contact must be maintained for the duration of the healing.&lt;br /&gt;
|1=A Force User can with full concentration on the task, heal abrasions, set minor bone fractures, and maintain bodily function. This effort is very draining on their energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|2=A Force User can heal abrasions, seal up open wounds, set bone fractures, and maintain bodily function. This can be done while moving, but without performing any strenuous physical activity. This effort is very draining on the user’s energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|3=A Force User can heal injuries more quickly. Minor wounds can be healed with less concentration. This effort is only moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|4=A Force User can heal injuries even more quickly, even in the heat of battle. This effort is moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|5=A Master of Healing can utilize this ability with barely any concentration and can be done while participating in combat. This effort is less draining on the user’s energy. Serious injuries can be healed in a matter of moments. &lt;br /&gt;
|duration=&#039;&#039;&#039;Healing&#039;&#039;&#039; can be maintained so long as the Force User remains focused on the task, and has the energy to maintain. The length of time required to heal a given wound varies by the severity. Superficial cuts and bruises can be healed in a matter of seconds, open wounds require minutes, and broken bones can still take hours depending on the Force User’s mastery over the power.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Healing&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Accelerated+Healing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Accelerated Healing I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=A+Soul+for+a+Soul &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;A Soul for a Soul&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Drain+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Drain I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Ichor ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Ichor&lt;br /&gt;
|desc= &#039;&#039;&#039;Ichor&#039;&#039;&#039; is the ability to channel the Force into liquids, which can be consumed at a later time. These reserves can be used to help heal the body, restore energy, or provide greater strength and endurance.&lt;br /&gt;
|1=The most basic of &#039;&#039;&#039;Ichor&#039;&#039;&#039; users can create and carry a single weak ichor potion. This potion can heal minor bodily damage, provide a small boost of stamina, or give a little more Force essence for the drinker to pull from. &lt;br /&gt;
|2=With further training, the Force user can create and carry a single moderate ichor potion. This can heal non-life-threatening injuries, provide a good boost of stamina, or give a useful boost of Force essence for the drinker. &lt;br /&gt;
|3=The &#039;&#039;&#039;Ichor&#039;&#039;&#039; user can now create and carry a single strong ichor potion. This potion can heal even life-threatening injuries, restore stamina from total fatigue, or completely replenish the drinker’s Force reserves. &lt;br /&gt;
|4=With advanced training, the Force user can now carry a single strong ichor potion and a single moderate ichor potion. In addition to healing, stamina, or Force restoration, it can also increase physical strength and endurance. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Ichor&#039;&#039;&#039; can create and carry two strong ichor potions, which can have up to two effects at the same time. These include healing, stamina, Force, and increased strength or endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a unique ability that does not expire once a potion has been created. The length of the potion&#039;s effects depends on what it is doing and the strength of the potion itself.  &lt;br /&gt;
|downtime=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a drawn-out process of creating Force-fueled liquids for consumption. While it is possible to create alchemical potions while doing other things, it is impractical to attempt to create any during the heat of battle. Consumption, however, is a matter of being able to drink the potion, and the drinker does not suffer any downtime from doing so. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Chem+Dealer  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Chem Dealer&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Illusion&lt;br /&gt;
|desc=&#039;&#039;&#039;Illusion&#039;&#039;&#039; allows a Force User the ability to use the Force to trick the five senses (sight, hearing, taste, smell, and touch) of a sentient being into perceiving something other than reality. Complex sensations — such as pain, odors and flavors — are more demanding on both the user and the believability of the Illusion, and the mind will reject the most severe instances. The more accomplished a Force User is with &#039;&#039;&#039;Illusions&#039;&#039;&#039;, the easier it is to affect the mind of other sentients. This can be contested by the target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User must devote their full concentration to conjuring an &#039;&#039;&#039;Illusion&#039;&#039;&#039; against their target.&lt;br /&gt;
|2=With further study, the Force User can conjure an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with partial concentration, if not engaged in direct combat or under too much duress.&lt;br /&gt;
|3=Through consistent training, the Force User can manifest an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with minimal concentration even while engaged in battle.&lt;br /&gt;
|4=The Force User can create &#039;&#039;&#039;Illusions&#039;&#039;&#039; with ease, with only a few moments of concentration required, even in the midst of battle.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Illusions&#039;&#039;&#039; can cast them at will, even in the midst of battle, as effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Illusions&#039;&#039;&#039; is an active ability, and once created takes on a duration of its own that is often related to a target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; skill, or a specific Feat that combats &#039;&#039;&#039;Illusion&#039;&#039;&#039;.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Illusion&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant exertion of willpower to cast. It can be used sparingly in the heat of battle, and is less effective when already used once on the same target.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Faceless+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Faceless I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Projection&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Loop+it &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Loop It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Pay+No+Attention+To+The+Man+Behind+The+Curtain &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Pay No Attention To The Man Behind The Curtain&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Prestidigitation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Prestidigitation&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Item Conjuring ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Item Conjuring&lt;br /&gt;
|desc=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows a Force user to lock away an item they own in the ether and summon it to them elsewhere. These objects remain in the ether indefinitely until summoned. Items can be stored and removed as many times as the Force user wants. Once stored, no one can take the object from the user while it is there. These objects cannot be living organisms. &#039;&#039;This item must be owned as a possession by the user. Items not in your loadout must still be noted in the loadout description.&#039;&#039;&lt;br /&gt;
|1=With fifteen minutes of intense focus, a Force user can store or summon a single small object that isn&#039;t a weapon. Only one object can be stored at a time.  &lt;br /&gt;
|2=With training, in the span of ten minutes, a Force user can store or summon a single small object, including small weapons. Only one object can be stored at a time. &lt;br /&gt;
|3=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can now be done within five minutes and can be used to store or summon a single item the Force user can physically carry. Only one object can be stored at a time. &lt;br /&gt;
|4=With one minute of focus, the Force user can store or summon a single small item they can physically carry. They can now store two objects at a time. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can store or summon an item with only thirty seconds of focus. This item must be one they can physically carry. They can have up to three objects stored at a time. &lt;br /&gt;
|duration=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows an item to be stored indefinitely. The item is not destroyed, merely locked in an inaccessible ethereal vault. Storing or retrieving an item can take up to several minutes of intense focus. The Force User does not need to maintain concentration or focus to keep an object stored.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, requiring dedicated focus to accomplish. While not particularly draining of Force reserves, it can take anywhere from minutes to store or retrieve an object. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Locker+Space  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Locker Space&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quick+Storage  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quick Storage&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mind Trick ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Mind Trick&lt;br /&gt;
|desc=The &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is one of the most famous uses of the Force in that it gives the Force User the ability to directly affect the mind of another sentient being. The memories, thoughts, and opinions of a target are left open to the user&#039;s machinations and can be manipulated temporarily. This allows for the target to be more easily swayed or nudged in the direction the user desires, even forcing them into unconsciousness if strong enough. It also allows for memories to be probed and even implanted, or opinions to be altered. Unlike &#039;&#039;[[Skills#Manipulation|Manipulation]]&#039;&#039; or &#039;&#039;[[Skills#Interrogation|Interrogation]]&#039;&#039;, this ability is instantaneous and thus can be useful in combat or other real-time scenarios. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User can influence the mind of a target with their full concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With further training, the Force User can influence the mind of a target with partial concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|3=With consistent training, the Force User can more easily influence their target with minimal concentration against those of lesser &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|4=The Force User can influence the mind of their target with only a few moments of concentration, even in the midst of battle and against those of lesser &#039;&#039;Resolve&#039;&#039;.&lt;br /&gt;
|5=A Master of the Force User &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; can effortlessly influence the will of those with lesser Resolve as easily as breathing.&lt;br /&gt;
|duration=The speed a target can &#039;snap out of&#039; a &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; depends on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;, but often lingers for a few minutes. If directly confronted about idea implanted by &#039;&#039;&#039;Mind Trick&#039;&#039;&#039;, though, the subject may ‘snap out of it’ sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that it requires concentration and an exertion of the Force User’s willpower to be effective. If unsuccessful, the subject will become aware of the attempt and prevent the ability from being used on them again.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dominate+Mind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dominate Mind&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Interrogation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Interrogation I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Inceptioned &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Inceptioned&amp;lt;span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Manchurian+Candidate &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Manchurian Candidate&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Moving+The+Masses &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Moving The Masses&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Puppet+Master &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Puppet Master&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Your+Weapons...+You+Will+Not+Need+Them &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Your Weapons…You Will Not Need Them&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Necromancy&lt;br /&gt;
|desc= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; is the ability to pull the soul of the deceased into the mortal plane. While these souls cannot be tethered to their former bodies, with practice, they can take on more solid forms with the ability to manipulate objects in the world around them. These souls are commonly referred to as &#039;&#039;Wraiths&#039;&#039;. &#039;&#039;Wraiths&#039;&#039; are incredibly fragile, and their tether to the physical plane can be severed with a single weapon strike. Stronger &#039;&#039;Wraiths&#039;&#039; can wear armor or wield weapons, which must be provided to them. All &#039;&#039;Wraiths&#039;&#039; rely on the knowledge of their summoner to function, be that how they handle weapons or how they move.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Necromancy&#039;&#039;&#039; takes a minute of intense focus to pull a soul into the mortal plane. This &#039;&#039;Wraith&#039;&#039; is a hazy outline roughly similar in size to what it was in life. It can make indistinct noises and weakly push on objects to move them, but it cannot directly manipulate physical objects with control. The user must actively concentrate on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;.&lt;br /&gt;
|2=With training, a user of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can create a single &#039;&#039;Wraith&#039;&#039; that is a smokey visage of its former self, roughly the same size and shape it was in life. This &#039;&#039;Wraith&#039;&#039; can speak single words in a low, pained moan. It can push and pull objects to move them. The user must actively concentrate to maintain and control the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|3=At this level, the user can create a single fully formed &#039;&#039;Wraith&#039;&#039;. This is a dense cloud of dark particles that perfectly matches its shape and size from life. It can speak in haunting low tones and move objects with a poor level of control. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously once ordered.&lt;br /&gt;
|4=With advanced training, you can create a single, fully formed &#039;&#039;Wraith&#039;&#039;, which is capable of wearing clothing and armor and wielding weapons, but lacks fine control in using them. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously, including simple combat actions in battle. This requires an active concentration on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can generate a single powerful &#039;&#039;Wraith&#039;&#039;. It can wear clothing and armor and utilize weapons at one skill point lower than its summoner. They can behave completely autonomously while the user only needs to maintain concentration on keeping them in the mortal plane.&lt;br /&gt;
|duration= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; requires intense active concentration to maintain the &#039;&#039;Wraith’s&#039;&#039; connection to the mortal plane. &#039;&#039;Wraiths&#039;&#039; persist as long as the Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Necromancy&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; is an advanced power that requires significant concentration to maintain. Even at higher levels, this power can be difficult to maintain in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Unseen+Servant &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Unseen Servant&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Possession ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Possession&lt;br /&gt;
|desc=&#039;&#039;&#039;Possession&#039;&#039;&#039; allows the user to assume direct control of another body. They experience physical fatigue in their own body for each action taken. The user loses the ability to control their own body while using this power, leaving it behind in a vegetative state. The difficulty of control is not only dictated by the user&#039;s skill, but the willingness of the target to be possessed. This power does not grant access to knowledge or memories of the possessed individual, additionally, you cannot make the target purposely injure themselves or engage in combat. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Possession&#039;&#039;&#039; users can possess a non-sapient &#039;&#039;domesticated&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|2=With further training, the user can possess a non-sapient &#039;&#039;domesticated or tameable&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|3=With consistent training, the Force user can now control a willing person’s body. This is with an unrefined level of control, leading to very jerky movements. The user’s body is drained of energy twice as much as if they would be doing the action themself. &lt;br /&gt;
|4=A well-trained &#039;&#039;&#039;Possession&#039;&#039;&#039; user can now have perfect control of a willing person’s body and jerky control of a non-willing person. The user’s body is drained of energy at the same rate as doing the actions themselves. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Possession&#039;&#039;&#039; can pilot another willing person’s body with perfect control. The user’s body is physically drained only at half the amount it would be if they were doing the movements themselves. &lt;br /&gt;
|duration=&#039;&#039;&#039;Possession&#039;&#039;&#039; is a draining power that requires active focus to maintain. The more the target fights against their possession, the harder this is to maintain, but as long as the user has the energy and concentration, it can last indefinitely, or until the target conjures the mental strength to break through, dependant on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; skill.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Possession&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires complete concentration to maintain. While the target doesn’t need to be within line of sight, the user can only focus on the possession while using this power, their own physical body left in a vegetative state. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Strings+For+Thee &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Strings For Thee&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Preservation+Overrided &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Preservation Override&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Precognition ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Precognition&lt;br /&gt;
|desc=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is the Force User’s ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.&lt;br /&gt;
|1=The Force User is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.&lt;br /&gt;
|2=As the Force User learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.&lt;br /&gt;
|3=With further training, the Force User may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.&lt;br /&gt;
|4=The instincts of a fully trained Force User are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Precognition&#039;&#039;&#039; can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.&lt;br /&gt;
|duration=&#039;&#039;&#039;Precognition&#039;&#039;&#039; provides instantaneous, momentary feelings and impressions of dangers that threaten their sphere of awareness.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039; that works passively in the background of a Force User’s consciousness, and therefore can’t be actively harnessed like &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; can.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Leaf+On+The+Wind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Leaf On The Wind&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Reflexive+Counter &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Reflexive Counter&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Pyrokinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Pyrokinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is the ability to manipulate fire. With practice this becomes capable of creating fire out of thin air. The flames can often present as green in color for those utilizing Magick. &lt;br /&gt;
|1=A novice of &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can manipulate fire around them. This manipulation is an unrefined, poor control of movement and shape. They cannot generate more of the flame than what is present around them. The user must put their full concentration for several seconds to will the fire to move and change.&lt;br /&gt;
|2=With more training, &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can have control over the movement and shape of fire around them. They cannot generate more of the fire, only use what is around them presently. This requires full concentration for several seconds to will the flames to move and change.&lt;br /&gt;
|3=ot only can the user control where and how fire moves and is shaped, but they can use the spark of fire around them as a source to create even more flames. This requires full concentration but can happen instantly for the user. &lt;br /&gt;
|4=A adept of fire control, not only can the user manipulate fire around them at a whim, with a moment of focus they can create flames out of thin air, even with no source fire around them. &lt;br /&gt;
|5=Master of the flames, not only can the user move and shape fire, but you can easily generate it on a whim out of thin air with little more than a thought. &lt;br /&gt;
|duration=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the user can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039;, it becomes more difficult to break the user&#039;s concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires concentration to maintain. While short uses of the power come easily to most Force users, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Armor &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Armor&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Weapons &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Weapons&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Rage ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Rage&lt;br /&gt;
|desc=Light or Dark, all Force User can will their entire being toward a single purpose. When letting their &#039;&#039;&#039;Rage&#039;&#039;&#039; fuel their body, a Force User can run faster, hit harder, and jump higher, beyond even what &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; would allow. When the adrenaline subsides, however, the Force User often feels a heavy tax on their body and needs significant time to recuperate.&lt;br /&gt;
|1=Initially, when a Force User enters &#039;&#039;&#039;Rage&#039;&#039;&#039; they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Force User is unable to complete their goal, their &#039;&#039;&#039;Rage&#039;&#039;&#039; will only end with the Force User’s death or exhaustion at the end of the power’s duration.&lt;br /&gt;
|2=With further study, a Force User entering &#039;&#039;&#039;Rage&#039;&#039;&#039; will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm.&lt;br /&gt;
|3=With consistent training, a Force User is capable of basic tactical thinking during &#039;&#039;&#039;Rage&#039;&#039;&#039;. They may give and take commands from allies, and are more aware of their surroundings.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Rage&#039;&#039;&#039; is capable of maintaining discipline and a mostly clear head during combat. The Force User’s situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers.&lt;br /&gt;
|5=A master of harnessing their &#039;&#039;&#039;Rage&#039;&#039;&#039; can harness the ability with a perfectly clear head. For all outward appearances, the Force User is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Rage&#039;&#039;&#039; lasts about a minute, though if the Force User accomplishes their goal, the &#039;&#039;&#039;Rage&#039;&#039;&#039; may dissipate sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Rage&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that unlike &#039;&#039;&#039;Amplification&#039;&#039;&#039;, it pushes the entire body beyond its limits and has withdrawal-type side effects as consequences to using the power. As such, it cannot be used at any level without several hours of rest in between uses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rage+Against+The+Machine &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rage Against The Machine&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rampage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rampage I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Sense ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Sense&lt;br /&gt;
|desc=One of the most rudimentary powers of the Force User, &#039;&#039;&#039;Sense&#039;&#039;&#039; is the ability to open one&#039;s mind to the omniscient awareness of the Force and to use it to detect the presence, alignment, feelings, emotions, intentions, and even the Force strength of other beings. As the Force User grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Force User have the basic ability to feel the Force, but training is required to make any kind of use out of it.&lt;br /&gt;
|1=Initially, the Force User can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, intentions,  and emotions of sentient beings around them. The details can be overwhelming, though, while only the vaguest sense of alignment can be felt.&lt;br /&gt;
|2=With further study, the Force User can more easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, and alignment of sentient beings around them. Even a rough measure of an individual&#039;s Force strength can be felt. The details become more clear, and can be used to paint a basic picture of understanding of the details presented.&lt;br /&gt;
|3=With consistent training, the Force User can easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress.&lt;br /&gt;
|4=With only a moment’s concentration, the Force User can connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Force User is under heavy duress.&lt;br /&gt;
|5=A fully trained Force User, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them. The details are sharp and clear.&lt;br /&gt;
|duration=&#039;&#039;&#039;Sense&#039;&#039;&#039; requires the user to concentrate to activate, and lasts as long as the user’s concentration allows.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Sense&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the Force User as it shifts their attention from the material world to the ethereal view of the Force.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Battlefield+Awareness+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Battlefield Awareness I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dowsing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dowsing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Elementary &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Elementary&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Eyes+Wide+Shut &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Eyes Wide Shut&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I+Know+That+Feel%2C+Bro &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I Know That Feel, Bro&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Psychometry+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Psychometry I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=The+Force+is+With+Me &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;The Force is With Me&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Slow ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Slow&lt;br /&gt;
|desc=&#039;&#039;&#039;Slow&#039;&#039;&#039; allows a Force User to hinder the movement of a target through the Force. With more advanced training (feats) a Force User can also stun a target in place, or bring them to a complete halt. This ability affects both organic and non-organic targets. &lt;br /&gt;
|1=Initially, a Force User can slow or hinder  the movement of a target with their full attention set to the task.&lt;br /&gt;
|2=With further study, the Force User can slow or hinder a target with less than full attention, as long as they are concentrating on the task.&lt;br /&gt;
|3=With consistent training, the Force User can slow or hinder the movement of a target with half their attention and minimal concentration.&lt;br /&gt;
|4=The Force User can slow or hinder the movement of a target with minimal attention and only slight concentration.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Slow&#039;&#039;&#039; can effortlessly slow or hinder the movements of a target at will.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Slow&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Singularity &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Singularity&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Stun+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Stun I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Suppression ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Suppression&lt;br /&gt;
|desc=&#039;&#039;&#039;Suppression&#039;&#039;&#039; allows the user to hinder a target’s body&#039;s ability to draw upon the Force. This power makes it harder for a Force User to focus on their connection to the Force, and at high levels, even weakens the target’s impact of the powers the target is trying to use. Target&#039;s resolve can resist this ability making it harder for them to be suppressed. &lt;br /&gt;
&lt;br /&gt;
|1=With an intense and full concentration a Force User can hinder an individual target’s ability to draw on the Force, requiring their target to use a minor increase of concentration beyond their norm.&lt;br /&gt;
|2=With full focus a Force User can better hinder an individual target’s ability to draw on the Force, requiring their target to use a moderate concentration beyond typical usage.&lt;br /&gt;
|3=With moderate concentration, a Force User can hinder an individual target’s ability to draw on the Force, requiring them to use significantly more concentration on even their most basic powers.&lt;br /&gt;
|4=With moderate concentration, a Force User can not only force an individual target to use their full concentration on their Force abilities but decrease the effectiveness of those powers.&lt;br /&gt;
|5=With minor concentration, a Force User can force an individual target to require full concentration to use any of their abilities and lower those powers’ strength and effectiveness. &lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Suppression&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dampen+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dampen I-II&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Pulse+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Pulse I-III&amp;lt;/span&amp;gt;] &lt;br /&gt;
}}&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telekinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is the ability to lift, move and otherwise manipulate objects using the power of the Force — the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques.&lt;br /&gt;
|1=At an early stage, the Force User must put their full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With an effort of will, the Force User can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind. The more objects being affected makes it more difficult to have careful movement.&lt;br /&gt;
|3=Allied with the Force, the Force User can wield &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration.&lt;br /&gt;
|4=The Force User can now control the world around them with a fine-grain, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks. Multiple objects can be moved around at will with a reasonable degree of accuracy. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; can now easily and instantly influence any number of physical objects of any shape or size with the appropriate concentration.&lt;br /&gt;
|duration=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the Force User can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, it becomes more difficult to break the Force User&#039;s concentration.&lt;br /&gt;
|downtime=While arguably the most common power of the Force User, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain; and while short uses of the power come easily to most Force User, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Crush+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Crush I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hexing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hexing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Matter+Bender+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Matter Bender I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Plasma+Manipulation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Plasma Manipulation I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Use+The+Force%2C+Luke+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Use The Force, Luke I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Bolt &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Bolt&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; Anyone can hurl a lightsaber, but to use it as a remote weapon beyond that requires [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat&amp;lt;/span&amp;gt;]. Anyone can use &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to push, pull, or strike an opponent, but [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;] or [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike&amp;lt;/span&amp;gt;] are required to emulate a punch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telepathy&lt;br /&gt;
|desc=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is the ability to instantly receive or read the thoughts and intentions of others. This power is more suited to utilitarian applications but can still be applied to combative scenarios. With training, it becomes easier to send more complex messages while tapping into the passive thoughts and intentions of others. A skilled practitioner can tap multiple minds at once, and even project mental images as part of that communication. While it is possible to communicate over great distances with those the user has forged a strong bond with, generally the practitioner must be near the individual.&lt;br /&gt;
|1=At an early stage, the Force User must apply their full concentration for several seconds to affect a single mind. It is a struggle to convey anything beyond a simple concept, such as a call for help, and the Force User cannot touch on the passive thoughts or intentions of others.&lt;br /&gt;
|2=With further study, the Force User can more easily convey full messages to a single mind but still requires several seconds of concentration to do so. They can convey simple concepts easily when not under duress and even pick up vague intentions and a general idea of another&#039;s passive thoughts.&lt;br /&gt;
|3=With consistent training, the Force User can communicate easily with a single mind, but still requires several seconds of concentration to tap into multiple individuals. At this level, the user can glimpse passive thoughts of a single target while actively concentrating and can pick up on their intentions.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Telepathy&#039;&#039;&#039; can communicate with multiple individuals easily. When not under duress, they can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. They can even apply mental messages and images in more invasive ways, such as to create confusion or harm in disrupting thought patterns. These instances are subject to resistance from the target, and still require concentration.&lt;br /&gt;
|5=Mastery over  &#039;&#039;&#039;Telepathy&#039;&#039;&#039; affords the Force User the ability to communicate with others effortlessly. It is almost quicker to communicate mentally as opposed to using actual words. They can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. Confusing thoughts and distracting focus can be done with partial concentration, but is still subject to resistance.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, which can be performed indefinitely if the Force User affords the right amount of concentration to sustain its effects for the duration of its usage.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force-Link &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force-Link&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Mechu-deru+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Mechu-deru I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Memory+Meld &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Memory Meld&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Feedback &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Feedback&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|desc=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is the ability to move an object from one point to another instantaneously without having to pass through the physical space between those points. This ability starts with small inanimate objects, but with training can advance to even moving living beings. &lt;br /&gt;
|1=A beginner of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can move a single small handheld object from one place to another within sight and 10 meters of its present location. This requires intense focus and thirty seconds to accomplish. &lt;br /&gt;
|2=With more training, a user can easily move a single handheld object from one place to another within sight and 50 meters of its present location. While this needs an undistracted environment, it can now occur with only ten seconds of focus. &lt;br /&gt;
|3=With several seconds of focus, you can move a single object up to the size of a speeder, including living beings and yourself, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|4=A trained &#039;&#039;&#039;Teleportation&#039;&#039;&#039; user can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 100 meters of its present location. &lt;br /&gt;
|duration= &#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an instantaneous ability that requires deep focus to accomplish. The instant the chosen object moves, the user can do other things. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and requires deep focus to do. While you do not have to maintain an active concentration to do it, doing anything other than focusing on moving the chosen object is impossible. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Long+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Long Shot&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blind+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blind Shot&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Terror ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Terror&lt;br /&gt;
|desc=This Force Power utilizes some of the most twisted methods of drawing upon the Force. Users can utilize &#039;&#039;&#039;Terror&#039;&#039;&#039; to haunt enemies with their own latent fears, making individuals question their motives and morals to crush their morale. This can be contested by the target&#039;s  &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|1=At an early stage, the Force User must devote their full concentration to turn the fears of another being against them. At this rank, it can take up to a minute for the power to cause the target’s fears to fully rise to the surface.&lt;br /&gt;
|2=With an effort of will, the Force User can invoke panic and fear in another being when not in combat or under duress. At this rank, it can take up to a minute for the power to cause the target’s fear to fully rise to the surface.&lt;br /&gt;
|3=With consistent training, the Force User can manipulate a target’s fears with mild concentration, but will become distracted if engaged in combat or under heavy duress. At this rank, it takes several seconds for a target’s fear to fully rise to the surface.&lt;br /&gt;
|4=The Force User can now finely manipulate fear in their target, even during combat, and can even use the power on multiple targets at once. At this rank, it will take several seconds for a target’s fears to rise to the surface, and the time roughly doubles for each simultaneous target.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Terror&#039;&#039;&#039; is able to finely manipulate fear, with only the slightest concentration required. They can instantly instill fear in a single target, or cause panic and dread in any creature within their general vicinity after only a few seconds.&lt;br /&gt;
|duration=The fear caused by &#039;&#039;&#039;Terror&#039;&#039;&#039; will last as long as the user maintains concentration, and typically lingers a few minutes. Individuals with high &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; may shake off the effects more quickly, while the effects linger on in weak-willed individuals for considerably longer.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Terror&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Aura+Of+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Aura Of Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Debilitating+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Debilitating Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fear+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fear Projection&amp;lt;/span&amp;gt;],  and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I%27m+Rubber%2C+You%27re+Glue &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I’m Rubber, You’re Glue&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|desc=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is the ability to turn a living being into a different living being for a period of time. These start off as small creatures, but with mastery, can turn beings into monstrous forms of great strength and endurance. Only a master of this power can turn other sapient species into different creatures. This power requires active focus to maintain. The transformed target retains its mental capacities but is limited by what its changed physical form is capable of and cannot focus on utilizing the Force itself beyond maintaining the transformation. This includes their instincts and actions, meaning the user cannot control the transformed being, and it retains its autonomy.&lt;br /&gt;
|1=With a minute of concentration and focus, a user can turn one small non-sapient creature into a different small creature (such as a cat into a dog).&lt;br /&gt;
|2=With maintained focus, a Force User can instantly transform any non-sapient creature into a different non-sapient creature (such as a cat into a Wampa).&lt;br /&gt;
|3=Further training in &#039;&#039;&#039;Transformation&#039;&#039;&#039; allows the user to transform themself into a non-sapient small creature (such as a cat or a dog). &lt;br /&gt;
|4=The Force User can now transform themself into any non-sapient creature.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Transformation&#039;&#039;&#039; can transform themselves into any non-sapient creature as well as monstrous forms of great strength and endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Transformation&#039;&#039;&#039; requires active concentration and focus to maintain, but does not require a direct line of sight once the transformation is complete. As long as the user can maintain concentration and has the energy to do so, this power can be used. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; requiring a level of focus to maintain. The greater the change in body type, the more draining this power is.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Yzma%E2%80%99s+Cabinet &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Yzma’s Cabinet&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Weather Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Weather Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; allows the user to change the weather and climate of their present location. The climate can change from freezing to sweltering heat. This weather must be feasible for the location, meaning no hurricanes on Tatooine. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; users can change the temperature/humidity in a circle around them by a few degrees over the span of fifteen minutes. The maximum size of the circle is up to twenty meters away from them.  &lt;br /&gt;
|2=With more training, the user can not only change the temperature/humidity of their immediate location, now by a larger degree, but they can create and calm winds from average storm levels, all within twenty meters away from them. &lt;br /&gt;
|3=After ten minutes of focus, a Force user can also dictate the direction of how the winds blow around them, and drastically alter the temperature and humidity of an area within fifty meters. &lt;br /&gt;
|4=With advanced training and focus, a user can now generate and disperse entire storm systems out to a distance of one-hundred meters.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; can now, with five minutes of focus,  change the weather, temperature, humidity, and storm systems to the most extreme the environment is capable of with a distance of two-hundred meters away. &lt;br /&gt;
|duration=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; requires an active concentration to maintain the specific weather/climate the user wants, and can take minutes of focus to bring about the weather change, the more extreme the change, the longer it takes. Upon losing concentration, the weather will quickly change back to what it was prior to the power being used. The user cannot take other actions while maintaining the changed weather.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, making it difficult to accomplish multiple times in a row. As long as the user has the energy and focus required for the power, it can be sustained.  &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Like+a+Hurricane &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Like a Hurricane&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197432</id>
		<title>CS Guide: Force Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197432"/>
		<updated>2025-05-15T19:32:57Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Gravitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Below, you will find the reference guide for the Character Sheet &#039;&#039;&#039;Force Powers&#039;&#039;&#039;. All documentation is based on the &#039;&#039;Force Powers 2.0&#039;&#039; project headed up by the [[Combat Master]], [[Voice of the Brotherhood|Voice]] Staff, and Character Sheet Development Team. This reference table aims to give members a better idea of the level of control/power they have of a given Force Power, and how they would write their character utilizing it both in and out of combat.&lt;br /&gt;
== Force Use ==&lt;br /&gt;
=== Duration ===&lt;br /&gt;
Force Power usage is draining on a Force User, more so when used in the heat of combat. The stronger the display of Force, the more difficult it is to maintain the power. While a master of an ability can generate massive power, they can only do so for a short duration. Most masters are wise enough to apply their power with restraint. By using less strength, they are able to maintain the effect of the power for a longer duration. With limited training, a Force User may struggle to bring the full effect of a power to bear and maintaining concentration quickly becomes draining, resulting in shorter bursts of Force use.&lt;br /&gt;
=== Downtime ===&lt;br /&gt;
Though the Force gives strength, a Force User is still limited by flesh and blood. Drawing on such power dwindles the Force User&#039;s reserves of endurance and willpower. Manipulating the Force, especially in combat, requires sharp mental control. While a Force User may draw on the Force repeatedly, it will usually become more difficult with each successive use. Some powers, of course, are more draining than others. But no Force User can limitlessly tap into the powers of the light or dark side without exhaustion setting in. Use of great power comes with great fatigue, and Force User should be aware of the risks of pushing too hard too fast.&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
=== Amplification ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Amplification&lt;br /&gt;
|desc=&#039;&#039;&#039;Amplification&#039;&#039;&#039; allows a Force User to perform amazing feats of &#039;&#039;physical&#039;&#039; prowess. By channeling the Force, a Force User could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats.&lt;br /&gt;
|1=At the most basic level, a Force User must concentrate for several seconds to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. The Force User would feel fatigue after a single use respective to the complexity of the action.&lt;br /&gt;
|2=With further study, the Force User must concentrate for only a second in order to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. A single-use will not cause fatigue, but subsequent use of &#039;&#039;&#039;Amplification&#039;&#039;&#039; in the next several minutes would.&lt;br /&gt;
|3=With consistent study, the Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force, but still experience fatigue when using &#039;&#039;&#039;Amplification&#039;&#039;&#039; several times over the course of several minutes.&lt;br /&gt;
|4=The Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force but still experience fatigue if they use &#039;&#039;&#039;Amplification&#039;&#039;&#039; many times over the course of several minutes.&lt;br /&gt;
|5=Mastery allows a Force User to not only instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force, but the effects of fatigue after use are effectively negligible.&lt;br /&gt;
|duration=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a power that pushes the Force User&#039;s body far beyond its normal limits for anywhere up to a minute.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Enhanced+Sight+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Enhanced Sight I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Escape+Artist &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Escape Artist&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Scream+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Scream I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammerhand &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammerhand&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Reflexes &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Reflexes&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Barrier ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|desc=&#039;&#039;&#039;Barrier&#039;&#039;&#039; manifests the Force into a translucent defensive corona that can absorb &#039;&#039;physical&#039;&#039; attacks. These &#039;&#039;&#039;Barriers&#039;&#039;&#039; protect only the user, requiring them to remain stationary, and will shatter after enough impact. &#039;&#039;&#039;Barrier&#039;&#039;&#039; can stop repeated hits from conventional weapons (including blasters), but will shatter on heavy impact with things such as explosions or large projectiles like boulders.&lt;br /&gt;
|1=At its most basic level, the Force User must take several seconds to concentrate and focus their full will to manifest the Force as a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039;. The user’s full concentration is necessary to maintain the barrier.&lt;br /&gt;
|2=With further study, the Force User must still take several seconds of concentration to manifest the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; but no longer needs their full concentration to maintain it.&lt;br /&gt;
|3=With consistent training, the Force User is able to summon the Force almost instantaneously to create a  protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; and can do so in the middle of combat.&lt;br /&gt;
|4=It is no longer a matter of training, but instinct that allows the Force User to will the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; as long as they are not already fatigued or under heavy duress.&lt;br /&gt;
|5=A master of conjuring &#039;&#039;&#039;Barriers&#039;&#039;&#039; may summon them at will, even when fatigued or under heavy duress.&lt;br /&gt;
|duration=&#039;&#039;&#039;Barriers&#039;&#039;&#039; can withstand anything from repeated minor blows from either &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attacks (such as blaster pistols, slugs and other thrown projectiles, or lighter strikes from &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;) to one major blow from &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attack (such as blaster cannons, explosions, detonations, heavy &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Force Lightning|Force Lightning]]&#039;&#039;&#039;). Massive explosions, fast-moving objects larger than a person or similarly destructive effects will shatter a barrier immediately and still have a reduced impact on the user.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Barrier&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Energy+Dispersion &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Energy Dispersion&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Shield+Wall+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Shield Wall I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Battle Meditation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Battle Meditation&lt;br /&gt;
|desc=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training, the Force User can influence their tactical coordination and teamwork as well but does not allow for telepathic communication. The skill starts with affecting the immediate area around the user, growing to affect an entire battlefield, but does not work well on the scale of large space battles. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat.&lt;br /&gt;
|1=At the most basic level, the Force User may influence morale in a single confrontation nearby, and in the Force User’s line of sight.&lt;br /&gt;
|2=With some extra study, the Force User no longer requires a direct line of sight and can affect allies working as a team.&lt;br /&gt;
|3=The Force User can easily affect multiple small-sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Force User will often turn the tide of small battles in their favour.&lt;br /&gt;
|4=Through dedicated concentration, the Force User can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Force User can influence the outcome of any medium or large confrontation.&lt;br /&gt;
|duration=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; requires intense concentration, and the Force User must always be stationary or immobile to maintain a meditative state, leaving them vulnerable while maintaining their influence. Battle Meditation lasts as long as a Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, affecting larger groups or maintaining focus for more than a moderate period of time will leave the Force User completely exhausted.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ace+Aura &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ace Aura&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Meld+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Meld I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Space+Battle+Meditation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Space Battle Meditation I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Blinding ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Blinding&lt;br /&gt;
|desc=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a Force User’s ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a  flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus.&lt;br /&gt;
|1=Initially, the Force User must commit his full concentration for several seconds in order to create a flash of blinding white-light.&lt;br /&gt;
|2=With further training, the Force User can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat.&lt;br /&gt;
|3=With consistent training, the Force User can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat.&lt;br /&gt;
|4=The Force User has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Blindness&#039;&#039;&#039; can create a flash of blinding white-light at will, without any noticeable effort.&lt;br /&gt;
&lt;br /&gt;
|duration=The flash of light created by &#039;&#039;&#039;Blinding&#039;&#039;&#039; is instantaneous, and will cause disorientation lasting several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blinded+By+The+Light &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blinded By The Light&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Whizz-Bang &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Whizz-Bang&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Concealment ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Concealment&lt;br /&gt;
|desc=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is the ability for a Force User to mask their connection and identity with the Force. This goes for hiding a Force User’s strength in the Force as well as alignment. While &#039;&#039;&#039;[[Force Powers#Force Cloak|Force Cloak]]&#039;&#039;&#039; renders the Force User invisible from the eye, &#039;&#039;&#039;Concealment&#039;&#039;&#039; can make a user invisible to those searching through the Force. The more skilled a Force User is with this ability, the easier it is to maintain a veil of &#039;&#039;&#039;Concealment&#039;&#039;&#039;.&lt;br /&gt;
|1=Initially, the Force User can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task.&lt;br /&gt;
|2=With further training,  the Force User can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat.&lt;br /&gt;
|3=With consistent training, the Force User can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle.&lt;br /&gt;
|4=The Force User has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Concealment&#039;&#039;&#039; is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Concealment&#039;&#039;&#039; lasts as long as the Force User remains conscious of maintaining the ability, and does not attempt to call upon the Force in another way.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain, but can be used frequently, or for a prolonged period without taxing a Force User’s reserves.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Haze+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Haze I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quey%27tek+Meditation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quey’tek Meditation&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Control Self ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Control Self&lt;br /&gt;
|desc=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is the ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes.&lt;br /&gt;
|1=Initially a Force User is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species.&lt;br /&gt;
|2=With additional training, a Force User is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before.&lt;br /&gt;
|3=With consistent study a Force User can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Force User can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days.&lt;br /&gt;
|4=It is no longer a matter of concentration; the Force User shapes their pain input and bodily functions by instinct alone. The Force User can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Control Self&#039;&#039;&#039; can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Force User’s ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely.&lt;br /&gt;
|duration=Control Self initially requires significant concentration to maintain but as training in the power increases the amount of focus required decreases.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=%27Tis+But+A+Scratch &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;‘Tis But A Scratch&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Creature Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Creature Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; The Force connects all living things, and with training, a Force-user can develop the ability to reach out and make a connection with a target creature. Creatures are classified as either: &#039;&#039;&#039;Domesticated&#039;&#039;&#039;, &#039;&#039;&#039;Tameable&#039;&#039;&#039;, or &#039;&#039;&#039;Untameable&#039;&#039;&#039;, with the individual’s level offering different degrees of control in relation to the creature&#039;s respective classification.&lt;br /&gt;
|1=With full concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature.&lt;br /&gt;
|2=With half concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature, and begin to form a connection with &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures.&lt;br /&gt;
|3=With minimal effort you can connect with &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures, and can create a basic connection with an &#039;&#039;&#039;Untameable&#039;&#039;&#039; creature to prevent them from eating you.&lt;br /&gt;
|4=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; and connect with a &#039;&#039;&#039;Tameable&#039;&#039;&#039; creature with minimal effort. With full concentration, you can maintain a connection with untameable creatures.&lt;br /&gt;
|5=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039;, and with enough focus even those considered &#039;&#039;&#039;Untameable&#039;&#039;&#039;.&lt;br /&gt;
|duration=Dependent on the Force-user’s concentration and ability to maintain their connection to the creature.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user when used on creatures that are harder to control.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Deep+Bond+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Deep Bond I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Obedience+School &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Obedience School&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=We+Are+Legion+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;We Are Legion I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Darkness ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|desc=&#039;&#039;&#039;Darkness&#039;&#039;&#039; uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Force User’s power increases, they are able to affect a larger area with greater ease. &#039;&#039;&#039;Darkness&#039;&#039;&#039; prevents natural vision and optical technology (such as cameras), but not the use of the power &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;.&lt;br /&gt;
|1=At its most basic level, &#039;&#039;&#039;Darkness&#039;&#039;&#039; is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds.&lt;br /&gt;
|2=With further study, the Force User can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds.&lt;br /&gt;
|3=With consistent study,  the Force User can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute.&lt;br /&gt;
|4=No longer a matter of study, the Force User can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute.&lt;br /&gt;
|5=With mastery comes perfection. The Force User may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute.&lt;br /&gt;
|duration=&#039;&#039;&#039;Darkness&#039;&#039;&#039; can be sustained as long as the user maintains concentration. Once concentration is broken, the darkness will dissipate gradually based on the Force User’s proficiency.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Darkness&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used rarely in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Darksight &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Darksight&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lil%27+Bit+Disco &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lil’ Bit Disco&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Cloud &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Cloud&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Farsight ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Farsight&lt;br /&gt;
|desc=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change.&lt;br /&gt;
|1=At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force.&lt;br /&gt;
|2=With further study and training, the Force User can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold.&lt;br /&gt;
|3=Through focused meditation, the Force User may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event.&lt;br /&gt;
|4=The user can now “watch”  events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire.&lt;br /&gt;
|5=The Force User’s mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring.&lt;br /&gt;
|duration=Meditation sessions are lengthy. While the vision itself will last for up to half a minute, a large amount of time must be spent focusing on what the images could mean, and how they relate to possible futures.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Don%E2%80%99t+Stop+Believin%E2%80%99 &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Don’t Stop Believin’&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=More+Than+A+Feeling &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;More Than A Feeling&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Force Cloak ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Cloak&lt;br /&gt;
|desc=By manipulating light and shadows with the Force, the Force User can use &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; to vanish from view and become invisible. A Force User cloaked in the Force in such a manner is undetectable to the naked eye or even by more technological scanners such as infrared or night vision, but still able to be detected by another Force User’s &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Force Powers#Precognition|Precognition]]&#039;&#039;&#039; feats. The Force User must also remain immobile.&lt;br /&gt;
|1=Initially, a Force User must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute.&lt;br /&gt;
|2=With further study, the Force User requires less concentration to maintain &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; and can chose which part of their body the cloak starts at.&lt;br /&gt;
|3=With consistent training and discipline, the Force User can vanish from view in the space of a few seconds.&lt;br /&gt;
|4=A Force User can vanish from view almost instantaneously and remain shrouded with minimal concentration.&lt;br /&gt;
|5=Mastery allows a Force User to instantly vanish from view in the blink of the eye and at will.&lt;br /&gt;
|duration=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; can be maintained for as long as the Force User can concentrate and remain immobile.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=False+Cloak &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;False Cloak&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Take+My+Shimmer+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Take My Shimmer I-II&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common error:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting&amp;lt;/span&amp;gt;] is required to move while using &#039;&#039;&#039;Force Cloak.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
=== Force Lightning ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Lightning&lt;br /&gt;
|desc=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target in a burst. &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can fry sensitive electronics and will cause extreme pain in the recipient. With more advanced training (Feats), this ability can be augmented into a sustained attack or even hit multiple targets.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed.&lt;br /&gt;
|2=After some practice, the Force User can call upon past emotional experiences for several seconds to provide fuel for &#039;&#039;&#039;Force Lightning&#039;&#039;&#039;. The aftereffects are still present.&lt;br /&gt;
|3=With consistent training, a Force User is able to lessen the aftereffects, and can use &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; multiple times over several minutes.&lt;br /&gt;
|4= Force User can put themselves into the required mindset almost instantaneously and can call on &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; repeatedly before being drained.&lt;br /&gt;
|5=A Master of the power can produce &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; at will, with but a thought. The Force User can use the ability multiple times in quick succession with little effort.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can never be sustained for more than several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, repeated use of the power over a short time period can leave the Force User &#039;&#039;physically&#039;&#039; drained.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Deflection+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Deflection I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock I-IV&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Tempest &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Tempest&amp;lt;/span&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock&amp;lt;/span&amp;gt;] is required for sustained blasts and hitting two or more targets (with or without deteriorating power), dependent on the tier accessible.&lt;br /&gt;
}}&lt;br /&gt;
=== Gravitation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Gravitation&lt;br /&gt;
|desc=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is the ability to alter the pull of gravity on yourself or inanimate objects. This is commonly seen while in deep Force meditation as “floating”, but those who train in it can find alternative applications of controlling gravity itself. &lt;br /&gt;
|1=With concentration, the user can weaken gravity’s effect on their body, making them weigh up to one-third of their current weight.&lt;br /&gt;
|2=With more training in &#039;&#039;&#039;Gravitation&#039;&#039;&#039;, the Force user can slightly counter gravity, allowing them to fall at a slower rate than they would otherwise. &lt;br /&gt;
|3=Not only can the user float in place, but they can orient their gravitational pull to other surfaces, allowing them to move along walls and ceilings as if it were the ground. They can now also affect the gravity of inanimate objects, removing a third of the object&#039;s weight, making them easier to carry.&lt;br /&gt;
|4=An adept in &#039;&#039;&#039;Gravitation&#039;&#039;&#039; can now counter gravity on inanimate objects to make them fall more slowly. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Gravitation&#039;&#039;&#039; not only changes their own gravitational orientation and that of inanimate objects but can also now weaken the gravitational pull on other living beings. &lt;br /&gt;
|duration=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; requires an intense focus to maintain the changed gravitational pull.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and can be incredibly draining to keep up for long periods of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Free+Fall &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Free Fall&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Healing&lt;br /&gt;
|desc=&#039;&#039;&#039;Healing&#039;&#039;&#039; is the Force User’s ability to use the Force to cure injuries. This comes at a personal cost of energy and strength. Both dark and light side applications have the same set of ability to heal themselves and others. This ability merely accelerates possible healing a body would normally undergo. For major injuries, this acceleration can mean the difference between life and death, healing the body before it would die from its injuries. For example, this power can heal a serious torso wound by a lightsaber, but cannot allow a limb to be regrown. Physical contact must be maintained for the duration of the healing.&lt;br /&gt;
|1=A Force User can with full concentration on the task, heal abrasions, set minor bone fractures, and maintain bodily function. This effort is very draining on their energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|2=A Force User can heal abrasions, seal up open wounds, set bone fractures, and maintain bodily function. This can be done while moving, but without performing any strenuous physical activity. This effort is very draining on the user’s energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|3=A Force User can heal injuries more quickly. Minor wounds can be healed with less concentration. This effort is only moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|4=A Force User can heal injuries even more quickly, even in the heat of battle. This effort is moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|5=A Master of Healing can utilize this ability with barely any concentration and can be done while participating in combat. This effort is less draining on the user’s energy. Serious injuries can be healed in a matter of moments. &lt;br /&gt;
|duration=&#039;&#039;&#039;Healing&#039;&#039;&#039; can be maintained so long as the Force User remains focused on the task, and has the energy to maintain. The length of time required to heal a given wound varies by the severity. Superficial cuts and bruises can be healed in a matter of seconds, open wounds require minutes, and broken bones can still take hours depending on the Force User’s mastery over the power.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Healing&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Accelerated+Healing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Accelerated Healing I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=A+Soul+for+a+Soul &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;A Soul for a Soul&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Drain+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Drain I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Ichor ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Ichor&lt;br /&gt;
|desc= &#039;&#039;&#039;Ichor&#039;&#039;&#039; is the ability to channel the Force into liquids, which can be consumed at a later time. These reserves can be used to help heal the body, restore energy, or provide greater strength and endurance.&lt;br /&gt;
|1=The most basic of &#039;&#039;&#039;Ichor&#039;&#039;&#039; users can create and carry a single weak ichor potion. This potion can heal minor bodily damage, provide a small boost of stamina, or give a little more Force essence for the drinker to pull from. &lt;br /&gt;
|2=With further training, the Force user can create and carry a single moderate ichor potion. This can heal non-life-threatening injuries, provide a good boost of stamina, or give a useful boost of Force essence for the drinker. &lt;br /&gt;
|3=The &#039;&#039;&#039;Ichor&#039;&#039;&#039; user can now create and carry a single strong ichor potion. This potion can heal even life-threatening injuries, restore stamina from total fatigue, or completely replenish the drinker’s Force reserves. &lt;br /&gt;
|4=With advanced training, the Force user can now carry a single strong ichor potion and a single moderate ichor potion. In addition to healing, stamina, or Force restoration, it can also increase physical strength and endurance. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Ichor&#039;&#039;&#039; can create and carry two strong ichor potions, which can have up to two effects at the same time. These include healing, stamina, Force, and increased strength or endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a unique ability that does not expire once a potion has been created. The length of the potion&#039;s effects depends on what it is doing and the strength of the potion itself.  &lt;br /&gt;
|downtime=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a drawn-out process of creating Force-fueled liquids for consumption. While it is possible to create alchemical potions while doing other things, it is impractical to attempt to create any during the heat of battle. Consumption, however, is a matter of being able to drink the potion, and the drinker does not suffer any downtime from doing so. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Chem+Dealer  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Chem Dealer&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Illusion&lt;br /&gt;
|desc=&#039;&#039;&#039;Illusion&#039;&#039;&#039; allows a Force User the ability to use the Force to trick the five senses (sight, hearing, taste, smell, and touch) of a sentient being into perceiving something other than reality. Complex sensations — such as pain, odors and flavors — are more demanding on both the user and the believability of the Illusion, and the mind will reject the most severe instances. The more accomplished a Force User is with &#039;&#039;&#039;Illusions&#039;&#039;&#039;, the easier it is to affect the mind of other sentients. This can be contested by the target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User must devote their full concentration to conjuring an &#039;&#039;&#039;Illusion&#039;&#039;&#039; against their target.&lt;br /&gt;
|2=With further study, the Force User can conjure an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with partial concentration, if not engaged in direct combat or under too much duress.&lt;br /&gt;
|3=Through consistent training, the Force User can manifest an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with minimal concentration even while engaged in battle.&lt;br /&gt;
|4=The Force User can create &#039;&#039;&#039;Illusions&#039;&#039;&#039; with ease, with only a few moments of concentration required, even in the midst of battle.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Illusions&#039;&#039;&#039; can cast them at will, even in the midst of battle, as effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Illusions&#039;&#039;&#039; is an active ability, and once created takes on a duration of its own that is often related to a target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; skill, or a specific Feat that combats &#039;&#039;&#039;Illusion&#039;&#039;&#039;.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Illusion&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant exertion of willpower to cast. It can be used sparingly in the heat of battle, and is less effective when already used once on the same target.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Faceless+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Faceless I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Projection&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Loop+it &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Loop It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Pay+No+Attention+To+The+Man+Behind+The+Curtain &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Pay No Attention To The Man Behind The Curtain&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Prestidigitation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Prestidigitation&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Item Conjuring ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Item Conjuring&lt;br /&gt;
|desc=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows a Force user to lock away an item they own in the ether and summon it to them elsewhere. These objects remain in the ether indefinitely until summoned. Items can be stored and removed as many times as the Force user wants. Once stored, no one can take the object from the user while it is there. These objects cannot be living organisms. &#039;&#039;This item must be owned as a possession by the user. Items not in your loadout must still be noted in the loadout description.&#039;&#039;&lt;br /&gt;
|1=With fifteen minutes of intense focus, a Force user can store or summon a single small object that isn&#039;t a weapon. Only one object can be stored at a time.  &lt;br /&gt;
|2=With training, in the span of ten minutes, a Force user can store or summon a single small object, including small weapons. Only one object can be stored at a time. &lt;br /&gt;
|3=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can now be done within five minutes and can be used to store or summon a single item the Force user can physically carry. Only one object can be stored at a time. &lt;br /&gt;
|4=With one minute of focus, the Force user can store or summon a single small item they can physically carry. They can now store two objects at a time. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can store or summon an item with only thirty seconds of focus. This item must be one they can physically carry. They can have up to three objects stored at a time. &lt;br /&gt;
|duration=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows an item to be stored indefinitely. The item is not destroyed, merely locked in an inaccessible ethereal vault. Storing or retrieving an item can take up to several minutes of intense focus. The Force User does not need to maintain concentration or focus to keep an object stored.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, requiring dedicated focus to accomplish. While not particularly draining of Force reserves, it can take anywhere from minutes to store or retrieve an object. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Locker+Space  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Locker Space&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quick+Storage  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quick Storage&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mind Trick ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Mind Trick&lt;br /&gt;
|desc=The &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is one of the most famous uses of the Force in that it gives the Force User the ability to directly affect the mind of another sentient being. The memories, thoughts, and opinions of a target are left open to the user&#039;s machinations and can be manipulated temporarily. This allows for the target to be more easily swayed or nudged in the direction the user desires, even forcing them into unconsciousness if strong enough. It also allows for memories to be probed and even implanted, or opinions to be altered. Unlike &#039;&#039;[[Skills#Manipulation|Manipulation]]&#039;&#039; or &#039;&#039;[[Skills#Interrogation|Interrogation]]&#039;&#039;, this ability is instantaneous and thus can be useful in combat or other real-time scenarios. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User can influence the mind of a target with their full concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With further training, the Force User can influence the mind of a target with partial concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|3=With consistent training, the Force User can more easily influence their target with minimal concentration against those of lesser &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|4=The Force User can influence the mind of their target with only a few moments of concentration, even in the midst of battle and against those of lesser &#039;&#039;Resolve&#039;&#039;.&lt;br /&gt;
|5=A Master of the Force User &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; can effortlessly influence the will of those with lesser Resolve as easily as breathing.&lt;br /&gt;
|duration=The speed a target can &#039;snap out of&#039; a &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; depends on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;, but often lingers for a few minutes. If directly confronted about idea implanted by &#039;&#039;&#039;Mind Trick&#039;&#039;&#039;, though, the subject may ‘snap out of it’ sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that it requires concentration and an exertion of the Force User’s willpower to be effective. If unsuccessful, the subject will become aware of the attempt and prevent the ability from being used on them again.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dominate+Mind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dominate Mind&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Interrogation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Interrogation I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Inceptioned &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Inceptioned&amp;lt;span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Manchurian+Candidate &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Manchurian Candidate&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Moving+The+Masses &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Moving The Masses&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Puppet+Master &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Puppet Master&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Your+Weapons...+You+Will+Not+Need+Them &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Your Weapons…You Will Not Need Them&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Necromancy&lt;br /&gt;
|desc= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; is the ability to pull the soul of the deceased into the mortal plane. While these souls cannot be tethered to their former bodies, with practice, they can take on more solid forms with the ability to manipulate objects in the world around them. These souls are commonly referred to as &#039;&#039;Wraiths&#039;&#039;. &#039;&#039;Wraiths&#039;&#039; are incredibly fragile, and their tether to the physical plane can be severed with a single weapon strike. Stronger &#039;&#039;Wraiths&#039;&#039; can wear armor or wield weapons, which must be provided to them. All &#039;&#039;Wraiths&#039;&#039; rely on the knowledge of their summoner to function, be that how they handle weapons or how they move.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Necromancy&#039;&#039;&#039; takes a minute of intense focus to pull a soul into the mortal plane. This &#039;&#039;Wraith&#039;&#039; is a hazy outline roughly similar in size to what it was in life. It can make indistinct noises and weakly push on objects to move them, but it cannot directly manipulate physical objects with control. The user must actively concentrate on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;.&lt;br /&gt;
|2=With training, a user of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can create a single &#039;&#039;Wraith&#039;&#039; that is a smokey visage of its former self, roughly the same size and shape it was in life. This &#039;&#039;Wraith&#039;&#039; can speak single words in a low, pained moan. It can push and pull objects to move them. The user must actively concentrate to maintain and control the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|3=At this level, the user can create a single fully formed &#039;&#039;Wraith&#039;&#039;. This is a dense cloud of dark particles that perfectly matches its shape and size from life. It can speak in haunting low tones and move objects with a poor level of control. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously once ordered.&lt;br /&gt;
|4=With advanced training, you can create a single, fully formed &#039;&#039;Wraith&#039;&#039;, which is capable of wearing clothing and armor and wielding weapons, but lacks fine control in using them. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously, including simple combat actions in battle. This requires an active concentration on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can generate a single powerful &#039;&#039;Wraith&#039;&#039;. It can wear clothing and armor and utilize weapons at one skill point lower than its summoner. They can behave completely autonomously while the user only needs to maintain concentration on keeping them in the mortal plane.&lt;br /&gt;
|duration= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; requires intense active concentration to maintain the &#039;&#039;Wraith’s&#039;&#039; connection to the mortal plane. &#039;&#039;Wraiths&#039;&#039; persist as long as the Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Necromancy&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; is an advanced power that requires significant concentration to maintain. Even at higher levels, this power can be difficult to maintain in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Unseen+Servant &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Unseen Servant&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Possession ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Possession&lt;br /&gt;
|desc=&#039;&#039;&#039;Possession&#039;&#039;&#039; allows the user to assume direct control of another body. They experience physical fatigue in their own body for each action taken. The user loses the ability to control their own body while using this power, leaving it behind in a vegetative state. The difficulty of control is not only dictated by the user&#039;s skill, but the willingness of the target to be possessed. This power does not grant access to knowledge or memories of the possessed individual, additionally, you cannot make the target purposely injure themselves or engage in combat. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Possession&#039;&#039;&#039; users can possess a non-sapient &#039;&#039;domesticated&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|2=With further training, the user can possess a non-sapient &#039;&#039;domesticated or tameable&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|3=With consistent training, the Force user can now control a willing person’s body. This is with an unrefined level of control, leading to very jerky movements. The user’s body is drained of energy twice as much as if they would be doing the action themself. &lt;br /&gt;
|4=A well-trained &#039;&#039;&#039;Possession&#039;&#039;&#039; user can now have perfect control of a willing person’s body and jerky control of a non-willing person. The user’s body is drained of energy at the same rate as doing the actions themselves. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Possession&#039;&#039;&#039; can pilot another willing person’s body with perfect control. The user’s body is physically drained only at half the amount it would be if they were doing the movements themselves. &lt;br /&gt;
|duration=&#039;&#039;&#039;Possession&#039;&#039;&#039; is a draining power that requires active focus to maintain. The more the target fights against their possession, the harder this is to maintain, but as long as the user has the energy and concentration, it can last indefinitely, or until the target conjures the mental strength to break through, dependant on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; skill.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Possession&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires complete concentration to maintain. While the target doesn’t need to be within line of sight, the user can only focus on the possession while using this power, their own physical body left in a vegetative state. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Strings+For+Thee &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Strings For Thee&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Preservation+Overrided &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Preservation Override&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Precognition ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Precognition&lt;br /&gt;
|desc=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is the Force User’s ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.&lt;br /&gt;
|1=The Force User is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.&lt;br /&gt;
|2=As the Force User learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.&lt;br /&gt;
|3=With further training, the Force User may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.&lt;br /&gt;
|4=The instincts of a fully trained Force User are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Precognition&#039;&#039;&#039; can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.&lt;br /&gt;
|duration=&#039;&#039;&#039;Precognition&#039;&#039;&#039; provides instantaneous, momentary feelings and impressions of dangers that threaten their sphere of awareness.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039; that works passively in the background of a Force User’s consciousness, and therefore can’t be actively harnessed like &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; can.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Leaf+On+The+Wind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Leaf On The Wind&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Reflexive+Counter &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Reflexive Counter&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Pyrokinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Pyrokinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is the ability to manipulate fire. With practice this becomes capable of creating fire out of thin air. The flames can often present as green in color for those utilizing Magick. &lt;br /&gt;
|1=A novice of &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can manipulate fire around them. This manipulation is an unrefined, poor control of movement and shape. They cannot generate more of the flame than what is present around them. The user must put their full concentration for several seconds to will the fire to move and change.&lt;br /&gt;
|2=With more training, &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can have control over the movement and shape of fire around them. They cannot generate more of the fire, only use what is around them presently. This requires full concentration for several seconds to will the flames to move and change.&lt;br /&gt;
|3=ot only can the user control where and how fire moves and is shaped, but they can use the spark of fire around them as a source to create even more flames. This requires full concentration but can happen instantly for the user. &lt;br /&gt;
|4=A adept of fire control, not only can the user manipulate fire around them at a whim, with a moment of focus they can create flames out of thin air, even with no source fire around them. &lt;br /&gt;
|5=Master of the flames, not only can the user move and shape fire, but you can easily generate it on a whim out of thin air with little more than a thought. &lt;br /&gt;
|duration=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the user can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039;, it becomes more difficult to break the user&#039;s concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires concentration to maintain. While short uses of the power come easily to most Force users, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Armor &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Armor&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Weapons &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Weapons&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Rage ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Rage&lt;br /&gt;
|desc=Light or Dark, all Force User can will their entire being toward a single purpose. When letting their &#039;&#039;&#039;Rage&#039;&#039;&#039; fuel their body, a Force User can run faster, hit harder, and jump higher, beyond even what &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; would allow. When the adrenaline subsides, however, the Force User often feels a heavy tax on their body and needs significant time to recuperate.&lt;br /&gt;
|1=Initially, when a Force User enters &#039;&#039;&#039;Rage&#039;&#039;&#039; they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Force User is unable to complete their goal, their &#039;&#039;&#039;Rage&#039;&#039;&#039; will only end with the Force User’s death or exhaustion at the end of the power’s duration.&lt;br /&gt;
|2=With further study, a Force User entering &#039;&#039;&#039;Rage&#039;&#039;&#039; will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm.&lt;br /&gt;
|3=With consistent training, a Force User is capable of basic tactical thinking during &#039;&#039;&#039;Rage&#039;&#039;&#039;. They may give and take commands from allies, and are more aware of their surroundings.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Rage&#039;&#039;&#039; is capable of maintaining discipline and a mostly clear head during combat. The Force User’s situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers.&lt;br /&gt;
|5=A master of harnessing their &#039;&#039;&#039;Rage&#039;&#039;&#039; can harness the ability with a perfectly clear head. For all outward appearances, the Force User is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Rage&#039;&#039;&#039; lasts about a minute, though if the Force User accomplishes their goal, the &#039;&#039;&#039;Rage&#039;&#039;&#039; may dissipate sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Rage&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that unlike &#039;&#039;&#039;Amplification&#039;&#039;&#039;, it pushes the entire body beyond its limits and has withdrawal-type side effects as consequences to using the power. As such, it cannot be used at any level without several hours of rest in between uses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rage+Against+The+Machine &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rage Against The Machine&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rampage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rampage I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Sense ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Sense&lt;br /&gt;
|desc=One of the most rudimentary powers of the Force User, &#039;&#039;&#039;Sense&#039;&#039;&#039; is the ability to open one&#039;s mind to the omniscient awareness of the Force and to use it to detect the presence, alignment, feelings, emotions, intentions, and even the Force strength of other beings. As the Force User grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Force User have the basic ability to feel the Force, but training is required to make any kind of use out of it.&lt;br /&gt;
|1=Initially, the Force User can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, intentions,  and emotions of sentient beings around them. The details can be overwhelming, though, while only the vaguest sense of alignment can be felt.&lt;br /&gt;
|2=With further study, the Force User can more easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, and alignment of sentient beings around them. Even a rough measure of an individual&#039;s Force strength can be felt. The details become more clear, and can be used to paint a basic picture of understanding of the details presented.&lt;br /&gt;
|3=With consistent training, the Force User can easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress.&lt;br /&gt;
|4=With only a moment’s concentration, the Force User can connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Force User is under heavy duress.&lt;br /&gt;
|5=A fully trained Force User, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them. The details are sharp and clear.&lt;br /&gt;
|duration=&#039;&#039;&#039;Sense&#039;&#039;&#039; requires the user to concentrate to activate, and lasts as long as the user’s concentration allows.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Sense&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the Force User as it shifts their attention from the material world to the ethereal view of the Force.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Battlefield+Awareness+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Battlefield Awareness I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dowsing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dowsing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Elementary &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Elementary&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Eyes+Wide+Shut &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Eyes Wide Shut&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I+Know+That+Feel%2C+Bro &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I Know That Feel, Bro&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Psychometry+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Psychometry I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=The+Force+is+With+Me &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;The Force is With Me&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Slow ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Slow&lt;br /&gt;
|desc=&#039;&#039;&#039;Slow&#039;&#039;&#039; allows a Force User to hinder the movement of a target through the Force. With more advanced training (feats) a Force User can also stun a target in place, or bring them to a complete halt. This ability affects both organic and non-organic targets. &lt;br /&gt;
|1=Initially, a Force User can slow or hinder  the movement of a target with their full attention set to the task.&lt;br /&gt;
|2=With further study, the Force User can slow or hinder a target with less than full attention, as long as they are concentrating on the task.&lt;br /&gt;
|3=With consistent training, the Force User can slow or hinder the movement of a target with half their attention and minimal concentration.&lt;br /&gt;
|4=The Force User can slow or hinder the movement of a target with minimal attention and only slight concentration.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Slow&#039;&#039;&#039; can effortlessly slow or hinder the movements of a target at will.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Slow&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Singularity &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Singularity&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Stun+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Stun I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Suppression ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Suppression&lt;br /&gt;
|desc=&#039;&#039;&#039;Suppression&#039;&#039;&#039; allows the user to hinder a target’s body&#039;s ability to draw upon the Force. This power makes it harder for a Force User to focus on their connection to the Force, and at high levels, even weakens the target’s impact of the powers the target is trying to use. Target&#039;s resolve can resist this ability making it harder for them to be suppressed. &lt;br /&gt;
&lt;br /&gt;
|1=With an intense and full concentration a Force User can hinder an individual target’s ability to draw on the Force, requiring their target to use a minor increase of concentration beyond their norm.&lt;br /&gt;
|2=With full focus a Force User can better hinder an individual target’s ability to draw on the Force, requiring their target to use a moderate concentration beyond typical usage.&lt;br /&gt;
|3=With moderate concentration, a Force User can hinder an individual target’s ability to draw on the Force, requiring them to use significantly more concentration on even their most basic powers.&lt;br /&gt;
|4=With moderate concentration, a Force User can not only force an individual target to use their full concentration on their Force abilities but decrease the effectiveness of those powers.&lt;br /&gt;
|5=With minor concentration, a Force User can force an individual target to require full concentration to use any of their abilities and lower those powers’ strength and effectiveness. &lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Suppression&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dampen+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dampen I-II&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Pulse+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Pulse I-III&amp;lt;/span&amp;gt;] &lt;br /&gt;
}}&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telekinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is the ability to lift, move and otherwise manipulate objects using the power of the Force — the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques.&lt;br /&gt;
|1=At an early stage, the Force User must put their full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With an effort of will, the Force User can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind. The more objects being affected makes it more difficult to have careful movement.&lt;br /&gt;
|3=Allied with the Force, the Force User can wield &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration.&lt;br /&gt;
|4=The Force User can now control the world around them with a fine-grain, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks. Multiple objects can be moved around at will with a reasonable degree of accuracy. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; can now easily and instantly influence any number of physical objects of any shape or size with the appropriate concentration.&lt;br /&gt;
|duration=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the Force User can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, it becomes more difficult to break the Force User&#039;s concentration.&lt;br /&gt;
|downtime=While arguably the most common power of the Force User, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain; and while short uses of the power come easily to most Force User, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Crush+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Crush I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hexing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hexing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Matter+Bender+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Matter Bender I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Plasma+Manipulation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Plasma Manipulation I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Use+The+Force%2C+Luke+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Use The Force, Luke I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Bolt &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Bolt&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; Anyone can hurl a lightsaber, but to use it as a remote weapon beyond that requires [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat&amp;lt;/span&amp;gt;]. Anyone can use &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to push, pull, or strike an opponent, but [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;] or [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike&amp;lt;/span&amp;gt;] are required to emulate a punch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telepathy&lt;br /&gt;
|desc=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is the ability to instantly receive or read the thoughts and intentions of others. This power is more suited to utilitarian applications but can still be applied to combative scenarios. With training, it becomes easier to send more complex messages while tapping into the passive thoughts and intentions of others. A skilled practitioner can tap multiple minds at once, and even project mental images as part of that communication. While it is possible to communicate over great distances with those the user has forged a strong bond with, generally the practitioner must be near the individual.&lt;br /&gt;
|1=At an early stage, the Force User must apply their full concentration for several seconds to affect a single mind. It is a struggle to convey anything beyond a simple concept, such as a call for help, and the Force User cannot touch on the passive thoughts or intentions of others.&lt;br /&gt;
|2=With further study, the Force User can more easily convey full messages to a single mind but still requires several seconds of concentration to do so. They can convey simple concepts easily when not under duress and even pick up vague intentions and a general idea of another&#039;s passive thoughts.&lt;br /&gt;
|3=With consistent training, the Force User can communicate easily with a single mind, but still requires several seconds of concentration to tap into multiple individuals. At this level, the user can glimpse passive thoughts of a single target while actively concentrating and can pick up on their intentions.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Telepathy&#039;&#039;&#039; can communicate with multiple individuals easily. When not under duress, they can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. They can even apply mental messages and images in more invasive ways, such as to create confusion or harm in disrupting thought patterns. These instances are subject to resistance from the target, and still require concentration.&lt;br /&gt;
|5=Mastery over  &#039;&#039;&#039;Telepathy&#039;&#039;&#039; affords the Force User the ability to communicate with others effortlessly. It is almost quicker to communicate mentally as opposed to using actual words. They can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. Confusing thoughts and distracting focus can be done with partial concentration, but is still subject to resistance.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, which can be performed indefinitely if the Force User affords the right amount of concentration to sustain its effects for the duration of its usage.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force-Link &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force-Link&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Mechu-deru+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Mechu-deru I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Memory+Meld &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Memory Meld&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Feedback &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Feedback&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|desc=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is the ability to move an object from one point to another instantaneously without having to pass through the physical space between those points. This ability starts with small inanimate objects, but with training can advance to even moving living beings. &lt;br /&gt;
|1=A beginner of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can move a single small handheld object from one place to another within sight and 10 meters of its present location. This requires intense focus and thirty seconds to accomplish. &lt;br /&gt;
|2=With more training, a user can easily move a single handheld object from one place to another within sight and 50 meters of its present location. While this needs an undistracted environment, it can now occur with only ten seconds of focus. &lt;br /&gt;
|3=With several seconds of focus, you can move a single object up to the size of a speeder, including living beings and yourself, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|4=A trained &#039;&#039;&#039;Teleportation&#039;&#039;&#039; user can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 100 meters of its present location. &lt;br /&gt;
|duration= &#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an instantaneous ability that requires deep focus to accomplish. The instant the chosen object moves, the user can do other things. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and requires deep focus to do. While you do not have to maintain an active concentration to do it, doing anything other than focusing on moving the chosen object is impossible. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Long+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Long Shot&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blind+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blind Shot&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Terror ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Terror&lt;br /&gt;
|desc=This Force Power utilizes some of the most twisted methods of drawing upon the Force. Users can utilize &#039;&#039;&#039;Terror&#039;&#039;&#039; to haunt enemies with their own latent fears, making individuals question their motives and morals to crush their morale. This can be contested by the target&#039;s  &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|1=At an early stage, the Force User must devote their full concentration to turn the fears of another being against them. At this rank, it can take up to a minute for the power to cause the target’s fears to fully rise to the surface.&lt;br /&gt;
|2=With an effort of will, the Force User can invoke panic and fear in another being when not in combat or under duress. At this rank, it can take up to a minute for the power to cause the target’s fear to fully rise to the surface.&lt;br /&gt;
|3=With consistent training, the Force User can manipulate a target’s fears with mild concentration, but will become distracted if engaged in combat or under heavy duress. At this rank, it takes several seconds for a target’s fear to fully rise to the surface.&lt;br /&gt;
|4=The Force User can now finely manipulate fear in their target, even during combat, and can even use the power on multiple targets at once. At this rank, it will take several seconds for a target’s fears to rise to the surface, and the time roughly doubles for each simultaneous target.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Terror&#039;&#039;&#039; is able to finely manipulate fear, with only the slightest concentration required. They can instantly instill fear in a single target, or cause panic and dread in any creature within their general vicinity after only a few seconds.&lt;br /&gt;
|duration=The fear caused by &#039;&#039;&#039;Terror&#039;&#039;&#039; will last as long as the user maintains concentration, and typically lingers a few minutes. Individuals with high &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; may shake off the effects more quickly, while the effects linger on in weak-willed individuals for considerably longer.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Terror&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Aura+Of+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Aura Of Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Debilitating+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Debilitating Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fear+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fear Projection&amp;lt;/span&amp;gt;],  and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I%27m+Rubber%2C+You%27re+Glue &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I’m Rubber, You’re Glue&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|desc=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is the ability to turn a living being into a different living being for a period of time. These start off as small creatures, but with mastery, can turn beings into monstrous forms of great strength and endurance. Only a master of this power can turn other sapient species into different creatures. This power requires active focus to maintain. The transformed target retains its mental capacities but is limited by what its changed physical form is capable of and cannot focus on utilizing the Force itself beyond maintaining the transformation. This includes their instincts and actions, meaning the user cannot control the transformed being, and it retains its autonomy.&lt;br /&gt;
|1=With a minute of concentration and focus, a user can turn one small non-sapient creature into a different small creature (such as a cat into a dog).&lt;br /&gt;
|2=With maintained focus, a Force User can instantly transform any non-sapient creature into a different non-sapient creature (such as a cat into a Wampa).&lt;br /&gt;
|3=Further training in &#039;&#039;&#039;Transformation&#039;&#039;&#039; allows the user to transform themself into a non-sapient small creature (such as a cat or a dog). &lt;br /&gt;
|4=The Force User can now transform themself into any non-sapient creature.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Transformation&#039;&#039;&#039; can transform themselves into any non-sapient creature as well as monstrous forms of great strength and endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Transformation&#039;&#039;&#039; requires active concentration and focus to maintain, but does not require a direct line of sight once the transformation is complete. As long as the user can maintain concentration and has the energy to do so, this power can be used. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; requiring a level of focus to maintain. The greater the change in body type, the more draining this power is.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Yzma%E2%80%99s+Cabinet &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Yzma’s Cabinet&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Weather Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Weather Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; allows the user to change the weather and climate of their present location. The climate can change from freezing to sweltering heat. This weather must be feasible for the location, meaning no hurricanes on Tatooine. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; users can change the temperature/humidity in a circle around them by a few degrees over the span of fifteen minutes. The maximum size of the circle is up to twenty meters away from them.  &lt;br /&gt;
|2=With more training, the user can not only change the temperature/humidity of their immediate location, now by a larger degree, but they can create and calm winds from average storm levels, all within twenty meters away from them. &lt;br /&gt;
|3=After ten minutes of focus, a Force user can also dictate the direction of how the winds blow around them, and drastically alter the temperature and humidity of an area within fifty meters. &lt;br /&gt;
|4=With advanced training and focus, a user can now generate and disperse entire storm systems out to a distance of one-hundred meters.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; can now, with five minutes of focus,  change the weather, temperature, humidity, and storm systems to the most extreme the environment is capable of with a distance of two-hundred meters away. &lt;br /&gt;
|duration=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; requires an active concentration to maintain the specific weather/climate the user wants, and can take minutes of focus to bring about the weather change, the more extreme the change, the longer it takes. Upon losing concentration, the weather will quickly change back to what it was prior to the power being used. The user cannot take other actions while maintaining the changed weather.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, making it difficult to accomplish multiple times in a row. As long as the user has the energy and focus required for the power, it can be sustained.  &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Like+a+Hurricane &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Like a Hurricane&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197424</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197424"/>
		<updated>2025-05-14T22:01:20Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Night Witch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single ally within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{member}}&#039;s&amp;lt;/nowiki&amp;gt; own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Medley&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Medley&lt;br /&gt;
|Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Proficiency&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2FooterText=Proficiency is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their lightsaber, bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197423</id>
		<title>CS Guide: Force Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197423"/>
		<updated>2025-05-14T21:56:22Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Ichor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Below, you will find the reference guide for the Character Sheet &#039;&#039;&#039;Force Powers&#039;&#039;&#039;. All documentation is based on the &#039;&#039;Force Powers 2.0&#039;&#039; project headed up by the [[Combat Master]], [[Voice of the Brotherhood|Voice]] Staff, and Character Sheet Development Team. This reference table aims to give members a better idea of the level of control/power they have of a given Force Power, and how they would write their character utilizing it both in and out of combat.&lt;br /&gt;
== Force Use ==&lt;br /&gt;
=== Duration ===&lt;br /&gt;
Force Power usage is draining on a Force User, more so when used in the heat of combat. The stronger the display of Force, the more difficult it is to maintain the power. While a master of an ability can generate massive power, they can only do so for a short duration. Most masters are wise enough to apply their power with restraint. By using less strength, they are able to maintain the effect of the power for a longer duration. With limited training, a Force User may struggle to bring the full effect of a power to bear and maintaining concentration quickly becomes draining, resulting in shorter bursts of Force use.&lt;br /&gt;
=== Downtime ===&lt;br /&gt;
Though the Force gives strength, a Force User is still limited by flesh and blood. Drawing on such power dwindles the Force User&#039;s reserves of endurance and willpower. Manipulating the Force, especially in combat, requires sharp mental control. While a Force User may draw on the Force repeatedly, it will usually become more difficult with each successive use. Some powers, of course, are more draining than others. But no Force User can limitlessly tap into the powers of the light or dark side without exhaustion setting in. Use of great power comes with great fatigue, and Force User should be aware of the risks of pushing too hard too fast.&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
=== Amplification ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Amplification&lt;br /&gt;
|desc=&#039;&#039;&#039;Amplification&#039;&#039;&#039; allows a Force User to perform amazing feats of &#039;&#039;physical&#039;&#039; prowess. By channeling the Force, a Force User could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats.&lt;br /&gt;
|1=At the most basic level, a Force User must concentrate for several seconds to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. The Force User would feel fatigue after a single use respective to the complexity of the action.&lt;br /&gt;
|2=With further study, the Force User must concentrate for only a second in order to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. A single-use will not cause fatigue, but subsequent use of &#039;&#039;&#039;Amplification&#039;&#039;&#039; in the next several minutes would.&lt;br /&gt;
|3=With consistent study, the Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force, but still experience fatigue when using &#039;&#039;&#039;Amplification&#039;&#039;&#039; several times over the course of several minutes.&lt;br /&gt;
|4=The Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force but still experience fatigue if they use &#039;&#039;&#039;Amplification&#039;&#039;&#039; many times over the course of several minutes.&lt;br /&gt;
|5=Mastery allows a Force User to not only instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force, but the effects of fatigue after use are effectively negligible.&lt;br /&gt;
|duration=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a power that pushes the Force User&#039;s body far beyond its normal limits for anywhere up to a minute.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Enhanced+Sight+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Enhanced Sight I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Escape+Artist &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Escape Artist&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Scream+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Scream I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammerhand &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammerhand&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Reflexes &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Reflexes&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Barrier ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|desc=&#039;&#039;&#039;Barrier&#039;&#039;&#039; manifests the Force into a translucent defensive corona that can absorb &#039;&#039;physical&#039;&#039; attacks. These &#039;&#039;&#039;Barriers&#039;&#039;&#039; protect only the user, requiring them to remain stationary, and will shatter after enough impact. &#039;&#039;&#039;Barrier&#039;&#039;&#039; can stop repeated hits from conventional weapons (including blasters), but will shatter on heavy impact with things such as explosions or large projectiles like boulders.&lt;br /&gt;
|1=At its most basic level, the Force User must take several seconds to concentrate and focus their full will to manifest the Force as a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039;. The user’s full concentration is necessary to maintain the barrier.&lt;br /&gt;
|2=With further study, the Force User must still take several seconds of concentration to manifest the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; but no longer needs their full concentration to maintain it.&lt;br /&gt;
|3=With consistent training, the Force User is able to summon the Force almost instantaneously to create a  protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; and can do so in the middle of combat.&lt;br /&gt;
|4=It is no longer a matter of training, but instinct that allows the Force User to will the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; as long as they are not already fatigued or under heavy duress.&lt;br /&gt;
|5=A master of conjuring &#039;&#039;&#039;Barriers&#039;&#039;&#039; may summon them at will, even when fatigued or under heavy duress.&lt;br /&gt;
|duration=&#039;&#039;&#039;Barriers&#039;&#039;&#039; can withstand anything from repeated minor blows from either &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attacks (such as blaster pistols, slugs and other thrown projectiles, or lighter strikes from &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;) to one major blow from &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attack (such as blaster cannons, explosions, detonations, heavy &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Force Lightning|Force Lightning]]&#039;&#039;&#039;). Massive explosions, fast-moving objects larger than a person or similarly destructive effects will shatter a barrier immediately and still have a reduced impact on the user.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Barrier&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Energy+Dispersion &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Energy Dispersion&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Shield+Wall+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Shield Wall I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Battle Meditation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Battle Meditation&lt;br /&gt;
|desc=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training, the Force User can influence their tactical coordination and teamwork as well but does not allow for telepathic communication. The skill starts with affecting the immediate area around the user, growing to affect an entire battlefield, but does not work well on the scale of large space battles. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat.&lt;br /&gt;
|1=At the most basic level, the Force User may influence morale in a single confrontation nearby, and in the Force User’s line of sight.&lt;br /&gt;
|2=With some extra study, the Force User no longer requires a direct line of sight and can affect allies working as a team.&lt;br /&gt;
|3=The Force User can easily affect multiple small-sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Force User will often turn the tide of small battles in their favour.&lt;br /&gt;
|4=Through dedicated concentration, the Force User can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Force User can influence the outcome of any medium or large confrontation.&lt;br /&gt;
|duration=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; requires intense concentration, and the Force User must always be stationary or immobile to maintain a meditative state, leaving them vulnerable while maintaining their influence. Battle Meditation lasts as long as a Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, affecting larger groups or maintaining focus for more than a moderate period of time will leave the Force User completely exhausted.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ace+Aura &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ace Aura&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Meld+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Meld I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Space+Battle+Meditation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Space Battle Meditation I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Blinding ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Blinding&lt;br /&gt;
|desc=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a Force User’s ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a  flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus.&lt;br /&gt;
|1=Initially, the Force User must commit his full concentration for several seconds in order to create a flash of blinding white-light.&lt;br /&gt;
|2=With further training, the Force User can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat.&lt;br /&gt;
|3=With consistent training, the Force User can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat.&lt;br /&gt;
|4=The Force User has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Blindness&#039;&#039;&#039; can create a flash of blinding white-light at will, without any noticeable effort.&lt;br /&gt;
&lt;br /&gt;
|duration=The flash of light created by &#039;&#039;&#039;Blinding&#039;&#039;&#039; is instantaneous, and will cause disorientation lasting several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blinded+By+The+Light &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blinded By The Light&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Whizz-Bang &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Whizz-Bang&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Concealment ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Concealment&lt;br /&gt;
|desc=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is the ability for a Force User to mask their connection and identity with the Force. This goes for hiding a Force User’s strength in the Force as well as alignment. While &#039;&#039;&#039;[[Force Powers#Force Cloak|Force Cloak]]&#039;&#039;&#039; renders the Force User invisible from the eye, &#039;&#039;&#039;Concealment&#039;&#039;&#039; can make a user invisible to those searching through the Force. The more skilled a Force User is with this ability, the easier it is to maintain a veil of &#039;&#039;&#039;Concealment&#039;&#039;&#039;.&lt;br /&gt;
|1=Initially, the Force User can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task.&lt;br /&gt;
|2=With further training,  the Force User can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat.&lt;br /&gt;
|3=With consistent training, the Force User can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle.&lt;br /&gt;
|4=The Force User has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Concealment&#039;&#039;&#039; is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Concealment&#039;&#039;&#039; lasts as long as the Force User remains conscious of maintaining the ability, and does not attempt to call upon the Force in another way.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain, but can be used frequently, or for a prolonged period without taxing a Force User’s reserves.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Haze+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Haze I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quey%27tek+Meditation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quey’tek Meditation&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Control Self ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Control Self&lt;br /&gt;
|desc=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is the ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes.&lt;br /&gt;
|1=Initially a Force User is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species.&lt;br /&gt;
|2=With additional training, a Force User is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before.&lt;br /&gt;
|3=With consistent study a Force User can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Force User can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days.&lt;br /&gt;
|4=It is no longer a matter of concentration; the Force User shapes their pain input and bodily functions by instinct alone. The Force User can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Control Self&#039;&#039;&#039; can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Force User’s ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely.&lt;br /&gt;
|duration=Control Self initially requires significant concentration to maintain but as training in the power increases the amount of focus required decreases.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=%27Tis+But+A+Scratch &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;‘Tis But A Scratch&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Creature Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Creature Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; The Force connects all living things, and with training, a Force-user can develop the ability to reach out and make a connection with a target creature. Creatures are classified as either: &#039;&#039;&#039;Domesticated&#039;&#039;&#039;, &#039;&#039;&#039;Tameable&#039;&#039;&#039;, or &#039;&#039;&#039;Untameable&#039;&#039;&#039;, with the individual’s level offering different degrees of control in relation to the creature&#039;s respective classification.&lt;br /&gt;
|1=With full concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature.&lt;br /&gt;
|2=With half concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature, and begin to form a connection with &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures.&lt;br /&gt;
|3=With minimal effort you can connect with &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures, and can create a basic connection with an &#039;&#039;&#039;Untameable&#039;&#039;&#039; creature to prevent them from eating you.&lt;br /&gt;
|4=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; and connect with a &#039;&#039;&#039;Tameable&#039;&#039;&#039; creature with minimal effort. With full concentration, you can maintain a connection with untameable creatures.&lt;br /&gt;
|5=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039;, and with enough focus even those considered &#039;&#039;&#039;Untameable&#039;&#039;&#039;.&lt;br /&gt;
|duration=Dependent on the Force-user’s concentration and ability to maintain their connection to the creature.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user when used on creatures that are harder to control.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Deep+Bond+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Deep Bond I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Obedience+School &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Obedience School&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=We+Are+Legion+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;We Are Legion I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Darkness ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|desc=&#039;&#039;&#039;Darkness&#039;&#039;&#039; uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Force User’s power increases, they are able to affect a larger area with greater ease. &#039;&#039;&#039;Darkness&#039;&#039;&#039; prevents natural vision and optical technology (such as cameras), but not the use of the power &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;.&lt;br /&gt;
|1=At its most basic level, &#039;&#039;&#039;Darkness&#039;&#039;&#039; is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds.&lt;br /&gt;
|2=With further study, the Force User can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds.&lt;br /&gt;
|3=With consistent study,  the Force User can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute.&lt;br /&gt;
|4=No longer a matter of study, the Force User can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute.&lt;br /&gt;
|5=With mastery comes perfection. The Force User may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute.&lt;br /&gt;
|duration=&#039;&#039;&#039;Darkness&#039;&#039;&#039; can be sustained as long as the user maintains concentration. Once concentration is broken, the darkness will dissipate gradually based on the Force User’s proficiency.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Darkness&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used rarely in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Darksight &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Darksight&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lil%27+Bit+Disco &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lil’ Bit Disco&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Cloud &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Cloud&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Farsight ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Farsight&lt;br /&gt;
|desc=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change.&lt;br /&gt;
|1=At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force.&lt;br /&gt;
|2=With further study and training, the Force User can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold.&lt;br /&gt;
|3=Through focused meditation, the Force User may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event.&lt;br /&gt;
|4=The user can now “watch”  events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire.&lt;br /&gt;
|5=The Force User’s mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring.&lt;br /&gt;
|duration=Meditation sessions are lengthy. While the vision itself will last for up to half a minute, a large amount of time must be spent focusing on what the images could mean, and how they relate to possible futures.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Don%E2%80%99t+Stop+Believin%E2%80%99 &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Don’t Stop Believin’&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=More+Than+A+Feeling &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;More Than A Feeling&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Force Cloak ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Cloak&lt;br /&gt;
|desc=By manipulating light and shadows with the Force, the Force User can use &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; to vanish from view and become invisible. A Force User cloaked in the Force in such a manner is undetectable to the naked eye or even by more technological scanners such as infrared or night vision, but still able to be detected by another Force User’s &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Force Powers#Precognition|Precognition]]&#039;&#039;&#039; feats. The Force User must also remain immobile.&lt;br /&gt;
|1=Initially, a Force User must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute.&lt;br /&gt;
|2=With further study, the Force User requires less concentration to maintain &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; and can chose which part of their body the cloak starts at.&lt;br /&gt;
|3=With consistent training and discipline, the Force User can vanish from view in the space of a few seconds.&lt;br /&gt;
|4=A Force User can vanish from view almost instantaneously and remain shrouded with minimal concentration.&lt;br /&gt;
|5=Mastery allows a Force User to instantly vanish from view in the blink of the eye and at will.&lt;br /&gt;
|duration=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; can be maintained for as long as the Force User can concentrate and remain immobile.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=False+Cloak &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;False Cloak&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Take+My+Shimmer+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Take My Shimmer I-II&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common error:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting&amp;lt;/span&amp;gt;] is required to move while using &#039;&#039;&#039;Force Cloak.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
=== Force Lightning ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Lightning&lt;br /&gt;
|desc=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target in a burst. &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can fry sensitive electronics and will cause extreme pain in the recipient. With more advanced training (Feats), this ability can be augmented into a sustained attack or even hit multiple targets.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed.&lt;br /&gt;
|2=After some practice, the Force User can call upon past emotional experiences for several seconds to provide fuel for &#039;&#039;&#039;Force Lightning&#039;&#039;&#039;. The aftereffects are still present.&lt;br /&gt;
|3=With consistent training, a Force User is able to lessen the aftereffects, and can use &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; multiple times over several minutes.&lt;br /&gt;
|4= Force User can put themselves into the required mindset almost instantaneously and can call on &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; repeatedly before being drained.&lt;br /&gt;
|5=A Master of the power can produce &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; at will, with but a thought. The Force User can use the ability multiple times in quick succession with little effort.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can never be sustained for more than several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, repeated use of the power over a short time period can leave the Force User &#039;&#039;physically&#039;&#039; drained.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Deflection+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Deflection I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock I-IV&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Tempest &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Tempest&amp;lt;/span&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock&amp;lt;/span&amp;gt;] is required for sustained blasts and hitting two or more targets (with or without deteriorating power), dependent on the tier accessible.&lt;br /&gt;
}}&lt;br /&gt;
=== Gravitation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Gravitation&lt;br /&gt;
|desc=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is the ability to alter the pull of gravity on yourself or inanimate objects. This is commonly seen while in deep Force mediation as “floating”, but those who train in it can find alternative applications of controlling gravity itself. &lt;br /&gt;
|1=With concentration, the user can weaken gravity’s effect on their body, making them weigh up to one-third of their current weight.&lt;br /&gt;
|2=With more training in &#039;&#039;&#039;Gravitation&#039;&#039;&#039;, the Force user can slightly counter gravity, allowing them to fall at a slower rate than they would otherwise. &lt;br /&gt;
|3=Not only can the user float in place, but they can orient their gravitational pull to other surfaces, allowing them to move along walls and ceilings as if it were the ground. They can now also affect the gravity of inanimate objects, removing a third of the object&#039;s weight, making them easier to carry.&lt;br /&gt;
|4=An adept in &#039;&#039;&#039;Gravitation&#039;&#039;&#039; can now counter gravity on inanimate objects to make them fall more slowly. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Gravitation&#039;&#039;&#039; not only changes their own gravitational orientation and that of inanimate objects but can also now weaken the gravitational pull on other living beings. &lt;br /&gt;
|duration=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; requires an intense focus to maintain the changed gravitational pull.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and can be incredibly draining to keep up for long periods of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Free+Fall &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Free Fall&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Healing ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Healing&lt;br /&gt;
|desc=&#039;&#039;&#039;Healing&#039;&#039;&#039; is the Force User’s ability to use the Force to cure injuries. This comes at a personal cost of energy and strength. Both dark and light side applications have the same set of ability to heal themselves and others. This ability merely accelerates possible healing a body would normally undergo. For major injuries, this acceleration can mean the difference between life and death, healing the body before it would die from its injuries. For example, this power can heal a serious torso wound by a lightsaber, but cannot allow a limb to be regrown. Physical contact must be maintained for the duration of the healing.&lt;br /&gt;
|1=A Force User can with full concentration on the task, heal abrasions, set minor bone fractures, and maintain bodily function. This effort is very draining on their energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|2=A Force User can heal abrasions, seal up open wounds, set bone fractures, and maintain bodily function. This can be done while moving, but without performing any strenuous physical activity. This effort is very draining on the user’s energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|3=A Force User can heal injuries more quickly. Minor wounds can be healed with less concentration. This effort is only moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|4=A Force User can heal injuries even more quickly, even in the heat of battle. This effort is moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|5=A Master of Healing can utilize this ability with barely any concentration and can be done while participating in combat. This effort is less draining on the user’s energy. Serious injuries can be healed in a matter of moments. &lt;br /&gt;
|duration=&#039;&#039;&#039;Healing&#039;&#039;&#039; can be maintained so long as the Force User remains focused on the task, and has the energy to maintain. The length of time required to heal a given wound varies by the severity. Superficial cuts and bruises can be healed in a matter of seconds, open wounds require minutes, and broken bones can still take hours depending on the Force User’s mastery over the power.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Healing&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Accelerated+Healing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Accelerated Healing I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=A+Soul+for+a+Soul &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;A Soul for a Soul&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Drain+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Drain I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Ichor ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Ichor&lt;br /&gt;
|desc= &#039;&#039;&#039;Ichor&#039;&#039;&#039; is the ability to channel the Force into liquids, which can be consumed at a later time. These reserves can be used to help heal the body, restore energy, or provide greater strength and endurance.&lt;br /&gt;
|1=The most basic of &#039;&#039;&#039;Ichor&#039;&#039;&#039; users can create and carry a single weak ichor potion. This potion can heal minor bodily damage, provide a small boost of stamina, or give a little more Force essence for the drinker to pull from. &lt;br /&gt;
|2=With further training, the Force user can create and carry a single moderate ichor potion. This can heal non-life-threatening injuries, provide a good boost of stamina, or give a useful boost of Force essence for the drinker. &lt;br /&gt;
|3=The &#039;&#039;&#039;Ichor&#039;&#039;&#039; user can now create and carry a single strong ichor potion. This potion can heal even life-threatening injuries, restore stamina from total fatigue, or completely replenish the drinker’s Force reserves. &lt;br /&gt;
|4=With advanced training, the Force user can now carry a single strong ichor potion and a single moderate ichor potion. In addition to healing, stamina, or Force restoration, it can also increase physical strength and endurance. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Ichor&#039;&#039;&#039; can create and carry two strong ichor potions, which can have up to two effects at the same time. These include healing, stamina, Force, and increased strength or endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a unique ability that does not expire once a potion has been created. The length of the potion&#039;s effects depends on what it is doing and the strength of the potion itself.  &lt;br /&gt;
|downtime=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a drawn-out process of creating Force-fueled liquids for consumption. While it is possible to create alchemical potions while doing other things, it is impractical to attempt to create any during the heat of battle. Consumption, however, is a matter of being able to drink the potion, and the drinker does not suffer any downtime from doing so. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Chem+Dealer  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Chem Dealer&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Illusion&lt;br /&gt;
|desc=&#039;&#039;&#039;Illusion&#039;&#039;&#039; allows a Force User the ability to use the Force to trick the five senses (sight, hearing, taste, smell, and touch) of a sentient being into perceiving something other than reality. Complex sensations — such as pain, odors and flavors — are more demanding on both the user and the believability of the Illusion, and the mind will reject the most severe instances. The more accomplished a Force User is with &#039;&#039;&#039;Illusions&#039;&#039;&#039;, the easier it is to affect the mind of other sentients. This can be contested by the target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User must devote their full concentration to conjuring an &#039;&#039;&#039;Illusion&#039;&#039;&#039; against their target.&lt;br /&gt;
|2=With further study, the Force User can conjure an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with partial concentration, if not engaged in direct combat or under too much duress.&lt;br /&gt;
|3=Through consistent training, the Force User can manifest an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with minimal concentration even while engaged in battle.&lt;br /&gt;
|4=The Force User can create &#039;&#039;&#039;Illusions&#039;&#039;&#039; with ease, with only a few moments of concentration required, even in the midst of battle.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Illusions&#039;&#039;&#039; can cast them at will, even in the midst of battle, as effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Illusions&#039;&#039;&#039; is an active ability, and once created takes on a duration of its own that is often related to a target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; skill, or a specific Feat that combats &#039;&#039;&#039;Illusion&#039;&#039;&#039;.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Illusion&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant exertion of willpower to cast. It can be used sparingly in the heat of battle, and is less effective when already used once on the same target.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Faceless+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Faceless I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Projection&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Loop+it &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Loop It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Pay+No+Attention+To+The+Man+Behind+The+Curtain &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Pay No Attention To The Man Behind The Curtain&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Prestidigitation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Prestidigitation&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Item Conjuring ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Item Conjuring&lt;br /&gt;
|desc=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows a Force user to lock away an item they own in the ether and summon it to them elsewhere. These objects remain in the ether indefinitely until summoned. Items can be stored and removed as many times as the Force user wants. Once stored, no one can take the object from the user while it is there. These objects cannot be living organisms. &#039;&#039;This item must be owned as a possession by the user. Items not in your loadout must still be noted in the loadout description.&#039;&#039;&lt;br /&gt;
|1=With fifteen minutes of intense focus, a Force user can store or summon a single small object that isn&#039;t a weapon. Only one object can be stored at a time.  &lt;br /&gt;
|2=With training, in the span of ten minutes, a Force user can store or summon a single small object, including small weapons. Only one object can be stored at a time. &lt;br /&gt;
|3=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can now be done within five minutes and can be used to store or summon a single item the Force user can physically carry. Only one object can be stored at a time. &lt;br /&gt;
|4=With one minute of focus, the Force user can store or summon a single small item they can physically carry. They can now store two objects at a time. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can store or summon an item with only thirty seconds of focus. This item must be one they can physically carry. They can have up to three objects stored at a time. &lt;br /&gt;
|duration=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows an item to be stored indefinitely. The item is not destroyed, merely locked in an inaccessible ethereal vault. Storing or retrieving an item can take up to several minutes of intense focus. The Force User does not need to maintain concentration or focus to keep an object stored.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, requiring dedicated focus to accomplish. While not particularly draining of Force reserves, it can take anywhere from minutes to store or retrieve an object. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Locker+Space  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Locker Space&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quick+Storage  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quick Storage&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mind Trick ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Mind Trick&lt;br /&gt;
|desc=The &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is one of the most famous uses of the Force in that it gives the Force User the ability to directly affect the mind of another sentient being. The memories, thoughts, and opinions of a target are left open to the user&#039;s machinations and can be manipulated temporarily. This allows for the target to be more easily swayed or nudged in the direction the user desires, even forcing them into unconsciousness if strong enough. It also allows for memories to be probed and even implanted, or opinions to be altered. Unlike &#039;&#039;[[Skills#Manipulation|Manipulation]]&#039;&#039; or &#039;&#039;[[Skills#Interrogation|Interrogation]]&#039;&#039;, this ability is instantaneous and thus can be useful in combat or other real-time scenarios. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User can influence the mind of a target with their full concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With further training, the Force User can influence the mind of a target with partial concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|3=With consistent training, the Force User can more easily influence their target with minimal concentration against those of lesser &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|4=The Force User can influence the mind of their target with only a few moments of concentration, even in the midst of battle and against those of lesser &#039;&#039;Resolve&#039;&#039;.&lt;br /&gt;
|5=A Master of the Force User &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; can effortlessly influence the will of those with lesser Resolve as easily as breathing.&lt;br /&gt;
|duration=The speed a target can &#039;snap out of&#039; a &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; depends on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;, but often lingers for a few minutes. If directly confronted about idea implanted by &#039;&#039;&#039;Mind Trick&#039;&#039;&#039;, though, the subject may ‘snap out of it’ sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that it requires concentration and an exertion of the Force User’s willpower to be effective. If unsuccessful, the subject will become aware of the attempt and prevent the ability from being used on them again.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dominate+Mind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dominate Mind&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Interrogation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Interrogation I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Inceptioned &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Inceptioned&amp;lt;span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Manchurian+Candidate &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Manchurian Candidate&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Moving+The+Masses &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Moving The Masses&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Puppet+Master &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Puppet Master&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Your+Weapons...+You+Will+Not+Need+Them &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Your Weapons…You Will Not Need Them&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Necromancy&lt;br /&gt;
|desc= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; is the ability to pull the soul of the deceased into the mortal plane. While these souls cannot be tethered to their former bodies, with practice, they can take on more solid forms with the ability to manipulate objects in the world around them. These souls are commonly referred to as &#039;&#039;Wraiths&#039;&#039;. &#039;&#039;Wraiths&#039;&#039; are incredibly fragile, and their tether to the physical plane can be severed with a single weapon strike. Stronger &#039;&#039;Wraiths&#039;&#039; can wear armor or wield weapons, which must be provided to them. All &#039;&#039;Wraiths&#039;&#039; rely on the knowledge of their summoner to function, be that how they handle weapons or how they move.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Necromancy&#039;&#039;&#039; takes a minute of intense focus to pull a soul into the mortal plane. This &#039;&#039;Wraith&#039;&#039; is a hazy outline roughly similar in size to what it was in life. It can make indistinct noises and weakly push on objects to move them, but it cannot directly manipulate physical objects with control. The user must actively concentrate on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;.&lt;br /&gt;
|2=With training, a user of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can create a single &#039;&#039;Wraith&#039;&#039; that is a smokey visage of its former self, roughly the same size and shape it was in life. This &#039;&#039;Wraith&#039;&#039; can speak single words in a low, pained moan. It can push and pull objects to move them. The user must actively concentrate to maintain and control the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|3=At this level, the user can create a single fully formed &#039;&#039;Wraith&#039;&#039;. This is a dense cloud of dark particles that perfectly matches its shape and size from life. It can speak in haunting low tones and move objects with a poor level of control. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously once ordered.&lt;br /&gt;
|4=With advanced training, you can create a single, fully formed &#039;&#039;Wraith&#039;&#039;, which is capable of wearing clothing and armor and wielding weapons, but lacks fine control in using them. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously, including simple combat actions in battle. This requires an active concentration on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can generate a single powerful &#039;&#039;Wraith&#039;&#039;. It can wear clothing and armor and utilize weapons at one skill point lower than its summoner. They can behave completely autonomously while the user only needs to maintain concentration on keeping them in the mortal plane.&lt;br /&gt;
|duration= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; requires intense active concentration to maintain the &#039;&#039;Wraith’s&#039;&#039; connection to the mortal plane. &#039;&#039;Wraiths&#039;&#039; persist as long as the Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Necromancy&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; is an advanced power that requires significant concentration to maintain. Even at higher levels, this power can be difficult to maintain in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Unseen+Servant &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Unseen Servant&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Possession ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Possession&lt;br /&gt;
|desc=&#039;&#039;&#039;Possession&#039;&#039;&#039; allows the user to assume direct control of another body. They experience physical fatigue in their own body for each action taken. The user loses the ability to control their own body while using this power, leaving it behind in a vegetative state. The difficulty of control is not only dictated by the user&#039;s skill, but the willingness of the target to be possessed. This power does not grant access to knowledge or memories of the possessed individual, additionally, you cannot make the target purposely injure themselves or engage in combat. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Possession&#039;&#039;&#039; users can possess a non-sapient &#039;&#039;domesticated&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|2=With further training, the user can possess a non-sapient &#039;&#039;domesticated or tameable&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|3=With consistent training, the Force user can now control a willing person’s body. This is with an unrefined level of control, leading to very jerky movements. The user’s body is drained of energy twice as much as if they would be doing the action themself. &lt;br /&gt;
|4=A well-trained &#039;&#039;&#039;Possession&#039;&#039;&#039; user can now have perfect control of a willing person’s body and jerky control of a non-willing person. The user’s body is drained of energy at the same rate as doing the actions themselves. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Possession&#039;&#039;&#039; can pilot another willing person’s body with perfect control. The user’s body is physically drained only at half the amount it would be if they were doing the movements themselves. &lt;br /&gt;
|duration=&#039;&#039;&#039;Possession&#039;&#039;&#039; is a draining power that requires active focus to maintain. The more the target fights against their possession, the harder this is to maintain, but as long as the user has the energy and concentration, it can last indefinitely, or until the target conjures the mental strength to break through, dependant on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; skill.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Possession&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires complete concentration to maintain. While the target doesn’t need to be within line of sight, the user can only focus on the possession while using this power, their own physical body left in a vegetative state. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Strings+For+Thee &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Strings For Thee&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Preservation+Overrided &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Preservation Override&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Precognition ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Precognition&lt;br /&gt;
|desc=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is the Force User’s ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.&lt;br /&gt;
|1=The Force User is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.&lt;br /&gt;
|2=As the Force User learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.&lt;br /&gt;
|3=With further training, the Force User may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.&lt;br /&gt;
|4=The instincts of a fully trained Force User are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Precognition&#039;&#039;&#039; can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.&lt;br /&gt;
|duration=&#039;&#039;&#039;Precognition&#039;&#039;&#039; provides instantaneous, momentary feelings and impressions of dangers that threaten their sphere of awareness.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039; that works passively in the background of a Force User’s consciousness, and therefore can’t be actively harnessed like &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; can.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Leaf+On+The+Wind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Leaf On The Wind&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Reflexive+Counter &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Reflexive Counter&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Pyrokinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Pyrokinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is the ability to manipulate fire. With practice this becomes capable of creating fire out of thin air. The flames can often present as green in color for those utilizing Magick. &lt;br /&gt;
|1=A novice of &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can manipulate fire around them. This manipulation is an unrefined, poor control of movement and shape. They cannot generate more of the flame than what is present around them. The user must put their full concentration for several seconds to will the fire to move and change.&lt;br /&gt;
|2=With more training, &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can have control over the movement and shape of fire around them. They cannot generate more of the fire, only use what is around them presently. This requires full concentration for several seconds to will the flames to move and change.&lt;br /&gt;
|3=ot only can the user control where and how fire moves and is shaped, but they can use the spark of fire around them as a source to create even more flames. This requires full concentration but can happen instantly for the user. &lt;br /&gt;
|4=A adept of fire control, not only can the user manipulate fire around them at a whim, with a moment of focus they can create flames out of thin air, even with no source fire around them. &lt;br /&gt;
|5=Master of the flames, not only can the user move and shape fire, but you can easily generate it on a whim out of thin air with little more than a thought. &lt;br /&gt;
|duration=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the user can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039;, it becomes more difficult to break the user&#039;s concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires concentration to maintain. While short uses of the power come easily to most Force users, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Armor &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Armor&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Weapons &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Weapons&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Rage ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Rage&lt;br /&gt;
|desc=Light or Dark, all Force User can will their entire being toward a single purpose. When letting their &#039;&#039;&#039;Rage&#039;&#039;&#039; fuel their body, a Force User can run faster, hit harder, and jump higher, beyond even what &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; would allow. When the adrenaline subsides, however, the Force User often feels a heavy tax on their body and needs significant time to recuperate.&lt;br /&gt;
|1=Initially, when a Force User enters &#039;&#039;&#039;Rage&#039;&#039;&#039; they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Force User is unable to complete their goal, their &#039;&#039;&#039;Rage&#039;&#039;&#039; will only end with the Force User’s death or exhaustion at the end of the power’s duration.&lt;br /&gt;
|2=With further study, a Force User entering &#039;&#039;&#039;Rage&#039;&#039;&#039; will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm.&lt;br /&gt;
|3=With consistent training, a Force User is capable of basic tactical thinking during &#039;&#039;&#039;Rage&#039;&#039;&#039;. They may give and take commands from allies, and are more aware of their surroundings.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Rage&#039;&#039;&#039; is capable of maintaining discipline and a mostly clear head during combat. The Force User’s situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers.&lt;br /&gt;
|5=A master of harnessing their &#039;&#039;&#039;Rage&#039;&#039;&#039; can harness the ability with a perfectly clear head. For all outward appearances, the Force User is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Rage&#039;&#039;&#039; lasts about a minute, though if the Force User accomplishes their goal, the &#039;&#039;&#039;Rage&#039;&#039;&#039; may dissipate sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Rage&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that unlike &#039;&#039;&#039;Amplification&#039;&#039;&#039;, it pushes the entire body beyond its limits and has withdrawal-type side effects as consequences to using the power. As such, it cannot be used at any level without several hours of rest in between uses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rage+Against+The+Machine &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rage Against The Machine&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rampage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rampage I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Sense ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Sense&lt;br /&gt;
|desc=One of the most rudimentary powers of the Force User, &#039;&#039;&#039;Sense&#039;&#039;&#039; is the ability to open one&#039;s mind to the omniscient awareness of the Force and to use it to detect the presence, alignment, feelings, emotions, intentions, and even the Force strength of other beings. As the Force User grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Force User have the basic ability to feel the Force, but training is required to make any kind of use out of it.&lt;br /&gt;
|1=Initially, the Force User can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, intentions,  and emotions of sentient beings around them. The details can be overwhelming, though, while only the vaguest sense of alignment can be felt.&lt;br /&gt;
|2=With further study, the Force User can more easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, and alignment of sentient beings around them. Even a rough measure of an individual&#039;s Force strength can be felt. The details become more clear, and can be used to paint a basic picture of understanding of the details presented.&lt;br /&gt;
|3=With consistent training, the Force User can easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress.&lt;br /&gt;
|4=With only a moment’s concentration, the Force User can connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Force User is under heavy duress.&lt;br /&gt;
|5=A fully trained Force User, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them. The details are sharp and clear.&lt;br /&gt;
|duration=&#039;&#039;&#039;Sense&#039;&#039;&#039; requires the user to concentrate to activate, and lasts as long as the user’s concentration allows.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Sense&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the Force User as it shifts their attention from the material world to the ethereal view of the Force.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Battlefield+Awareness+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Battlefield Awareness I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dowsing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dowsing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Elementary &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Elementary&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Eyes+Wide+Shut &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Eyes Wide Shut&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I+Know+That+Feel%2C+Bro &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I Know That Feel, Bro&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Psychometry+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Psychometry I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=The+Force+is+With+Me &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;The Force is With Me&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Slow ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Slow&lt;br /&gt;
|desc=&#039;&#039;&#039;Slow&#039;&#039;&#039; allows a Force User to hinder the movement of a target through the Force. With more advanced training (feats) a Force User can also stun a target in place, or bring them to a complete halt. This ability affects both organic and non-organic targets. &lt;br /&gt;
|1=Initially, a Force User can slow or hinder  the movement of a target with their full attention set to the task.&lt;br /&gt;
|2=With further study, the Force User can slow or hinder a target with less than full attention, as long as they are concentrating on the task.&lt;br /&gt;
|3=With consistent training, the Force User can slow or hinder the movement of a target with half their attention and minimal concentration.&lt;br /&gt;
|4=The Force User can slow or hinder the movement of a target with minimal attention and only slight concentration.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Slow&#039;&#039;&#039; can effortlessly slow or hinder the movements of a target at will.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Slow&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Singularity &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Singularity&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Stun+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Stun I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Suppression ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Suppression&lt;br /&gt;
|desc=&#039;&#039;&#039;Suppression&#039;&#039;&#039; allows the user to hinder a target’s body&#039;s ability to draw upon the Force. This power makes it harder for a Force User to focus on their connection to the Force, and at high levels, even weakens the target’s impact of the powers the target is trying to use. Target&#039;s resolve can resist this ability making it harder for them to be suppressed. &lt;br /&gt;
&lt;br /&gt;
|1=With an intense and full concentration a Force User can hinder an individual target’s ability to draw on the Force, requiring their target to use a minor increase of concentration beyond their norm.&lt;br /&gt;
|2=With full focus a Force User can better hinder an individual target’s ability to draw on the Force, requiring their target to use a moderate concentration beyond typical usage.&lt;br /&gt;
|3=With moderate concentration, a Force User can hinder an individual target’s ability to draw on the Force, requiring them to use significantly more concentration on even their most basic powers.&lt;br /&gt;
|4=With moderate concentration, a Force User can not only force an individual target to use their full concentration on their Force abilities but decrease the effectiveness of those powers.&lt;br /&gt;
|5=With minor concentration, a Force User can force an individual target to require full concentration to use any of their abilities and lower those powers’ strength and effectiveness. &lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Suppression&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dampen+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dampen I-II&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Pulse+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Pulse I-III&amp;lt;/span&amp;gt;] &lt;br /&gt;
}}&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telekinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is the ability to lift, move and otherwise manipulate objects using the power of the Force — the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques.&lt;br /&gt;
|1=At an early stage, the Force User must put their full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With an effort of will, the Force User can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind. The more objects being affected makes it more difficult to have careful movement.&lt;br /&gt;
|3=Allied with the Force, the Force User can wield &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration.&lt;br /&gt;
|4=The Force User can now control the world around them with a fine-grain, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks. Multiple objects can be moved around at will with a reasonable degree of accuracy. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; can now easily and instantly influence any number of physical objects of any shape or size with the appropriate concentration.&lt;br /&gt;
|duration=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the Force User can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, it becomes more difficult to break the Force User&#039;s concentration.&lt;br /&gt;
|downtime=While arguably the most common power of the Force User, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain; and while short uses of the power come easily to most Force User, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Crush+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Crush I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hexing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hexing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Matter+Bender+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Matter Bender I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Plasma+Manipulation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Plasma Manipulation I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Use+The+Force%2C+Luke+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Use The Force, Luke I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Bolt &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Bolt&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; Anyone can hurl a lightsaber, but to use it as a remote weapon beyond that requires [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat&amp;lt;/span&amp;gt;]. Anyone can use &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to push, pull, or strike an opponent, but [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;] or [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike&amp;lt;/span&amp;gt;] are required to emulate a punch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telepathy&lt;br /&gt;
|desc=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is the ability to instantly receive or read the thoughts and intentions of others. This power is more suited to utilitarian applications but can still be applied to combative scenarios. With training, it becomes easier to send more complex messages while tapping into the passive thoughts and intentions of others. A skilled practitioner can tap multiple minds at once, and even project mental images as part of that communication. While it is possible to communicate over great distances with those the user has forged a strong bond with, generally the practitioner must be near the individual.&lt;br /&gt;
|1=At an early stage, the Force User must apply their full concentration for several seconds to affect a single mind. It is a struggle to convey anything beyond a simple concept, such as a call for help, and the Force User cannot touch on the passive thoughts or intentions of others.&lt;br /&gt;
|2=With further study, the Force User can more easily convey full messages to a single mind but still requires several seconds of concentration to do so. They can convey simple concepts easily when not under duress and even pick up vague intentions and a general idea of another&#039;s passive thoughts.&lt;br /&gt;
|3=With consistent training, the Force User can communicate easily with a single mind, but still requires several seconds of concentration to tap into multiple individuals. At this level, the user can glimpse passive thoughts of a single target while actively concentrating and can pick up on their intentions.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Telepathy&#039;&#039;&#039; can communicate with multiple individuals easily. When not under duress, they can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. They can even apply mental messages and images in more invasive ways, such as to create confusion or harm in disrupting thought patterns. These instances are subject to resistance from the target, and still require concentration.&lt;br /&gt;
|5=Mastery over  &#039;&#039;&#039;Telepathy&#039;&#039;&#039; affords the Force User the ability to communicate with others effortlessly. It is almost quicker to communicate mentally as opposed to using actual words. They can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. Confusing thoughts and distracting focus can be done with partial concentration, but is still subject to resistance.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, which can be performed indefinitely if the Force User affords the right amount of concentration to sustain its effects for the duration of its usage.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force-Link &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force-Link&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Mechu-deru+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Mechu-deru I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Memory+Meld &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Memory Meld&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Feedback &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Feedback&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|desc=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is the ability to move an object from one point to another instantaneously without having to pass through the physical space between those points. This ability starts with small inanimate objects, but with training can advance to even moving living beings. &lt;br /&gt;
|1=A beginner of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can move a single small handheld object from one place to another within sight and 10 meters of its present location. This requires intense focus and thirty seconds to accomplish. &lt;br /&gt;
|2=With more training, a user can easily move a single handheld object from one place to another within sight and 50 meters of its present location. While this needs an undistracted environment, it can now occur with only ten seconds of focus. &lt;br /&gt;
|3=With several seconds of focus, you can move a single object up to the size of a speeder, including living beings and yourself, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|4=A trained &#039;&#039;&#039;Teleportation&#039;&#039;&#039; user can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 100 meters of its present location. &lt;br /&gt;
|duration= &#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an instantaneous ability that requires deep focus to accomplish. The instant the chosen object moves, the user can do other things. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and requires deep focus to do. While you do not have to maintain an active concentration to do it, doing anything other than focusing on moving the chosen object is impossible. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Long+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Long Shot&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blind+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blind Shot&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Terror ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Terror&lt;br /&gt;
|desc=This Force Power utilizes some of the most twisted methods of drawing upon the Force. Users can utilize &#039;&#039;&#039;Terror&#039;&#039;&#039; to haunt enemies with their own latent fears, making individuals question their motives and morals to crush their morale. This can be contested by the target&#039;s  &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|1=At an early stage, the Force User must devote their full concentration to turn the fears of another being against them. At this rank, it can take up to a minute for the power to cause the target’s fears to fully rise to the surface.&lt;br /&gt;
|2=With an effort of will, the Force User can invoke panic and fear in another being when not in combat or under duress. At this rank, it can take up to a minute for the power to cause the target’s fear to fully rise to the surface.&lt;br /&gt;
|3=With consistent training, the Force User can manipulate a target’s fears with mild concentration, but will become distracted if engaged in combat or under heavy duress. At this rank, it takes several seconds for a target’s fear to fully rise to the surface.&lt;br /&gt;
|4=The Force User can now finely manipulate fear in their target, even during combat, and can even use the power on multiple targets at once. At this rank, it will take several seconds for a target’s fears to rise to the surface, and the time roughly doubles for each simultaneous target.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Terror&#039;&#039;&#039; is able to finely manipulate fear, with only the slightest concentration required. They can instantly instill fear in a single target, or cause panic and dread in any creature within their general vicinity after only a few seconds.&lt;br /&gt;
|duration=The fear caused by &#039;&#039;&#039;Terror&#039;&#039;&#039; will last as long as the user maintains concentration, and typically lingers a few minutes. Individuals with high &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; may shake off the effects more quickly, while the effects linger on in weak-willed individuals for considerably longer.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Terror&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Aura+Of+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Aura Of Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Debilitating+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Debilitating Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fear+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fear Projection&amp;lt;/span&amp;gt;],  and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I%27m+Rubber%2C+You%27re+Glue &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I’m Rubber, You’re Glue&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|desc=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is the ability to turn a living being into a different living being for a period of time. These start off as small creatures, but with mastery, can turn beings into monstrous forms of great strength and endurance. Only a master of this power can turn other sapient species into different creatures. This power requires active focus to maintain. The transformed target retains its mental capacities but is limited by what its changed physical form is capable of and cannot focus on utilizing the Force itself beyond maintaining the transformation. This includes their instincts and actions, meaning the user cannot control the transformed being, and it retains its autonomy.&lt;br /&gt;
|1=With a minute of concentration and focus, a user can turn one small non-sapient creature into a different small creature (such as a cat into a dog).&lt;br /&gt;
|2=With maintained focus, a Force User can instantly transform any non-sapient creature into a different non-sapient creature (such as a cat into a Wampa).&lt;br /&gt;
|3=Further training in &#039;&#039;&#039;Transformation&#039;&#039;&#039; allows the user to transform themself into a non-sapient small creature (such as a cat or a dog). &lt;br /&gt;
|4=The Force User can now transform themself into any non-sapient creature.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Transformation&#039;&#039;&#039; can transform themselves into any non-sapient creature as well as monstrous forms of great strength and endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Transformation&#039;&#039;&#039; requires active concentration and focus to maintain, but does not require a direct line of sight once the transformation is complete. As long as the user can maintain concentration and has the energy to do so, this power can be used. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; requiring a level of focus to maintain. The greater the change in body type, the more draining this power is.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Yzma%E2%80%99s+Cabinet &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Yzma’s Cabinet&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Weather Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Weather Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; allows the user to change the weather and climate of their present location. The climate can change from freezing to sweltering heat. This weather must be feasible for the location, meaning no hurricanes on Tatooine. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; users can change the temperature/humidity in a circle around them by a few degrees over the span of fifteen minutes. The maximum size of the circle is up to twenty meters away from them.  &lt;br /&gt;
|2=With more training, the user can not only change the temperature/humidity of their immediate location, now by a larger degree, but they can create and calm winds from average storm levels, all within twenty meters away from them. &lt;br /&gt;
|3=After ten minutes of focus, a Force user can also dictate the direction of how the winds blow around them, and drastically alter the temperature and humidity of an area within fifty meters. &lt;br /&gt;
|4=With advanced training and focus, a user can now generate and disperse entire storm systems out to a distance of one-hundred meters.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; can now, with five minutes of focus,  change the weather, temperature, humidity, and storm systems to the most extreme the environment is capable of with a distance of two-hundred meters away. &lt;br /&gt;
|duration=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; requires an active concentration to maintain the specific weather/climate the user wants, and can take minutes of focus to bring about the weather change, the more extreme the change, the longer it takes. Upon losing concentration, the weather will quickly change back to what it was prior to the power being used. The user cannot take other actions while maintaining the changed weather.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, making it difficult to accomplish multiple times in a row. As long as the user has the energy and focus required for the power, it can be sustained.  &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Like+a+Hurricane &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Like a Hurricane&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197422</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197422"/>
		<updated>2025-05-14T20:38:57Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Deflection Specialist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single ally within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice their own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of their own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 their own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Medley&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Medley&lt;br /&gt;
|Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Proficiency&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2FooterText=Proficiency is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use lightsabers or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their lightsaber, bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197397</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197397"/>
		<updated>2025-05-13T21:51:23Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single ally within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice their own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of their own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 their own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Medley&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Medley&lt;br /&gt;
|Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Proficiency&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2FooterText=Proficiency is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ===== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197360</id>
		<title>CS Guide: Disciplines</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Disciplines&amp;diff=197360"/>
		<updated>2025-05-12T16:00:23Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
&lt;br /&gt;
{{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.&lt;br /&gt;
&lt;br /&gt;
Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power or Skill, and the second is a Feat that is unique to the discipline.&lt;br /&gt;
&lt;br /&gt;
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.&lt;br /&gt;
&lt;br /&gt;
For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don&#039;t feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.&lt;br /&gt;
== Force User Disciplines ==&lt;br /&gt;
=== Arcanist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Arcanist&lt;br /&gt;
|DisciplineQuote=Mock our rituals all you want; the results speak for themselves.&lt;br /&gt;
|DisciplineDescription=Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Arcanists gain:&lt;br /&gt;
* &#039;&#039;Dowsing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Channel&#039;&#039;&#039;, a unique ability for Arcanists&lt;br /&gt;
|Feat1Name=Dowsing&lt;br /&gt;
|Feat1Tier1Description=All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target over the last several hours, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. These sympathetic links manifest as semi-transparent mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability. &lt;br /&gt;
|Feat1Tier3Description=There are few places one can hide from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;. All &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in &amp;lt;nowiki&amp;gt;{{member}}’s&amp;lt;/nowiki&amp;gt; mind. The stronger the link to the target, the easier and stronger this ability becomes. &lt;br /&gt;
|Feat1FooterText=Dowsing modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Channel&lt;br /&gt;
|Feat2Tier1Description=Journeymen Arcanists are able to center themselves in the emotional grounding of their connection to the Force, pulling energy from the Living Force to temporarily refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. If &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is allowed to maintain this concentration for more than a few moments, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can reuse Force Powers which normally require significant rest without penalty.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly pull energy from the Living Force to refill &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own energy reserves. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can do this in between combat skirmishes, but still requires a moment or two to restore &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self.&lt;br /&gt;
|Feat2Tier3Description=Leveraging a deep connection with the Force, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can draw energy from the Living Force around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; and fuse it with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own. With this new energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can revitalize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.&lt;br /&gt;
|Feat2FooterText=Channel is a unique ability for Arcanists.&lt;br /&gt;
}}&lt;br /&gt;
=== Defender ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Defender&lt;br /&gt;
|DisciplineQuote=I make ‘hanging back’ look good.&lt;br /&gt;
|DisciplineDescription=Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to help combat enemy Force attacks to defend themselves and their allies. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Defenders gain:&lt;br /&gt;
* &#039;&#039;Force Pulse&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Synergy&#039;&#039;&#039;, a unique Force Power for Defenders&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master&#039;s Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]&lt;br /&gt;
|Feat1Name=Force Pulse&lt;br /&gt;
|Feat1Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a single ally in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; and a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;[[Force Powers#Suppression|Suppression]]&#039;&#039;&#039; to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is on the task. This ability works against &#039;&#039;&#039;[[Force Powers#Slow|Slow]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Mind_Trick|Mind Trick]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Darkness|Darkness]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Blinding|Blinding]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Terror|Terror]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat1FooterText=Force Pulse modifies the Force Power: Suppression.&lt;br /&gt;
|Feat2Name=Synergy&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a single ally within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Force Powers#Healing|Healing]]&#039;&#039;&#039;, or &#039;&#039;&#039;[[Force Powers#Control Self|Control Self]]&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; full concentration is dedicated to the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;[[Force Powers#Barrier|Barrier]]&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can more readily extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can instantly extend the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;defensive&#039;&#039; Force powers to a small team of allies within close proximity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can share the effects of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Concealment&#039;&#039;&#039;, &#039;&#039;&#039;Cloak&#039;&#039;&#039;, &#039;&#039;&#039;Healing&#039;&#039;&#039;, or &#039;&#039;&#039;Control Self&#039;&#039;&#039; so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; concentrating on the task. Powers shared remain relative to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s level of training in them. Excludes: &#039;&#039;&#039;Barrier&#039;&#039;&#039;.&lt;br /&gt;
|Feat2FooterText=Synergy is a unique Force Power for Defenders.&lt;br /&gt;
}}&lt;br /&gt;
=== Juggernaut ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Juggernaut&lt;br /&gt;
|DisciplineQuote=You’ll have to go through me first.&lt;br /&gt;
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Juggernauts gain:&lt;br /&gt;
* &#039;&#039;Surge&#039;&#039;, which modifies the Skill: &#039;&#039;[[Skills#Stamina|Stamina]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Pillar&#039;&#039;&#039;, a unique Force Power for Juggernauts&lt;br /&gt;
|Feat1Name=Surge&lt;br /&gt;
|Feat1Tier1Description=Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with every hit &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; lands or takes, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can begin to augment their &#039;&#039;Stamina&#039;&#039;  to one Skill Point higher, as long as they are &#039;&#039;actively&#039;&#039; engaged in direct combat and focused solely on feats that utilize their &#039;&#039;[[Skills#Might|Might]]&#039;&#039; or &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; ability. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will immediately lose &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but suffer no penalty.&lt;br /&gt;
|Feat1Tier2Description=As &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline surges with the song of battle or strife, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can now augment &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stamina&#039;&#039; to one Skill Point higher as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; remains &#039;&#039;actively&#039;&#039; engaged in various forms of combat. When a lull in combat presents itself, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; no longer immediately loses &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.&lt;br /&gt;
|Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can effortlessly elevate their &#039;&#039;Stamina&#039;&#039; to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; typically needs to be killed or rendered unconscious to end the effect.&lt;br /&gt;
|Feat1FooterText=Surge modifies the Skill: Stamina.&lt;br /&gt;
|Feat2Name=Iron Pillar&lt;br /&gt;
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can dig &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; heels into the ground and, with full concentration, momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body with the Force. As long as &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet planted, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; only needs partial concentration to momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body against impact to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet, even when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is not able to plant them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can momentarily steel &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; body at will like a sheet of Mandalorian Iron in order to prevent &amp;lt;nowiki&amp;gt;{{gender:himself,herself,itself,themself}}&amp;lt;/nowiki&amp;gt; from being staggered, knocked back, or thrown off &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; feet otherwise.&lt;br /&gt;
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.&lt;br /&gt;
}}&lt;br /&gt;
=== Marauder ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Marauder&lt;br /&gt;
|DisciplineQuote=Don&#039;t blink.&lt;br /&gt;
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Marauders gain:&lt;br /&gt;
* &#039;&#039;Battlefield Awareness&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Haste&#039;&#039;&#039;, a unique Force Power for Marauders&lt;br /&gt;
|Feat1Name=Battlefield Awareness&lt;br /&gt;
|Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; focuses in on the ambient Force of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings to tap into and intuitively perceive the flow of battle. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can track the relative position of a handful of enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity whether they are in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; line of sight or not. Once a target is flagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle engaging two opponents within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; immediate vicinity. Once tagged, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can better handle attacks from multiple opponents at the same time within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can track not only close-quarter attacks, but long range ones as well within &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; sphere of awareness.&lt;br /&gt;
|Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense.&lt;br /&gt;
|Feat2Name=Battle Haste&lt;br /&gt;
|Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; weapon, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s adrenaline flares and augments &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Athletics|Athletics]]&#039;&#039; skill. As &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; continues to fight, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; swings become faster, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements accelerating as attacks string together. The use of raw emotion takes away from &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s accuracy, and when the battle pauses or comes to an end &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; experiences temporary fatigue as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes down from a battle-high.&lt;br /&gt;
|Feat2Tier2Description=The frenzy of battle drives &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; into a willing fury that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; learned to harness. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; emotions fuse seamlessly with the Force, allowing &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt; to strike more swiftly and more accurately.&lt;br /&gt;
|Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s alacrity, even in the chaos of battle, is rivaled by none. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; strikes are not only quick but deadly accurate. As one foe falls, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; already focused on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; next kill. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; peak at a moment’s notice.&lt;br /&gt;
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.&lt;br /&gt;
}}&lt;br /&gt;
=== Night Warrior ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Warrior&lt;br /&gt;
|DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power.&lt;br /&gt;
|DisciplineDescription=Night Warriors have dedicated themselves to better fueling their relentless physical prowess on the battlefield. Renowned for their ferocity and tenacity, the Night Warriors can become a terrifying sight for those who stand in their way.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Warriors gain:&lt;br /&gt;
* &#039;&#039;Metamorphosis&#039;&#039;, which modifies the Force Power: Transformation&lt;br /&gt;
* &#039;&#039;&#039;Fueled&#039;&#039;&#039;, a unique Force power for Night Warriors. &lt;br /&gt;
|Feat1Name=Metamorphosis&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to use {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; trained more in using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These must be the same creature.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered using {{gender:his,her,its,their}} &#039;&#039;&#039;Transformation&#039;&#039;&#039; power to target and alter specific portions of their own body. While maintaining concentration on &#039;&#039;&#039;Transformation&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; to change their arms and legs to that of another creature, gaining the strength and endurance of that creature in those limbs. These can be from multiple different creatures.&lt;br /&gt;
|Feat1FooterText=Metamorphosis modifies the Force Power: Transformation.&lt;br /&gt;
|Feat2Name=Fueled&lt;br /&gt;
|Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of mental control and the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses complete control of their mental facilities, becoming a creature of instinct. In this state, they gain more strength, speed, endurance, and have a faster healing rate. &lt;br /&gt;
|Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses some control of their mental facilities, becoming a creature that only understands basic orders, such as defend this, attack that. In this state, they gain significantly more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own body at the cost of the ability to use the Force in other ways. While fueled &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; loses only a minor amount of their mental facilities, becoming a creature that can follow complex orders or commands. In this state, they gain more strength, speed, endurance, and have a faster healing rate.&lt;br /&gt;
|Feat2FooterText=Fueled is a unique ability for Night Warriors&lt;br /&gt;
}}&lt;br /&gt;
=== Night Witch ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Night Witch&lt;br /&gt;
|DisciplineQuote=Never forget that your magic must always be used wisely.&lt;br /&gt;
|DisciplineDescription=Secretive mystics, Night Witches use their mastery of ancient rites to bolster their own Force reserves and use that power to aid their allies.&lt;br /&gt;
&amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
Night Witches gain:&lt;br /&gt;
* &#039;&#039;Ichor Grenades&#039;&#039;, which modifies the Force Power: Ichor&lt;br /&gt;
* &#039;&#039;&#039;Depths of Power&#039;&#039;&#039;, a unique Force Power for Night Witches. &lt;br /&gt;
|Feat1Name=Ichor Grenades&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to adapt their &#039;&#039;&#039;Ichor&#039;&#039;&#039; ability to have its effects occur not by drinking a liquid but by inhalation of smoke. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). &lt;br /&gt;
|Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor&lt;br /&gt;
|Feat2Name=Depths of Power&lt;br /&gt;
|Feat2Tier1Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the cost of twice their own energy. &lt;br /&gt;
|Feat2Tier2Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a unique connection to the Force. They can now link their own Force energy to that of another, amplifying their target’s capability at the same level of their own energy.&lt;br /&gt;
|Feat2Tier3Description=Night Witch rituals have given &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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 their own energy.&lt;br /&gt;
|Feat2FooterText=Depths of Power is a unique ability for Night Witches&lt;br /&gt;
}}&lt;br /&gt;
=== Seeker ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Seeker&lt;br /&gt;
|DisciplineQuote=The truth... is where you seek it.&lt;br /&gt;
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Seekers gain:&lt;br /&gt;
* &#039;&#039;Force Interrogation&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Mind Trick|Mind Trick]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seeking&#039;&#039;&#039;, a unique Force Power for Seekers&lt;br /&gt;
|Feat1Name=Force Interrogation&lt;br /&gt;
|Feat1Tier1Description=Unlike a conventional interrogator, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can utilize the Force to influence a subject’s mind. Basic emotions such as fear, hate, and anger can be used to get the subject to reveal information they would otherwise be disinclined to share, allowing &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to use his &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; at one Force Power Level above &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; current level, so long as the goal is to gain information from a target.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now influence stronger emotions like love and suffering. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can probe deep into the hearts of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; subjects and find hidden loves or fears and draw them to the surface. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can either torture a subject with this information, or use it to willingly coerce the information they desire. When using &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to probe for information, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uses this Force Power at one level higher and may use any successful &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can break even the strongest of wills. Given time alone with a subject, &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can be much more violent and obtrusive, leaving the subject’s mind a mess. &amp;lt;nowiki&amp;gt;{{members}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is usable at +2 Skill Levels above its current level when extracting information, and &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; may choose to instill such strong emotions that it may leave &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; target completely helpless for a time after the interrogation.&lt;br /&gt;
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.&lt;br /&gt;
|Feat2Name=Seeking&lt;br /&gt;
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;[[Force Powers#Concealment|Concealment]]&#039;&#039;&#039; or active &#039;&#039;&#039;[[Force Powers#Illusion|Illusion]]&#039;&#039;&#039; up to (+2).&lt;br /&gt;
|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+4).&lt;br /&gt;
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed the ability to see through a Force User&#039;s &#039;&#039;&#039;Concealment&#039;&#039;&#039; or active &#039;&#039;&#039;Illusion&#039;&#039;&#039; up to (+5).&lt;br /&gt;
|Feat2FooterText=Seeking is a unique Force Power for Seekers.&lt;br /&gt;
}}&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Shadow&lt;br /&gt;
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.&lt;br /&gt;
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Shadows gain:&lt;br /&gt;
* &#039;&#039;Ghosting&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Cloak|Cloak]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faceless&#039;&#039;&#039;, a unique Force Power for Shadows&lt;br /&gt;
|Feat1Name=Ghosting&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to utilize &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Cloak&#039;&#039;&#039; even while in motion. While moving slowly and deliberately, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can maintain the translucent veil as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can maintain focus on the task. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become more efficient at using &#039;&#039;&#039;Cloak&#039;&#039;&#039; while moving anywhere between a slow crawl or a light jog as long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; maintaining focus. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; uncloaks momentarily whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can move freely when using &#039;&#039;&#039;Cloak&#039;&#039;&#039;. The faster the movement, the more concentration that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:reqiures,requires,requires,reqiure}}&amp;lt;/nowiki&amp;gt; to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still uncloaks momentarily before &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:attacks,attacks,attacks,attack}}&amp;lt;/nowiki&amp;gt; or &amp;lt;nowiki&amp;gt;{{gender:strikes,strikes,strikes,stike}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat1FooterText=Ghosting modifies the Force Power: Cloak.&lt;br /&gt;
|Feat2Name=Faceless&lt;br /&gt;
|Feat2Tier1Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;&#039;full&#039;&#039;&#039; concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier2Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;partial&#039;&#039; concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2Tier3Description=A Shadow can use the Force to &#039;&#039;cosmetically&#039;&#039; alter the perceived image of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;self in this manner requires &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;minimal&#039;&#039; concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the &#039;&#039;&#039;Faceless&#039;&#039;&#039; power.&lt;br /&gt;
|Feat2FooterText=Faceless is a unique Force Power for Shadows.&lt;br /&gt;
}}&lt;br /&gt;
=== Sorcerer ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Sorcerer&lt;br /&gt;
|DisciplineQuote=...I shot Force Lightning at it, and it opened.&lt;br /&gt;
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Sorcerers gain:&lt;br /&gt;
* &#039;&#039;Primed&#039;&#039;, which modifies any &#039;&#039;offensive&#039;&#039; Force Power&lt;br /&gt;
* &#039;&#039;&#039;Battle Mind&#039;&#039;&#039;, a unique ability for Sorcerers&lt;br /&gt;
|Feat1Name=Primed&lt;br /&gt;
|Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is capable of chaining together &#039;&#039;&#039;two&#039;&#039;&#039; offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end {{gender:he,she,it,they}} experience temporary fatigue &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; down from a battle-high. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier2Description=With further training, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more effective in their Force usage. In the frenzy of battle &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; still experiences a temporary fatigue. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: &#039;&#039;&#039;Lightning&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, &#039;&#039;&#039;Slow&#039;&#039;&#039;, &#039;&#039;&#039;Blinding&#039;&#039;&#039;, and &#039;&#039;&#039;Darkness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Feat1FooterText=Primed modifies any offensive Force Power.&lt;br /&gt;
|Feat2Name=Battle Mind&lt;br /&gt;
|Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus even when under fire. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; able to focus on using &#039;&#039;offensive&#039;&#039; Force Powers better when not being physically harassed or stressed.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters,  and the chaos of a battlefield fall on deaf ears, increasing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ability to focus on using &#039;&#039;offensive&#039;&#039; Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s focus to momentarily falter.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; dances through warzones as casually as a strolling through the park. &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; ear or the bloodcurdling cacophony of death and destruction wailing around &amp;lt;nowiki&amp;gt;{{gender:him,her}}&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.&lt;br /&gt;
}}&lt;br /&gt;
=== Techweaver ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Techweaver&lt;br /&gt;
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.&lt;br /&gt;
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. &lt;br /&gt;
They also have the unique ability to overload technology with the Force, causing it to malfunction.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Techweavers gain:&lt;br /&gt;
* &#039;&#039;Hexing&#039;&#039;, which modifies the Force Power: &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mechu-deru&#039;&#039;&#039;, a unique Force Power for Techweavers&lt;br /&gt;
|Feat1Name=Hexing&lt;br /&gt;
|Feat1Tier1Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue. &lt;br /&gt;
|Feat1Tier2Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; 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. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; requires a visual on target and a focusing gesture or cue.&lt;br /&gt;
|Feat1Tier3Description=Due to &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s understanding of both technology and the Force, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can disable an entire network of computers. With concentration, &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can even disable combat droids.&lt;br /&gt;
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.&lt;br /&gt;
|Feat2Name=Mechu-deru&lt;br /&gt;
|Feat2Tier1Description=As a Journeyman, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; must actively maintain partial concentration for proper control.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can infuse sentient life into even the most advanced assassination and combat droids. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.&lt;br /&gt;
|Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Force User Disciplines ==&lt;br /&gt;
=== Ace ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Ace&lt;br /&gt;
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.&lt;br /&gt;
|DisciplineDescription=Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force. &lt;br /&gt;
&amp;lt;br /&amp;gt;&#039;&#039;&#039;(NOTE: Preferred craft must be designated on the Character Sheet Loadout under &amp;quot;Loadout Description&amp;quot;)&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Aces gain:&lt;br /&gt;
* &#039;&#039;Smooth Operator&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Piloting|Piloting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;I Can Fix That&#039;&#039;&#039;, a unique Ability for Aces&lt;br /&gt;
|Feat1Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;, even if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; has never seen or operated it before. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039;.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can operate any land or space vehicle, regardless of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skill in &#039;&#039;Piloting&#039;&#039;. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s worldly experience also grants them a +1 Skill Point bonus to &#039;&#039;Piloting&#039;&#039; when operating &#039;&#039;&#039;any&#039;&#039;&#039; kind of vehicle or ship. &lt;br /&gt;
|Feat1FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;Smooth Operator modifies the Skill: Piloting&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Name=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That&amp;lt;/span&amp;gt;&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Mechanic|Mechanic]]&#039;&#039; Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; is familiar with the vessel (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is savvy enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5). &lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s knowledge of ship and vehicular technology is veteran enough that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Mechanic&#039;&#039; 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 +6). &lt;br /&gt;
|Feat2FooterText=&amp;lt;span style=&amp;quot;color:#ffffff&amp;quot;&amp;gt;I Can Fix That is a unique ability for Aces&amp;lt;/span&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
=== Director ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Director&lt;br /&gt;
|DisciplineQuote=It’s a trap!&lt;br /&gt;
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.  &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Directors gain:&lt;br /&gt;
* &#039;&#039;Checkmate&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Intellect|Intellect]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silver Tongue&#039;&#039;&#039;, a unique Ability for Directors&lt;br /&gt;
|Feat1Name=Checkmate&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +1 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; a +2 Skill Point bonus to &#039;&#039;Intellect&#039;&#039; whenever &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Checkmate modifies the Skill: Intellect&lt;br /&gt;
|Feat2Name=Silver Tongue&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; direction. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to use any &#039;&#039;&#039;one&#039;&#039;&#039; of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;[[Skills#Leadership|Leadership]]&#039;&#039;, &#039;&#039;[[Skills#Intimidation|Intimidation]]&#039;&#039;, or &#039;&#039;[[Skills#Charm|Charm]]&#039;&#039; Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can deftly maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use any combination of two of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is comfortable when speaking in front of others, and can instinctively maneuver and adjust &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; speeches to the subtle shifts in a crowd to suit &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; desire. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; the ability to use all three of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Leadership&#039;&#039;, &#039;&#039;Intimidation&#039;&#039;, or &#039;&#039;Charm&#039;&#039; Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).&lt;br /&gt;
|Feat2FooterText=Silver Tongue is a unique ability for Directors&lt;br /&gt;
}}&lt;br /&gt;
=== Field Medic ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Field Medic&lt;br /&gt;
|DisciplineQuote=...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life&#039;s woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering &#039;&#039;[[Skills#Medicine|Medicine]]&#039;&#039;.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Medics gain:&lt;br /&gt;
* &#039;&#039;Steady Hands&#039;&#039;, which modifies the Skill: &#039;&#039;Medicine&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Xenobiology&#039;&#039;&#039;, a unique ability for Field Medics&lt;br /&gt;
|Feat1Name=Steady Hands&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of an overcrowded emergency room. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out basic distractions and remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039; (up to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when under the stress of a battlefield skirmish. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can calmly and mechanically work with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Medicine&#039;&#039; skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:is,is,is,are}}&amp;lt;/nowiki&amp;gt; granted a +1 Skill Point bonus to &#039;&#039;Medicine&#039;&#039;  (up to a maximum of +5.&lt;br /&gt;
|Feat1FooterText=Steady Hands, which modifies the Skill: Medicine&lt;br /&gt;
|Feat2Name=Xenobiology&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; 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 &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; was working on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; own species.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.&lt;br /&gt;
|Feat2FooterText=Xenobiology, a unique ability for Field Medics&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Hunter&lt;br /&gt;
|DisciplineQuote=I use any means necessary to get the job done.&lt;br /&gt;
|DisciplineDescription=Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal  or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Hunters gain:&lt;br /&gt;
* &#039;&#039;Tools Of The Trade&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;On The Trail&#039;&#039;&#039;, a unique Ability for Hunters&lt;br /&gt;
|Feat1Name=Tools Of The Trade&lt;br /&gt;
|Feat1Tier1Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:has,has,has,have}}&amp;lt;/nowiki&amp;gt; time to prepare for a hunt (up to a Maximum of +4).&lt;br /&gt;
|Feat1Tier2Description= &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; Skill even when improvising on the fly and unprepared (up to a Maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Miscellaneous Weapons&#039;&#039; when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).&lt;br /&gt;
|Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons&lt;br /&gt;
|Feat2Name=On The Trail&lt;br /&gt;
|Feat2Tier1Description=When tracking or on the trail of a quarry &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others might miss. This awareness triggers &#039;&#039;&#039;rarely and unreliably&#039;&#039;&#039;, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]] Skills.&lt;br /&gt;
|Feat2Tier2Description=When tracking or on the trail of a quarry, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s whereabouts or direction that others would miss. This awareness triggers &#039;&#039;&#039;more consistently&#039;&#039;&#039; and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has tracked down quarry from one side of the Galaxy to the other. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; will pick up on clues to a target&#039;s trail or whereabouts that even those gifted with the Force would miss. This awareness triggers &#039;&#039;&#039;instinctively and consistently&#039;&#039;&#039; without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills.&lt;br /&gt;
|Feat2FooterText=On The Trail is a unique ability for Hunters&lt;br /&gt;
}}&lt;br /&gt;
=== Infiltrator ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Infiltrator&lt;br /&gt;
|DisciplineQuote=What guards?&lt;br /&gt;
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Infiltrators gain:&lt;br /&gt;
* &#039;&#039;Chameleon&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Stealth|Stealth]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Eye&#039;&#039;&#039;, a unique Ability for Infiltrators&lt;br /&gt;
|Feat1Name=Chameleon&lt;br /&gt;
|Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +1 Skill bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to be more subtle when becoming one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; environment. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can change the way &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; walks and talks while making use of wardrobe, lighting, and demeanor. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has learned to seamlessly become one with &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; surroundings, and gets a +2 Skill point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Stealth&#039;&#039; Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Keen Eye&lt;br /&gt;
|Feat2Tier1Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s &#039;&#039;[[Skills#Investigation|Investigation]]&#039;&#039; or &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier2Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2Tier3Description=When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can spot patterns or oddities &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;{{gender:comes,comes,comes,come}}&amp;lt;/nowiki&amp;gt; across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Investigation&#039;&#039; or &#039;&#039;Perception&#039;&#039; Skills. &lt;br /&gt;
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators&lt;br /&gt;
}}&lt;br /&gt;
=== Scavenger ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scavenger&lt;br /&gt;
|DisciplineQuote=He&#039;s a BB unit with a selenium drive and a thermal hyperscan vindicator.&lt;br /&gt;
|DisciplineDescription=In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scavengers gain:&lt;br /&gt;
* &#039;&#039;Junker&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Crafting|Crafting]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotfix&#039;&#039;&#039;, a unique Ability for Scavengers&lt;br /&gt;
|Feat1Name=Junker&lt;br /&gt;
|Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).&lt;br /&gt;
|Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of common or uncommon mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).&lt;br /&gt;
|Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can quickly appraise the value of any kind of mechanical equipment &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; comes across and then sell it at a higher value or repurpose it somewhere else. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Crafting&#039;&#039; when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).&lt;br /&gt;
|Feat1FooterText=Junker modifies the Skill: Crafting&lt;br /&gt;
|Feat2Name=Hotfix&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a cool head under pressure when working to repair malfunctioning technology. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has become so attuned to the mechanical technology of the Galaxy that &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.&lt;br /&gt;
|Feat2FooterText=Hotfix is a unique ability for Scavengers&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoundrel ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Scoundrel&lt;br /&gt;
|DisciplineQuote=Boys, you&#039;re both gonna get what I promised. Have I ever not delivered for you before?&lt;br /&gt;
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Examples:&lt;br /&gt;
&amp;lt;br /&amp;gt;[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Scoundrels gain:&lt;br /&gt;
* &#039;&#039;Fly Casual&#039;&#039;, which grants a bonus to &#039;&#039;[[Skills#Deception|Deception]]&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Intergalactic&#039;&#039;&#039;, a unique Ability for Scoundrels&lt;br /&gt;
|Feat1Name=Fly Casual&lt;br /&gt;
|Feat1Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. &lt;br /&gt;
|Feat1Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.&lt;br /&gt;
|Feat1Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been in countless deals, cons, and gambits of every flavor. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;Deception&#039;&#039; when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is unfazed by the various species, cultures, and gangs and can use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; experience alone to adapt effortlessly to unseen variables. &lt;br /&gt;
|Feat1FooterText=Fly Casual modifies the Skill: Subterfuge&lt;br /&gt;
|Feat2Name=Intergalactic&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) the basics of alien and droid dialects without the need of &#039;&#039;[[Skills#Linguistics|Language]]&#039;&#039; Skill Points.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand most of (but not speak) alien and droid dialects without the need of &#039;&#039;Language&#039;&#039; Skill Points. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; an additional &#039;&#039;Lore&#039;&#039; topic in dealing with Underworld contacts. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has seen it all and has lived to tell the tale. &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional &#039;&#039;Language&#039;&#039; Skill Point. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. &lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Smuggler Trade, Business, and Ventures&lt;br /&gt;
&amp;lt;br /&amp;gt;+ Lore Topic: Underworld Contacts&lt;br /&gt;
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons Specialist ===&lt;br /&gt;
{{Discipline&lt;br /&gt;
|DisciplineName=Weapons Specialist&lt;br /&gt;
|DisciplineQuote=Blasters, blades, blunted staves and things that go &#039;bang&#039;; no matter which you choose, you’re going to have a tough time facing me.&lt;br /&gt;
|DisciplineDescription=Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Weapons Specialists gain:&lt;br /&gt;
* &#039;&#039;Medley&#039;&#039;, which modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
* &#039;&#039;&#039;Proficiency&#039;&#039;&#039;, a unique ability for Weapons Specialists&lt;br /&gt;
|Feat1Name=Medley&lt;br /&gt;
|Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; 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.&lt;br /&gt;
|Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if&amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt;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.&lt;br /&gt;
|Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills&lt;br /&gt;
|Feat2Name=Proficiency&lt;br /&gt;
|Feat2Tier1Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.&lt;br /&gt;
|Feat2Tier2Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2Tier3Description=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has spent years training and honing &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; skills with his favourite weapons. This allows him to use &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.&lt;br /&gt;
|Feat2FooterText=Proficiency is a unique ability for Weapons Specialists&lt;br /&gt;
}}&lt;br /&gt;
== Custom Disciplines ==&lt;br /&gt;
Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at [[Equite 3]], members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.&lt;br /&gt;
&lt;br /&gt;
There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.&lt;br /&gt;
&lt;br /&gt;
The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making. &lt;br /&gt;
&lt;br /&gt;
Equite 3 members get to use two level one feats. &lt;br /&gt;
Equite 4 members get to use two level two feats. &lt;br /&gt;
All Elder members get to use two level three feats.&lt;br /&gt;
&lt;br /&gt;
This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it. &lt;br /&gt;
&lt;br /&gt;
=== Requesting a Custom Discipline ===&lt;br /&gt;
&lt;br /&gt;
To request a custom discipline please use this form [https://forms.gle/c3xrDWLVFNt59UuH6 here].&lt;br /&gt;
&lt;br /&gt;
This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible. &lt;br /&gt;
&lt;br /&gt;
=== Custom Discipline Options ===&lt;br /&gt;
In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The &#039;&#039;only&#039;&#039; way to use any of these feats is by creating a custom discipline for your character. &lt;br /&gt;
==== Suggesting a new Discipline Feat ====&lt;br /&gt;
We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion. &lt;br /&gt;
==== Unique Force User Feats ====&lt;br /&gt;
===== Arcane Shield =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Arcane Shield&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from  Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Lightning, Stun, explosives, or blaster fire without losing concentration. &lt;br /&gt;
|footer=Arcane Shield, a unique ability. &lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Beast Mode =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Beast Mode&lt;br /&gt;
|desc1=Working with animals has led &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; to discover the ability to channel some addition Force energy to bolster their creatures.  can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for half the effect. &lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has developed a deeper ability to channel some addition Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at twice the energy to use it for the full effect. &lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the ability to channel additional Force energy to bolster their creatures. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can use &#039;&#039;&#039;Amplification&#039;&#039;&#039; on &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; beast at the same energy cost as using it on themselves, for the same full effect of the power. &lt;br /&gt;
|footer=Beast Mode, a unique ability for the Force Power: Amplification&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Clairvoyance =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Clairvoyance&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences significant mental fatigue with extended use.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; experiences with extended use is diminished.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s connection to the Living Force makes them aware of the branching futures before &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt;. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.&lt;br /&gt;
|footer=Clairvoyance, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Force Shockboxing =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Force Shockboxing&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to learn to envelop their fists with &#039;&#039;&#039;Lightning&#039;&#039;&#039; while delivering unarmed strikes. With great effort, &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has reached new levels in enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can throw one combination of &#039;&#039;&#039;Lightning&#039;&#039;&#039;-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered enhancing their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039;. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; can envelop their unarmed strikes with &#039;&#039;&#039;Lightning&#039;&#039;&#039; for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.&lt;br /&gt;
|footer=Force Shockboxing, a unique ability for the Force Power: Lightning&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Hivemind =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Hivemind&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to train in an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use another person (who doesn&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to basic defense.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has trained an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is limited to defensive measures and basic offensive capabilities.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered an advanced style of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039;, allowing them to use two other people (who don&#039;t have to be a Force user) under their &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; effects to help offset &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s focus. This allows &amp;lt;nowiki&amp;gt;{{gender:him,her,it,they}}&amp;lt;/nowiki&amp;gt; to not only move but also fight.  Their ability to fight is as if they were not channeling &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; at all, while still suffering the tiring effects of the power.&lt;br /&gt;
|footer=Hivemind, a unique ability for the Force Power: Battle Meditation&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Jedi Ace =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Jedi Ace&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for using the Force in dogfights has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has strengthened their ability to use the Force to aid their piloting. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of using the Force to aid their piloting has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Precognition&#039;&#039;&#039; Power when engaged in a space battle (up to a maximum of +5).&lt;br /&gt;
|footer=Jedi Ace, which modifies the Force Power: Precognition&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Presentiment =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Presentiment&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean bits of information resulting in some mental and emotional strain.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit &amp;lt;nowiki&amp;gt;{{gender:him,her,it,them}}&amp;lt;/nowiki&amp;gt; to glean substantial bits of information with very little mental or emotional toll.&lt;br /&gt;
|footer=Presentiment, a unique ability for the Force Power: Farsight&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Primal Bond =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Primal Bond&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s affinity for reaching out to the minds of animals has been honed. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s natural draw to creatures has strengthed their ability to reach out to the minds of animals. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s mastery of touching the minds of creatures has strengthed to an extreme level. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt;  gains a +2 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Control&#039;&#039;&#039; power when handling any creature they find (up to a maximum of +5).&lt;br /&gt;
|footer=Primal Bond, which modifies the Force Power: Creature Control&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
==== Unique Non-Force User Feats ====&lt;br /&gt;
===== Capital Commander =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Capital Commander&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|desc3=Not only is &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; 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, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point increase to their &#039;&#039;&#039;Operations&#039;&#039;&#039; Skill, and all crew members on board gain +1 (up to a maximum of +5).&lt;br /&gt;
|footer=Capital Commander, which modifies the Skill: Operations&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Creature Speaker =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Creature Speaker&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is no stranger to harsh environments and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is well-trained in handling harsh environments, and the creatures that call them home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|desc3=A master of wildlife, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; knows how to handle the creatures that call the wilderness home. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +2 Skill Point bonus to &#039;&#039;&#039;Survival&#039;&#039;&#039; Skill when &amp;lt;nowiki&amp;gt;{{gender:he,she,it,they}}&amp;lt;/nowiki&amp;gt; are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Creature Handling&#039;&#039;&#039; Skill.&lt;br /&gt;
|footer=Creature Speaker, which modifies the Skill: Survival&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Deflection Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Deflection Specialist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can use bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has furthered their training in deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect short flurries of blaster fire with their bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered the art of deflecting blaster weapons. &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can deflect long torrents of fire from rapid-fire blaster weapons with their bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).&lt;br /&gt;
|footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Mad Scientist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Mad Scientist&lt;br /&gt;
|desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill (up to a maximum of +4).&lt;br /&gt;
|desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +1 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; and &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus&#039; to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gets a +2 Skill Point bonus to their &#039;&#039;&#039;Medicine&#039;&#039;&#039; Skill and +1 Skill Point bonus to their &#039;&#039;&#039;Mechanics&#039;&#039;&#039; Skill (up to a maximum of +5).&lt;br /&gt;
|footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Masquerade =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Masquerade&lt;br /&gt;
|desc1=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4). &lt;br /&gt;
|desc2=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039;  Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5) &lt;br /&gt;
|desc3=Using regular and technological means, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +2 Skill Point bonus to their &#039;&#039;&#039;Deception&#039;&#039;&#039; Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).&lt;br /&gt;
|footer=Masquerade, which modifies the Skill: Deception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Unarmed Specialist =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Unarmed Specialist&lt;br /&gt;
|desc1=Across many training sessions &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; Skill while using their preferred form (up to a maximum of +4).&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039; and &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skills (up to a maximum of +5).&lt;br /&gt;
|desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains a +1 Skill Point bonus to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Stamina&#039;&#039;&#039;, &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Resolve&#039;&#039;&#039; skills (up to a maximum of +5).&lt;br /&gt;
|footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
===== Well Trained =====&lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Well Trained&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; Creature that do not trigger for hours, or require long distances to accomplish. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. &#039;&#039;(Creature must be cited in Loadout Description)&#039;&#039;&lt;br /&gt;
|footer=Well Trained, a unique ability for the Skill: Creature Handling&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unique Feats for Both ====&lt;br /&gt;
Given the unique nature of the &#039;&#039;&#039;Lightsaber&#039;&#039;&#039; Skill, there is a single feat set that can be selected by any custom discipline regardless of Order.&lt;br /&gt;
===== Duelist ==== &lt;br /&gt;
{{DisciplineFeat&lt;br /&gt;
|name=Duelist&lt;br /&gt;
|desc1=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; has begun to specialise in one-on-one duels. The efficiency and timing of &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; movements gives them an edge in speed, and &amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &amp;lt;nowiki&amp;gt;{{gender:his,her,its,their}}&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Athletics&#039;&#039;&#039; Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.&lt;br /&gt;
|desc2=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt;&#039;s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent&#039;s weapon. &amp;lt;nowiki&amp;gt;{{gender:He,She,It,They}}&amp;lt;/nowiki&amp;gt; gains +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039; and &#039;&#039;&#039;Might&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|desc3=&amp;lt;nowiki&amp;gt;{{member}}&amp;lt;/nowiki&amp;gt; is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to &#039;&#039;&#039;Athletics&#039;&#039;&#039;, &#039;&#039;&#039;Might&#039;&#039;&#039;, and &#039;&#039;&#039;Perception&#039;&#039;&#039; Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.&lt;br /&gt;
|footer=Duelist, which modifies the Skill: Athletics, Might, and Perception&lt;br /&gt;
|bg1=#515151&lt;br /&gt;
|bg2=#393939&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197140</id>
		<title>CS Guide: Force Powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.darkjedibrotherhood.com/index.php?title=CS_Guide:_Force_Powers&amp;diff=197140"/>
		<updated>2025-05-06T03:02:36Z</updated>

		<summary type="html">&lt;p&gt;Idris Adenn: /* Transformation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Eras|real}}&lt;br /&gt;
{{CS TOC}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Below, you will find the reference guide for the Character Sheet &#039;&#039;&#039;Force Powers&#039;&#039;&#039;. All documentation is based on the &#039;&#039;Force Powers 2.0&#039;&#039; project headed up by the [[Combat Master]], [[Voice of the Brotherhood|Voice]] Staff, and Character Sheet Development Team. This reference table aims to give members a better idea of the level of control/power they have of a given Force Power, and how they would write their character utilizing it both in and out of combat.&lt;br /&gt;
== Force Use ==&lt;br /&gt;
=== Duration ===&lt;br /&gt;
Force Power usage is draining on a Force User, more so when used in the heat of combat. The stronger the display of Force, the more difficult it is to maintain the power. While a master of an ability can generate massive power, they can only do so for a short duration. Most masters are wise enough to apply their power with restraint. By using less strength, they are able to maintain the effect of the power for a longer duration. With limited training, a Force User may struggle to bring the full effect of a power to bear and maintaining concentration quickly becomes draining, resulting in shorter bursts of Force use.&lt;br /&gt;
=== Downtime ===&lt;br /&gt;
Though the Force gives strength, a Force User is still limited by flesh and blood. Drawing on such power dwindles the Force User&#039;s reserves of endurance and willpower. Manipulating the Force, especially in combat, requires sharp mental control. While a Force User may draw on the Force repeatedly, it will usually become more difficult with each successive use. Some powers, of course, are more draining than others. But no Force User can limitlessly tap into the powers of the light or dark side without exhaustion setting in. Use of great power comes with great fatigue, and Force User should be aware of the risks of pushing too hard too fast.&lt;br /&gt;
== Force Powers ==&lt;br /&gt;
=== Amplification ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Amplification&lt;br /&gt;
|desc=&#039;&#039;&#039;Amplification&#039;&#039;&#039; allows a Force User to perform amazing feats of &#039;&#039;physical&#039;&#039; prowess. By channeling the Force, a Force User could run faster, jump higher, hit harder, and even react faster. This ability allows the user to push beyond the normal limits of their physical bodies and perform superhuman feats.&lt;br /&gt;
|1=At the most basic level, a Force User must concentrate for several seconds to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. The Force User would feel fatigue after a single use respective to the complexity of the action.&lt;br /&gt;
|2=With further study, the Force User must concentrate for only a second in order to augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force. A single-use will not cause fatigue, but subsequent use of &#039;&#039;&#039;Amplification&#039;&#039;&#039; in the next several minutes would.&lt;br /&gt;
|3=With consistent study, the Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities through the Force, but still experience fatigue when using &#039;&#039;&#039;Amplification&#039;&#039;&#039; several times over the course of several minutes.&lt;br /&gt;
|4=The Force User can instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force but still experience fatigue if they use &#039;&#039;&#039;Amplification&#039;&#039;&#039; many times over the course of several minutes.&lt;br /&gt;
|5=Mastery allows a Force User to not only instantly augment one of their &#039;&#039;physical&#039;&#039; abilities with the Force, but the effects of fatigue after use are effectively negligible.&lt;br /&gt;
|duration=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a power that pushes the Force User&#039;s body far beyond its normal limits for anywhere up to a minute.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Amplification&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Enhanced+Sight+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Enhanced Sight I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Escape+Artist &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Escape Artist&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Scream+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Scream I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammerhand &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammerhand&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Reflexes &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Reflexes&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Barrier ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Barrier&lt;br /&gt;
|desc=&#039;&#039;&#039;Barrier&#039;&#039;&#039; manifests the Force into a translucent defensive corona that can absorb &#039;&#039;physical&#039;&#039; attacks. These &#039;&#039;&#039;Barriers&#039;&#039;&#039; protect only the user, requiring them to remain stationary, and will shatter after enough impact. &#039;&#039;&#039;Barrier&#039;&#039;&#039; can stop repeated hits from conventional weapons (including blasters), but will shatter on heavy impact with things such as explosions or large projectiles like boulders.&lt;br /&gt;
|1=At its most basic level, the Force User must take several seconds to concentrate and focus their full will to manifest the Force as a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039;. The user’s full concentration is necessary to maintain the barrier.&lt;br /&gt;
|2=With further study, the Force User must still take several seconds of concentration to manifest the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; but no longer needs their full concentration to maintain it.&lt;br /&gt;
|3=With consistent training, the Force User is able to summon the Force almost instantaneously to create a  protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; and can do so in the middle of combat.&lt;br /&gt;
|4=It is no longer a matter of training, but instinct that allows the Force User to will the Force into a protective &#039;&#039;&#039;Barrier&#039;&#039;&#039; as long as they are not already fatigued or under heavy duress.&lt;br /&gt;
|5=A master of conjuring &#039;&#039;&#039;Barriers&#039;&#039;&#039; may summon them at will, even when fatigued or under heavy duress.&lt;br /&gt;
|duration=&#039;&#039;&#039;Barriers&#039;&#039;&#039; can withstand anything from repeated minor blows from either &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attacks (such as blaster pistols, slugs and other thrown projectiles, or lighter strikes from &#039;&#039;&#039;[[Force Powers#Telekinesis|Telekinesis]]&#039;&#039;&#039;) to one major blow from &#039;&#039;physical&#039;&#039; or &#039;&#039;Force-based&#039;&#039; attack (such as blaster cannons, explosions, detonations, heavy &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, and &#039;&#039;&#039;[[Force Powers#Force Lightning|Force Lightning]]&#039;&#039;&#039;). Massive explosions, fast-moving objects larger than a person or similarly destructive effects will shatter a barrier immediately and still have a reduced impact on the user.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Barrier&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Energy+Dispersion &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Energy Dispersion&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Shield+Wall+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Shield Wall I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Battle Meditation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Battle Meditation&lt;br /&gt;
|desc=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is a Force Power used to boost the combat effectiveness of allies and reduce the effectiveness of enemies. With further training, the Force User can influence their tactical coordination and teamwork as well but does not allow for telepathic communication. The skill starts with affecting the immediate area around the user, growing to affect an entire battlefield, but does not work well on the scale of large space battles. Battle Meditation can generally turn a narrow victory into a rout, a narrow defeat into a narrow victory, or minimize the losses of a significant defeat.&lt;br /&gt;
|1=At the most basic level, the Force User may influence morale in a single confrontation nearby, and in the Force User’s line of sight.&lt;br /&gt;
|2=With some extra study, the Force User no longer requires a direct line of sight and can affect allies working as a team.&lt;br /&gt;
|3=The Force User can easily affect multiple small-sized groups fighting independently, influencing their courage, morale and will to fight, and improving or reducing their coordination with each other. The Force User will often turn the tide of small battles in their favour.&lt;br /&gt;
|4=Through dedicated concentration, the Force User can simultaneously affect groups of friends and foes across a small area, tipping the scales in any small or medium confrontation.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; may devastate the will of his enemies, while simultaneously amplifying the courage of his allies, across an impressive area. The Force User can influence the outcome of any medium or large confrontation.&lt;br /&gt;
|duration=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; requires intense concentration, and the Force User must always be stationary or immobile to maintain a meditative state, leaving them vulnerable while maintaining their influence. Battle Meditation lasts as long as a Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Battle Meditation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, affecting larger groups or maintaining focus for more than a moderate period of time will leave the Force User completely exhausted.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ace+Aura &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ace Aura&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Meld+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Meld I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Space+Battle+Meditation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Space Battle Meditation I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Blinding ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Blinding&lt;br /&gt;
|desc=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a Force User’s ability to create a flash of blinding white-light with the Force. The effect is instantaneous and leaves opponents disoriented and unable to see as if hit with a  flash-bang grenade. This ability can also blind the caster if they are not careful, and requires a hand gesture as a focus.&lt;br /&gt;
|1=Initially, the Force User must commit his full concentration for several seconds in order to create a flash of blinding white-light.&lt;br /&gt;
|2=With further training, the Force User can create a flash of blinding white-light with half of their concentration focused on the task, but requires full focus while in combat.&lt;br /&gt;
|3=With consistent training, the Force User can create a flash of blinding white-light with minimal concentration outside of active combat, and half concentration while engaged in combat.&lt;br /&gt;
|4=The Force User has become adept at creating a flash of blinding white-light with minimal effort in combat or out of combat.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Blindness&#039;&#039;&#039; can create a flash of blinding white-light at will, without any noticeable effort.&lt;br /&gt;
&lt;br /&gt;
|duration=The flash of light created by &#039;&#039;&#039;Blinding&#039;&#039;&#039; is instantaneous, and will cause disorientation lasting several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Blinding&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blinded+By+The+Light &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blinded By The Light&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Whizz-Bang &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Whizz-Bang&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Concealment ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Concealment&lt;br /&gt;
|desc=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is the ability for a Force User to mask their connection and identity with the Force. This goes for hiding a Force User’s strength in the Force as well as alignment. While &#039;&#039;&#039;[[Force Powers#Force Cloak|Force Cloak]]&#039;&#039;&#039; renders the Force User invisible from the eye, &#039;&#039;&#039;Concealment&#039;&#039;&#039; can make a user invisible to those searching through the Force. The more skilled a Force User is with this ability, the easier it is to maintain a veil of &#039;&#039;&#039;Concealment&#039;&#039;&#039;.&lt;br /&gt;
|1=Initially, the Force User can hide their signature, strength, and alignment in the Force with their full concentration devoted to the task.&lt;br /&gt;
|2=With further training,  the Force User can hide their signature, strength, and alignment in the Force with half of their concentration dedicated to the task as long as they remain out of combat.&lt;br /&gt;
|3=With consistent training, the Force User can hide their signature, strength, and alignment in the Force with minimal concentration out of combat, but a committed effort of concentration while in battle.&lt;br /&gt;
|4=The Force User has become adept at hiding their signature, strength, and alignment in the Force with minimal effort whether in combat or not.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Concealment&#039;&#039;&#039; is able to effortlessly hide their signature, strength, and alignment in the Force, effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Concealment&#039;&#039;&#039; lasts as long as the Force User remains conscious of maintaining the ability, and does not attempt to call upon the Force in another way.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Concealment&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain, but can be used frequently, or for a prolonged period without taxing a Force User’s reserves.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Haze+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Haze I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quey%27tek+Meditation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quey’tek Meditation&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Control Self ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Control Self&lt;br /&gt;
|desc=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is the ability to manipulate and control one’s bodily functions through the Force. This includes the ability to dull or temporarily ignore pain, regulate body temperature, slow breathing, or even entering a trance-like state of hibernation for survival purposes.&lt;br /&gt;
|1=Initially a Force User is able to, through intense concentration, dull pain and soreness as well as delay the toll that an extreme climate would otherwise take on a member of their species.&lt;br /&gt;
|2=With additional training, a Force User is able to ignore intense pain and shape bodily functions and temperature to their will with less concentration than before.&lt;br /&gt;
|3=With consistent study a Force User can push through excruciating pain, sleep deprivation and radically alter their vital bodily functions with minimal focus. Additionally, the Force User can place themselves in a hibernation trance for survival, requiring no food or water, and very little oxygen (or other breathing gases) for a period of up to several days.&lt;br /&gt;
|4=It is no longer a matter of concentration; the Force User shapes their pain input and bodily functions by instinct alone. The Force User can operate for days in a climate much hotter or colder than their physiology would otherwise allow, and can increase the duration of the hibernation state for several weeks.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Control Self&#039;&#039;&#039; can shrug off pain that would normally cause blackout. They can go long periods of time without needing food or water. The Force User’s ability to regulate their body’s functions is so great that their hibernation trance can be indistinguishable from death without a medical examination or sensing through the Force, and this state can be maintained indefinitely.&lt;br /&gt;
|duration=Control Self initially requires significant concentration to maintain but as training in the power increases the amount of focus required decreases.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Control Self&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user with quick, successive uses in a short period of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=%27Tis+But+A+Scratch &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;‘Tis But A Scratch&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Creature Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Creature Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; The Force connects all living things, and with training, a Force-user can develop the ability to reach out and make a connection with a target creature. Creatures are classified as either: &#039;&#039;&#039;Domesticated&#039;&#039;&#039;, &#039;&#039;&#039;Tameable&#039;&#039;&#039;, or &#039;&#039;&#039;Untameable&#039;&#039;&#039;, with the individual’s level offering different degrees of control in relation to the creature&#039;s respective classification.&lt;br /&gt;
|1=With full concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature.&lt;br /&gt;
|2=With half concentration, you can connect with a &#039;&#039;&#039;Domesticated&#039;&#039;&#039; creature, and begin to form a connection with &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures.&lt;br /&gt;
|3=With minimal effort you can connect with &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039; creatures, and can create a basic connection with an &#039;&#039;&#039;Untameable&#039;&#039;&#039; creature to prevent them from eating you.&lt;br /&gt;
|4=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; and connect with a &#039;&#039;&#039;Tameable&#039;&#039;&#039; creature with minimal effort. With full concentration, you can maintain a connection with untameable creatures.&lt;br /&gt;
|5=You can effortlessly connect with any creature that is &#039;&#039;&#039;Domesticated&#039;&#039;&#039; or &#039;&#039;&#039;Tameable&#039;&#039;&#039;, and with enough focus even those considered &#039;&#039;&#039;Untameable&#039;&#039;&#039;.&lt;br /&gt;
|duration=Dependent on the Force-user’s concentration and ability to maintain their connection to the creature.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Creature Control&#039;&#039;&#039; is a basic power, meaning it can be used multiple times in the heat of battle. However, it can be draining on the user when used on creatures that are harder to control.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Deep+Bond+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Deep Bond I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Obedience+School &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Obedience School&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=We+Are+Legion+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;We Are Legion I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Darkness ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Darkness&lt;br /&gt;
|desc=&#039;&#039;&#039;Darkness&#039;&#039;&#039; uses the Force to create a sphere around a single target in which all light is eliminated. This power is initially draining, able to affect only a small area. As the Force User’s power increases, they are able to affect a larger area with greater ease. &#039;&#039;&#039;Darkness&#039;&#039;&#039; prevents natural vision and optical technology (such as cameras), but not the use of the power &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039;.&lt;br /&gt;
|1=At its most basic level, &#039;&#039;&#039;Darkness&#039;&#039;&#039; is limited to a sphere roughly two meters in diameter, fixed on the center of the user. It takes about a second for the darkness to descend, and the effect will only last several seconds.&lt;br /&gt;
|2=With further study, the Force User can increase the diameter to about four meters, and anchor it anywhere within two meters of themselves, lingering for several seconds.&lt;br /&gt;
|3=With consistent study,  the Force User can increase the diameter to six meters in size and anchor it anywhere within four meters of themselves, lasting for up to a minute.&lt;br /&gt;
|4=No longer a matter of study, the Force User can instinctively snap an eight meter diameter into place, anchoring it anywhere within six meters of themselves, lasting about a minute.&lt;br /&gt;
|5=With mastery comes perfection. The Force User may place a twelve meter diameter shape anywhere within twelve meters of themselves, anchoring it within the same range, lasting about a minute.&lt;br /&gt;
|duration=&#039;&#039;&#039;Darkness&#039;&#039;&#039; can be sustained as long as the user maintains concentration. Once concentration is broken, the darkness will dissipate gradually based on the Force User’s proficiency.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Darkness&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used rarely in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Darksight &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Darksight&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lil%27+Bit+Disco &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lil’ Bit Disco&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Cloud &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Cloud&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Farsight ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Farsight&lt;br /&gt;
|desc=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is the ability to gain vague impressions of events happening in other places or times using the Force, typically achieved through long meditation sessions. These visions focus on strong imagery and emotions. The future is always in motion, however, and is thus subject to change.&lt;br /&gt;
|1=At its most basic level, a user will feel emotions about events several days before they transpire, but is unable to extract meaningful information or images through the Force.&lt;br /&gt;
|2=With further study and training, the Force User can now “see” vague images taking place several weeks in advance that are symbolic of what the future may hold with a slight degree of accuracy, though they will have difficulty interpreting these images before events unfold.&lt;br /&gt;
|3=Through focused meditation, the Force User may now “see” clearer symbolic images of possible futures several months before they occur, and can even glimpse fragments of important events in the future. The user will have an easier time interpreting these with moderate accuracy, but will likely miss details leading to the crucial event.&lt;br /&gt;
|4=The user can now “watch”  events before they transpire as if experiencing a vague dream, and with the proper study and meditation, can interpret the meaning of important moments with a fair degree of accuracy a year before they transpire.&lt;br /&gt;
|5=The Force User’s mind sees with surprising clarity, with their visions being inseparable from having a vivid dream. Not only can they identify major key moments in the possible future, but also events that surround them, giving them a far more complete interpretation of what may transpire within years of these events occurring.&lt;br /&gt;
|duration=Meditation sessions are lengthy. While the vision itself will last for up to half a minute, a large amount of time must be spent focusing on what the images could mean, and how they relate to possible futures.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Farsight&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Don%E2%80%99t+Stop+Believin%E2%80%99 &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Don’t Stop Believin’&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=More+Than+A+Feeling &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;More Than A Feeling&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Force Cloak ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Cloak&lt;br /&gt;
|desc=By manipulating light and shadows with the Force, the Force User can use &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; to vanish from view and become invisible. A Force User cloaked in the Force in such a manner is undetectable to the naked eye or even by more technological scanners such as infrared or night vision, but still able to be detected by another Force User’s &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; or &#039;&#039;&#039;[[Force Powers#Precognition|Precognition]]&#039;&#039;&#039; feats. The Force User must also remain immobile.&lt;br /&gt;
|1=Initially, a Force User must devote their full concentration in order to vanish from view, and the process moves slowly from the feet upward over the course of about half a minute.&lt;br /&gt;
|2=With further study, the Force User requires less concentration to maintain &#039;&#039;&#039;Force Cloak&#039;&#039;&#039; and can chose which part of their body the cloak starts at.&lt;br /&gt;
|3=With consistent training and discipline, the Force User can vanish from view in the space of a few seconds.&lt;br /&gt;
|4=A Force User can vanish from view almost instantaneously and remain shrouded with minimal concentration.&lt;br /&gt;
|5=Mastery allows a Force User to instantly vanish from view in the blink of the eye and at will.&lt;br /&gt;
|duration=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; can be maintained for as long as the Force User can concentrate and remain immobile.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Cloak&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=False+Cloak &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;False Cloak&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Take+My+Shimmer+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Take My Shimmer I-II&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common error:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ghosting+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ghosting&amp;lt;/span&amp;gt;] is required to move while using &#039;&#039;&#039;Force Cloak.&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
=== Force Lightning ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Force Lightning&lt;br /&gt;
|desc=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is the ability to manifest the Force into violent energy from the user’s own body in the form of electricity directed at a single target in a burst. &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can fry sensitive electronics and will cause extreme pain in the recipient. With more advanced training (Feats), this ability can be augmented into a sustained attack or even hit multiple targets.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; takes several seconds and powerful immediate emotional stimulus to harness. At this rank, a single use will leave the user feeling winded, physically, and emotionally taxed.&lt;br /&gt;
|2=After some practice, the Force User can call upon past emotional experiences for several seconds to provide fuel for &#039;&#039;&#039;Force Lightning&#039;&#039;&#039;. The aftereffects are still present.&lt;br /&gt;
|3=With consistent training, a Force User is able to lessen the aftereffects, and can use &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; multiple times over several minutes.&lt;br /&gt;
|4= Force User can put themselves into the required mindset almost instantaneously and can call on &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; repeatedly before being drained.&lt;br /&gt;
|5=A Master of the power can produce &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; at will, with but a thought. The Force User can use the ability multiple times in quick succession with little effort.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Force Lightning&#039;&#039;&#039; can never be sustained for more than several seconds.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Force Lightning&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant concentration to maintain. Even at higher levels, repeated use of the power over a short time period can leave the Force User &#039;&#039;physically&#039;&#039; drained.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Bounce+It &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Bounce It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Lightning+Deflection+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Lightning Deflection I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock I-IV&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Tempest &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Tempest&amp;lt;/span&amp;gt;]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Shock+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Shock&amp;lt;/span&amp;gt;] is required for sustained blasts and hitting two or more targets (with or without deteriorating power), dependent on the tier accessible.&lt;br /&gt;
}}&lt;br /&gt;
=== Gravitation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Gravitation&lt;br /&gt;
|desc=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is the ability to alter the pull of gravity on yourself or inanimate objects. This is commonly seen while in deep Force mediation as “floating”, but those who train in it can find alternative applications of controlling gravity itself. &lt;br /&gt;
|1=With concentration, the user can weaken gravity’s effect on their body, making them weigh up to one-third of their current weight.&lt;br /&gt;
|2=With more training in &#039;&#039;&#039;Gravitation&#039;&#039;&#039;, the Force user can slightly counter gravity, allowing them to fall at a slower rate than they would otherwise. &lt;br /&gt;
|3=Not only can the user float in place, but they can orient their gravitational pull to other surfaces, allowing them to move along walls and ceilings as if it were the ground. They can now also affect the gravity of inanimate objects, removing a third of the object&#039;s weight, making them easier to carry.&lt;br /&gt;
|4=An adept in &#039;&#039;&#039;Gravitation&#039;&#039;&#039; can now counter gravity on inanimate objects to make them fall more slowly. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Gravitation&#039;&#039;&#039; not only changes their own gravitational orientation and that of inanimate objects but can also now weaken the gravitational pull on other living beings. &lt;br /&gt;
|duration=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; requires an intense focus to maintain the changed gravitational pull.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Gravitation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and can be incredibly draining to keep up for long periods of time.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Free+Fall &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Free Fall&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Healing ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Healing&lt;br /&gt;
|desc=&#039;&#039;&#039;Healing&#039;&#039;&#039; is the Force User’s ability to use the Force to cure injuries. This comes at a personal cost of energy and strength. Both dark and light side applications have the same set of ability to heal themselves and others. This ability merely accelerates possible healing a body would normally undergo. For major injuries, this acceleration can mean the difference between life and death, healing the body before it would die from its injuries. For example, this power can heal a serious torso wound by a lightsaber, but cannot allow a limb to be regrown. Physical contact must be maintained for the duration of the healing.&lt;br /&gt;
|1=A Force User can with full concentration on the task, heal abrasions, set minor bone fractures, and maintain bodily function. This effort is very draining on their energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|2=A Force User can heal abrasions, seal up open wounds, set bone fractures, and maintain bodily function. This can be done while moving, but without performing any strenuous physical activity. This effort is very draining on the user’s energy. Serious injuries can take up to a day to fully heal. &lt;br /&gt;
|3=A Force User can heal injuries more quickly. Minor wounds can be healed with less concentration. This effort is only moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|4=A Force User can heal injuries even more quickly, even in the heat of battle. This effort is moderately draining on the user’s energy. Serious injuries can be healed in hours instead of days.&lt;br /&gt;
|5=A Master of Healing can utilize this ability with barely any concentration and can be done while participating in combat. This effort is less draining on the user’s energy. Serious injuries can be healed in a matter of moments. &lt;br /&gt;
|duration=&#039;&#039;&#039;Healing&#039;&#039;&#039; can be maintained so long as the Force User remains focused on the task, and has the energy to maintain. The length of time required to heal a given wound varies by the severity. Superficial cuts and bruises can be healed in a matter of seconds, open wounds require minutes, and broken bones can still take hours depending on the Force User’s mastery over the power.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Healing&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Accelerated+Healing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Accelerated Healing I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=A+Soul+for+a+Soul &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;A Soul for a Soul&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Field+Triage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Field Triage I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Drain+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Drain I-III&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Synergy+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Synergy I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Ichor ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Ichor&lt;br /&gt;
|desc= &#039;&#039;&#039;Ichor&#039;&#039;&#039; is the ability to channel the Force into liquids, which can be consumed at a later time. These reserves can be used to help heal the body, restore energy, or provide greater strength and endurance.&lt;br /&gt;
|1=The most basic of &#039;&#039;&#039;Ichor&#039;&#039;&#039; users can create and carry a single weak ichor potion. This potion can heal minor bodily damage, provide a small boost of stamina, or give a little more Force essence for the drinker to pull from. &lt;br /&gt;
|2=With further training, the Force user can create and carry a single moderate ichor potion. This can heal non-life-threatening injuries, provide a good boost of stamina, or give a useful boost of Force essence for the drinker. &lt;br /&gt;
|3=The &#039;&#039;&#039;Ichor&#039;&#039;&#039; user can now create and carry a single strong ichor potion. This potion can heal even life-threatening injuries, restore stamina from total fatigue, or completely replenish the drinker’s Force reserves. &lt;br /&gt;
|4=With advanced training, the Force user can now carry a single strong ichor potion and a single moderate alchemical potion. In addition to healing, stamina, or Force restoration, it can also increase physical strength and endurance. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Ichor&#039;&#039;&#039; can create and carry two strong ichor potions, which can have up to two effects at the same time. These include healing, stamina, Force, and increased strength or endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a unique ability that does not expire once a potion has been created. The length of the potion&#039;s effects depends on what it is doing and the strength of the potion itself.  &lt;br /&gt;
|downtime=&#039;&#039;&#039;Ichor&#039;&#039;&#039; is a drawn-out process of creating Force-fueled liquids for consumption. While it is possible to create alchemical potions while doing other things, it is impractical to attempt to create any during the heat of battle. Consumption, however, is a matter of being able to drink the potion, and the drinker does not suffer any downtime from doing so. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Chem+Dealer  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Chem Dealer&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Illusion&lt;br /&gt;
|desc=&#039;&#039;&#039;Illusion&#039;&#039;&#039; allows a Force User the ability to use the Force to trick the five senses (sight, hearing, taste, smell, and touch) of a sentient being into perceiving something other than reality. Complex sensations — such as pain, odors and flavors — are more demanding on both the user and the believability of the Illusion, and the mind will reject the most severe instances. The more accomplished a Force User is with &#039;&#039;&#039;Illusions&#039;&#039;&#039;, the easier it is to affect the mind of other sentients. This can be contested by the target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User must devote their full concentration to conjuring an &#039;&#039;&#039;Illusion&#039;&#039;&#039; against their target.&lt;br /&gt;
|2=With further study, the Force User can conjure an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with partial concentration, if not engaged in direct combat or under too much duress.&lt;br /&gt;
|3=Through consistent training, the Force User can manifest an &#039;&#039;&#039;Illusion&#039;&#039;&#039; with minimal concentration even while engaged in battle.&lt;br /&gt;
|4=The Force User can create &#039;&#039;&#039;Illusions&#039;&#039;&#039; with ease, with only a few moments of concentration required, even in the midst of battle.&lt;br /&gt;
|5=A Master of &#039;&#039;&#039;Illusions&#039;&#039;&#039; can cast them at will, even in the midst of battle, as effortlessly as breathing.&lt;br /&gt;
|duration=&#039;&#039;&#039;Illusions&#039;&#039;&#039; is an active ability, and once created takes on a duration of its own that is often related to a target&#039;s &#039;&#039;[[Skills#Perception|Perception]]&#039;&#039; skill, or a specific Feat that combats &#039;&#039;&#039;Illusion&#039;&#039;&#039;.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Illusion&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires significant exertion of willpower to cast. It can be used sparingly in the heat of battle, and is less effective when already used once on the same target.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Faceless+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Faceless I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Projection&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Loop+it &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Loop It&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Pay+No+Attention+To+The+Man+Behind+The+Curtain &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Pay No Attention To The Man Behind The Curtain&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Prestidigitation &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Prestidigitation&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Item Conjuring ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Item Conjuring&lt;br /&gt;
|desc=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows a Force user to lock away an item they own in the ether and summon it to them elsewhere. These objects remain in the ether indefinitely until summoned. Items can be stored and removed as many times as the Force user wants. Once stored, no one can take the object from the user while it is there. These objects cannot be living organisms. &#039;&#039;This item must be owned as a possession by the user. Items not in your loadout must still be noted in the loadout description.&#039;&#039;&lt;br /&gt;
|1=With fifteen minutes of intense focus, a Force user can store or summon a single small object that isn&#039;t a weapon. Only one object can be stored at a time.  &lt;br /&gt;
|2=With training, in the span of ten minutes, a Force user can store or summon a single small object, including small weapons. Only one object can be stored at a time. &lt;br /&gt;
|3=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can now be done within five minutes and can be used to store or summon a single item the Force user can physically carry. Only one object can be stored at a time. &lt;br /&gt;
|4=With one minute of focus, the Force user can store or summon a single small item they can physically carry. They can now store two objects at a time. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; can store or summon an item with only thirty seconds of focus. This item must be one they can physically carry. They can have up to three objects stored at a time. &lt;br /&gt;
|duration=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; allows an item to be stored indefinitely. The item is not destroyed, merely locked in an inaccessible ethereal vault. Storing or retrieving an item can take up to several minutes of intense focus. The Force User does not need to maintain concentration or focus to keep an object stored.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Item Conjuring&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, requiring dedicated focus to accomplish. While not particularly draining of Force reserves, it can take anywhere from minutes to store or retrieve an object. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Locker+Space  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Locker Space&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Quick+Storage  &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Quick Storage&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Mind Trick ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Mind Trick&lt;br /&gt;
|desc=The &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is one of the most famous uses of the Force in that it gives the Force User the ability to directly affect the mind of another sentient being. The memories, thoughts, and opinions of a target are left open to the user&#039;s machinations and can be manipulated temporarily. This allows for the target to be more easily swayed or nudged in the direction the user desires, even forcing them into unconsciousness if strong enough. It also allows for memories to be probed and even implanted, or opinions to be altered. Unlike &#039;&#039;[[Skills#Manipulation|Manipulation]]&#039;&#039; or &#039;&#039;[[Skills#Interrogation|Interrogation]]&#039;&#039;, this ability is instantaneous and thus can be useful in combat or other real-time scenarios. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=Initially, a Force User can influence the mind of a target with their full concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With further training, the Force User can influence the mind of a target with partial concentration. A hand gesture is required to help focus the mind.&lt;br /&gt;
|3=With consistent training, the Force User can more easily influence their target with minimal concentration against those of lesser &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|4=The Force User can influence the mind of their target with only a few moments of concentration, even in the midst of battle and against those of lesser &#039;&#039;Resolve&#039;&#039;.&lt;br /&gt;
|5=A Master of the Force User &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; can effortlessly influence the will of those with lesser Resolve as easily as breathing.&lt;br /&gt;
|duration=The speed a target can &#039;snap out of&#039; a &#039;&#039;&#039;Mind Trick&#039;&#039;&#039; depends on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;, but often lingers for a few minutes. If directly confronted about idea implanted by &#039;&#039;&#039;Mind Trick&#039;&#039;&#039;, though, the subject may ‘snap out of it’ sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Mind Trick&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that it requires concentration and an exertion of the Force User’s willpower to be effective. If unsuccessful, the subject will become aware of the attempt and prevent the ability from being used on them again.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dominate+Mind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dominate Mind&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Interrogation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Interrogation I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Inceptioned &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Inceptioned&amp;lt;span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Manchurian+Candidate &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Manchurian Candidate&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Moving+The+Masses &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Moving The Masses&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Puppet+Master &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Puppet Master&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Your+Weapons...+You+Will+Not+Need+Them &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Your Weapons…You Will Not Need Them&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Necromancy&lt;br /&gt;
|desc= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; is the ability to pull the soul of the deceased into the mortal plane. While these souls cannot be tethered to their former bodies, with practice, they can take on more solid forms with the ability to manipulate objects in the world around them. These souls are commonly referred to as &#039;&#039;Wraiths&#039;&#039;. &#039;&#039;Wraiths&#039;&#039; are incredibly fragile, and their tether to the physical plane can be severed with a single weapon strike. Stronger &#039;&#039;Wraiths&#039;&#039; can wear armor or wield weapons, which must be provided to them. All &#039;&#039;Wraiths&#039;&#039; rely on the knowledge of their summoner to function, be that how they handle weapons or how they move.&lt;br /&gt;
|1=Initially, &#039;&#039;&#039;Necromancy&#039;&#039;&#039; takes a minute of intense focus to pull a soul into the mortal plane. This &#039;&#039;Wraith&#039;&#039; is a hazy outline roughly similar in size to what it was in life. It can make indistinct noises and weakly push on objects to move them, but it cannot directly manipulate physical objects with control. The user must actively concentrate on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;.&lt;br /&gt;
|2=With training, a user of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can create a single &#039;&#039;Wraith&#039;&#039; that is a smokey visage of its former self, roughly the same size and shape it was in life. This &#039;&#039;Wraith&#039;&#039; can speak single words in a low, pained moan. It can push and pull objects to move them. The user must actively concentrate to maintain and control the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|3=At this level, the user can create a single fully formed &#039;&#039;Wraith&#039;&#039;. This is a dense cloud of dark particles that perfectly matches its shape and size from life. It can speak in haunting low tones and move objects with a poor level of control. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously once ordered.&lt;br /&gt;
|4=With advanced training, you can create a single, fully formed &#039;&#039;Wraith&#039;&#039;, which is capable of wearing clothing and armor and wielding weapons, but lacks fine control in using them. The &#039;&#039;Wraith&#039;&#039; can follow simple tasks autonomously, including simple combat actions in battle. This requires an active concentration on maintaining and controlling the &#039;&#039;Wraith&#039;&#039;. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Necromancy&#039;&#039;&#039; can generate a single powerful &#039;&#039;Wraith&#039;&#039;. It can wear clothing and armor and utilize weapons at one skill point lower than its summoner. They can behave completely autonomously while the user only needs to maintain concentration on keeping them in the mortal plane.&lt;br /&gt;
|duration= &#039;&#039;&#039;Necromancy&#039;&#039;&#039; requires intense active concentration to maintain the &#039;&#039;Wraith’s&#039;&#039; connection to the mortal plane. &#039;&#039;Wraiths&#039;&#039; persist as long as the Force User can maintain their concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Necromancy&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; is an advanced power that requires significant concentration to maintain. Even at higher levels, this power can be difficult to maintain in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Unseen+Servant &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Unseen Servant&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Possession ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Possession&lt;br /&gt;
|desc=&#039;&#039;&#039;Possession&#039;&#039;&#039; allows the user to assume direct control of another body. They experience physical fatigue in their own body for each action taken. The user loses the ability to control their own body while using this power, leaving it behind in a vegetative state. The difficulty of control is not only dictated by the user&#039;s skill, but the willingness of the target to be possessed. This power does not grant access to knowledge or memories of the possessed individual, additionally, you cannot make the target purposely injure themselves or engage in combat. This can be contested by the target&#039;s &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Possession&#039;&#039;&#039; users can possess a non-sapient &#039;&#039;domesticated&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|2=With further training, the user can possess a non-sapient &#039;&#039;domesticated or tameable&#039;&#039; creature and control it with perfect precision. &lt;br /&gt;
|3=With consistent training, the Force user can now control a willing person’s body. This is with an unrefined level of control, leading to very jerky movements. The user’s body is drained of energy twice as much as if they would be doing the action themself. &lt;br /&gt;
|4=A well-trained &#039;&#039;&#039;Possession&#039;&#039;&#039; user can now have perfect control of a willing person’s body and jerky control of a non-willing person. The user’s body is drained of energy at the same rate as doing the actions themselves. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Possession&#039;&#039;&#039; can pilot another willing person’s body with perfect control. The user’s body is physically drained only at half the amount it would be if they were doing the movements themselves. &lt;br /&gt;
|duration=&#039;&#039;&#039;Possession&#039;&#039;&#039; is a draining power that requires active focus to maintain. The more the target fights against their possession, the harder this is to maintain, but as long as the user has the energy and concentration, it can last indefinitely, or until the target conjures the mental strength to break through, dependant on their &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; skill.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Possession&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires complete concentration to maintain. While the target doesn’t need to be within line of sight, the user can only focus on the possession while using this power, their own physical body left in a vegetative state. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Strings+For+Thee &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Strings For Thee&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Preservation+Overrided &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Preservation Override&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Precognition ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Precognition&lt;br /&gt;
|desc=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is the Force User’s ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.&lt;br /&gt;
|1=The Force User is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.&lt;br /&gt;
|2=As the Force User learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.&lt;br /&gt;
|3=With further training, the Force User may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.&lt;br /&gt;
|4=The instincts of a fully trained Force User are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Precognition&#039;&#039;&#039; can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.&lt;br /&gt;
|duration=&#039;&#039;&#039;Precognition&#039;&#039;&#039; provides instantaneous, momentary feelings and impressions of dangers that threaten their sphere of awareness.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Precognition&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039; that works passively in the background of a Force User’s consciousness, and therefore can’t be actively harnessed like &#039;&#039;&#039;[[Force Powers#Sense|Sense]]&#039;&#039;&#039; can.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Leaf+On+The+Wind &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Leaf On The Wind&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Reflexive+Counter &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Reflexive Counter&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Pyrokinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Pyrokinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is the ability to manipulate fire. With practice this becomes capable of creating fire out of thin air. The flames can often present as green in color for those utilizing Magick. &lt;br /&gt;
|1=A novice of &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can manipulate fire around them. This manipulation is an unrefined, poor control of movement and shape. They cannot generate more of the flame than what is present around them. The user must put their full concentration for several seconds to will the fire to move and change.&lt;br /&gt;
|2=With more training, &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; can have control over the movement and shape of fire around them. They cannot generate more of the fire, only use what is around them presently. This requires full concentration for several seconds to will the flames to move and change.&lt;br /&gt;
|3=ot only can the user control where and how fire moves and is shaped, but they can use the spark of fire around them as a source to create even more flames. This requires full concentration but can happen instantly for the user. &lt;br /&gt;
|4=A adept of fire control, not only can the user manipulate fire around them at a whim, with a moment of focus they can create flames out of thin air, even with no source fire around them. &lt;br /&gt;
|5=Master of the flames, not only can the user move and shape fire, but you can easily generate it on a whim out of thin air with little more than a thought. &lt;br /&gt;
|duration=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the user can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039;, it becomes more difficult to break the user&#039;s concentration.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires concentration to maintain. While short uses of the power come easily to most Force users, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Armor &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Armor&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fire+Weapons &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fire Weapons&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Rage ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Rage&lt;br /&gt;
|desc=Light or Dark, all Force User can will their entire being toward a single purpose. When letting their &#039;&#039;&#039;Rage&#039;&#039;&#039; fuel their body, a Force User can run faster, hit harder, and jump higher, beyond even what &#039;&#039;&#039;[[Force Powers#Amplification|Amplification]]&#039;&#039;&#039; would allow. When the adrenaline subsides, however, the Force User often feels a heavy tax on their body and needs significant time to recuperate.&lt;br /&gt;
|1=Initially, when a Force User enters &#039;&#039;&#039;Rage&#039;&#039;&#039; they will be completely single-minded in pursuit of their goal, ignoring even self-preservation. At this rank, if the Force User is unable to complete their goal, their &#039;&#039;&#039;Rage&#039;&#039;&#039; will only end with the Force User’s death or exhaustion at the end of the power’s duration.&lt;br /&gt;
|2=With further study, a Force User entering &#039;&#039;&#039;Rage&#039;&#039;&#039; will retain their self-preservation instinct, able to change their course of action if continuing to do so would likely cause them grave physical harm.&lt;br /&gt;
|3=With consistent training, a Force User is capable of basic tactical thinking during &#039;&#039;&#039;Rage&#039;&#039;&#039;. They may give and take commands from allies, and are more aware of their surroundings.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Rage&#039;&#039;&#039; is capable of maintaining discipline and a mostly clear head during combat. The Force User’s situational awareness is only slightly diminished, and they remain capable of complex tactical maneuvers.&lt;br /&gt;
|5=A master of harnessing their &#039;&#039;&#039;Rage&#039;&#039;&#039; can harness the ability with a perfectly clear head. For all outward appearances, the Force User is in complete control of their actions, emotions, and able to dispassionately change course of action if they desire.&lt;br /&gt;
|duration=At all ranks, &#039;&#039;&#039;Rage&#039;&#039;&#039; lasts about a minute, though if the Force User accomplishes their goal, the &#039;&#039;&#039;Rage&#039;&#039;&#039; may dissipate sooner.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Rage&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; in that unlike &#039;&#039;&#039;Amplification&#039;&#039;&#039;, it pushes the entire body beyond its limits and has withdrawal-type side effects as consequences to using the power. As such, it cannot be used at any level without several hours of rest in between uses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rage+Against+The+Machine &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rage Against The Machine&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Rampage+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Rampage I-III&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Sense ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Sense&lt;br /&gt;
|desc=One of the most rudimentary powers of the Force User, &#039;&#039;&#039;Sense&#039;&#039;&#039; is the ability to open one&#039;s mind to the omniscient awareness of the Force and to use it to detect the presence, alignment, feelings, emotions, intentions, and even the Force strength of other beings. As the Force User grows more connected with the Force, they can decipher the heightened awareness with greater clarity and less effort of will. All Force User have the basic ability to feel the Force, but training is required to make any kind of use out of it.&lt;br /&gt;
|1=Initially, the Force User can close their eyes and focus solely on connecting with the Force to detect the proximity, presence, feelings, intentions,  and emotions of sentient beings around them. The details can be overwhelming, though, while only the vaguest sense of alignment can be felt.&lt;br /&gt;
|2=With further study, the Force User can more easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, and alignment of sentient beings around them. Even a rough measure of an individual&#039;s Force strength can be felt. The details become more clear, and can be used to paint a basic picture of understanding of the details presented.&lt;br /&gt;
|3=With consistent training, the Force User can easily connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under light duress. The details are fairly clear, but may be clouded if under duress.&lt;br /&gt;
|4=With only a moment’s concentration, the Force User can connect with the Force to detect the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them, even while in combat or under duress. The details are clear enough to paint a picture of what is happening, unless the Force User is under heavy duress.&lt;br /&gt;
|5=A fully trained Force User, with the Force as their ally, can connect to the Force at will and with no concentration required, sensing the proximity, presence, feelings, emotions, intentions, alignment, and Force strength of sentient beings around them. The details are sharp and clear.&lt;br /&gt;
|duration=&#039;&#039;&#039;Sense&#039;&#039;&#039; requires the user to concentrate to activate, and lasts as long as the user’s concentration allows.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Sense&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, meaning it can be used multiple times in the heat of battle. However, it can be draining on the Force User as it shifts their attention from the material world to the ethereal view of the Force.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Battlefield+Awareness+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Battlefield Awareness I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Creature+Sense+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Creature Sense I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dowsing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dowsing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Elementary &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Elementary&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Eyes+Wide+Shut &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Eyes Wide Shut&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I+Know+That+Feel%2C+Bro &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I Know That Feel, Bro&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Psychometry+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Psychometry I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=The+Force+is+With+Me &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;The Force is With Me&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Slow ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Slow&lt;br /&gt;
|desc=&#039;&#039;&#039;Slow&#039;&#039;&#039; allows a Force User to hinder the movement of a target through the Force. With more advanced training (feats) a Force User can also stun a target in place, or bring them to a complete halt. This ability affects both organic and non-organic targets. &lt;br /&gt;
|1=Initially, a Force User can slow or hinder  the movement of a target with their full attention set to the task.&lt;br /&gt;
|2=With further study, the Force User can slow or hinder a target with less than full attention, as long as they are concentrating on the task.&lt;br /&gt;
|3=With consistent training, the Force User can slow or hinder the movement of a target with half their attention and minimal concentration.&lt;br /&gt;
|4=The Force User can slow or hinder the movement of a target with minimal attention and only slight concentration.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Slow&#039;&#039;&#039; can effortlessly slow or hinder the movements of a target at will.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Slow&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Singularity &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Singularity&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Stun+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Stun I-II&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Suppression ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Suppression&lt;br /&gt;
|desc=&#039;&#039;&#039;Suppression&#039;&#039;&#039; allows the user to hinder a target’s body&#039;s ability to draw upon the Force. This power makes it harder for a Force User to focus on their connection to the Force, and at high levels, even weakens the target’s impact of the powers the target is trying to use. Target&#039;s resolve can resist this ability making it harder for them to be suppressed. &lt;br /&gt;
&lt;br /&gt;
|1=With an intense and full concentration a Force User can hinder an individual target’s ability to draw on the Force, requiring their target to use a minor increase of concentration beyond their norm.&lt;br /&gt;
|2=With full focus a Force User can better hinder an individual target’s ability to draw on the Force, requiring their target to use a moderate concentration beyond typical usage.&lt;br /&gt;
|3=With moderate concentration, a Force User can hinder an individual target’s ability to draw on the Force, requiring them to use significantly more concentration on even their most basic powers.&lt;br /&gt;
|4=With moderate concentration, a Force User can not only force an individual target to use their full concentration on their Force abilities but decrease the effectiveness of those powers.&lt;br /&gt;
|5=With minor concentration, a Force User can force an individual target to require full concentration to use any of their abilities and lower those powers’ strength and effectiveness. &lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Suppression&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Dampen+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Dampen I-II&amp;lt;/span&amp;gt;] and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Pulse+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Pulse I-III&amp;lt;/span&amp;gt;] &lt;br /&gt;
}}&lt;br /&gt;
=== Telekinesis ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telekinesis&lt;br /&gt;
|desc=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is the ability to lift, move and otherwise manipulate objects using the power of the Force — the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques.&lt;br /&gt;
|1=At an early stage, the Force User must put their full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind.&lt;br /&gt;
|2=With an effort of will, the Force User can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind. The more objects being affected makes it more difficult to have careful movement.&lt;br /&gt;
|3=Allied with the Force, the Force User can wield &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration.&lt;br /&gt;
|4=The Force User can now control the world around them with a fine-grain, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks. Multiple objects can be moved around at will with a reasonable degree of accuracy. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; can now easily and instantly influence any number of physical objects of any shape or size with the appropriate concentration.&lt;br /&gt;
|duration=&#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is a power that requires absolute mental control. As long as the Force User can maintain his or her focus, the power can be wielded. However, as one gains mastery over &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, it becomes more difficult to break the Force User&#039;s concentration.&lt;br /&gt;
|downtime=While arguably the most common power of the Force User, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; that requires concentration to maintain; and while short uses of the power come easily to most Force User, the more effort spent on the power, the longer it will take to recover.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force+Crush+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force Crush I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hexing+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hexing I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Matter+Bender+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Matter Bender I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Plasma+Manipulation+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Plasma Manipulation I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Primed+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Primed I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat I-II&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Use+The+Force%2C+Luke+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Use The Force, Luke I-II&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Ichor+Bolt &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Ichor Bolt&amp;lt;/span&amp;gt;] &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Common errors:&#039;&#039;&#039; Anyone can hurl a lightsaber, but to use it as a remote weapon beyond that requires [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Combat+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Combat&amp;lt;/span&amp;gt;]. Anyone can use &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; to push, pull, or strike an opponent, but [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Hammer+Time &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Hammer Time&amp;lt;/span&amp;gt;] or [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Telekinetic+Strike+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Telekinetic Strike&amp;lt;/span&amp;gt;] are required to emulate a punch.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Telepathy ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Telepathy&lt;br /&gt;
|desc=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is the ability to instantly receive or read the thoughts and intentions of others. This power is more suited to utilitarian applications but can still be applied to combative scenarios. With training, it becomes easier to send more complex messages while tapping into the passive thoughts and intentions of others. A skilled practitioner can tap multiple minds at once, and even project mental images as part of that communication. While it is possible to communicate over great distances with those the user has forged a strong bond with, generally the practitioner must be near the individual.&lt;br /&gt;
|1=At an early stage, the Force User must apply their full concentration for several seconds to affect a single mind. It is a struggle to convey anything beyond a simple concept, such as a call for help, and the Force User cannot touch on the passive thoughts or intentions of others.&lt;br /&gt;
|2=With further study, the Force User can more easily convey full messages to a single mind but still requires several seconds of concentration to do so. They can convey simple concepts easily when not under duress and even pick up vague intentions and a general idea of another&#039;s passive thoughts.&lt;br /&gt;
|3=With consistent training, the Force User can communicate easily with a single mind, but still requires several seconds of concentration to tap into multiple individuals. At this level, the user can glimpse passive thoughts of a single target while actively concentrating and can pick up on their intentions.&lt;br /&gt;
|4=A Force User adept at &#039;&#039;&#039;Telepathy&#039;&#039;&#039; can communicate with multiple individuals easily. When not under duress, they can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. They can even apply mental messages and images in more invasive ways, such as to create confusion or harm in disrupting thought patterns. These instances are subject to resistance from the target, and still require concentration.&lt;br /&gt;
|5=Mastery over  &#039;&#039;&#039;Telepathy&#039;&#039;&#039; affords the Force User the ability to communicate with others effortlessly. It is almost quicker to communicate mentally as opposed to using actual words. They can glimpse the passive thoughts and intentions of multiple minds while actively concentrating. Confusing thoughts and distracting focus can be done with partial concentration, but is still subject to resistance.&lt;br /&gt;
|duration=This effect lasts as long as the caster&#039;s concentration is maintained.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Telepathy&#039;&#039;&#039; is a &#039;&#039;basic power&#039;&#039;, which can be performed indefinitely if the Force User affords the right amount of concentration to sustain its effects for the duration of its usage.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Force-Link &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Force-Link&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Mechu-deru+I &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Mechu-deru I-III&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Memory+Meld &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Memory Meld&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Static+Feedback &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Static Feedback&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Teleportation&lt;br /&gt;
|desc=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is the ability to move an object from one point to another instantaneously without having to pass through the physical space between those points. This ability starts with small inanimate objects, but with training can advance to even moving living beings. &lt;br /&gt;
|1=A beginner of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can move a single small handheld object from one place to another within sight and 10 meters of its present location. This requires intense focus and thirty seconds to accomplish. &lt;br /&gt;
|2=With more training, a user can easily move a single handheld object from one place to another within sight and 50 meters of its present location. While this needs an undistracted environment, it can now occur with only ten seconds of focus. &lt;br /&gt;
|3=With several seconds of focus, you can move a single object up to the size of a speeder, including living beings and yourself, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|4=A trained &#039;&#039;&#039;Teleportation&#039;&#039;&#039; user can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 50 meters of its present location. &lt;br /&gt;
|5=A master of &#039;&#039;&#039;Teleportation&#039;&#039;&#039; can instantly transport multiple objects up to the size of a speeder, including living beings, to a point within sight and 100 meters of its present location. &lt;br /&gt;
|duration= &#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an instantaneous ability that requires deep focus to accomplish. The instant the chosen object moves, the user can do other things. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Teleportation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; and requires deep focus to do. While you do not have to maintain an active concentration to do it, doing anything other than focusing on moving the chosen object is impossible. &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Long+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Long Shot&amp;lt;/span&amp;gt;], and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Blind+Shot &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Blind Shot&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Terror ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Terror&lt;br /&gt;
|desc=This Force Power utilizes some of the most twisted methods of drawing upon the Force. Users can utilize &#039;&#039;&#039;Terror&#039;&#039;&#039; to haunt enemies with their own latent fears, making individuals question their motives and morals to crush their morale. This can be contested by the target&#039;s  &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039;.&lt;br /&gt;
|1=At an early stage, the Force User must devote their full concentration to turn the fears of another being against them. At this rank, it can take up to a minute for the power to cause the target’s fears to fully rise to the surface.&lt;br /&gt;
|2=With an effort of will, the Force User can invoke panic and fear in another being when not in combat or under duress. At this rank, it can take up to a minute for the power to cause the target’s fear to fully rise to the surface.&lt;br /&gt;
|3=With consistent training, the Force User can manipulate a target’s fears with mild concentration, but will become distracted if engaged in combat or under heavy duress. At this rank, it takes several seconds for a target’s fear to fully rise to the surface.&lt;br /&gt;
|4=The Force User can now finely manipulate fear in their target, even during combat, and can even use the power on multiple targets at once. At this rank, it will take several seconds for a target’s fears to rise to the surface, and the time roughly doubles for each simultaneous target.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Terror&#039;&#039;&#039; is able to finely manipulate fear, with only the slightest concentration required. They can instantly instill fear in a single target, or cause panic and dread in any creature within their general vicinity after only a few seconds.&lt;br /&gt;
|duration=The fear caused by &#039;&#039;&#039;Terror&#039;&#039;&#039; will last as long as the user maintains concentration, and typically lingers a few minutes. Individuals with high &#039;&#039;[[Skills#Resolve|Resolve]]&#039;&#039; may shake off the effects more quickly, while the effects linger on in weak-willed individuals for considerably longer.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Terror&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, that requires significant concentration to maintain. It can be used sparingly in the heat of battle, as it is entirely dependent on the concentration and level of training a Force User possesses.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Aura+Of+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Aura Of Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Debilitating+Fear &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Debilitating Fear&amp;lt;/span&amp;gt;], [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Fear+Projection &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Fear Projection&amp;lt;/span&amp;gt;],  and [https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=I%27m+Rubber%2C+You%27re+Glue &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;I’m Rubber, You’re Glue&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
=== Transformation ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Transformation&lt;br /&gt;
|desc=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is the ability to turn a living being into a different living being for a period of time. These start off as small creatures, but with mastery, can turn beings into monstrous forms of great strength and endurance. Only a master of this power can turn other sapient species into different creatures. This power requires active focus to maintain. The transformed target retains its mental capacities but is limited by what its changed physical form is capable of and cannot focus on utilizing the Force itself beyond maintaining the transformation. This includes their instincts and actions, meaning the user cannot control the transformed being, and it retains its autonomy.&lt;br /&gt;
|1=With a minute of concentration and focus, a user can turn one small non-sapient creature into a different small creature (such as a cat into a dog).&lt;br /&gt;
|2=With maintained focus, a Force User can instantly transform any non-sapient creature into a different non-sapient creature (such as a cat into a Wampa).&lt;br /&gt;
|3=Further training in &#039;&#039;&#039;Transformation&#039;&#039;&#039; allows the user to transform themself into a non-sapient small creature (such as a cat or a dog). &lt;br /&gt;
|4=The Force User can now transform themself into any non-sapient creature.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Transformation&#039;&#039;&#039; can transform themselves into any non-sapient creature as well as monstrous forms of great strength and endurance.&lt;br /&gt;
|duration=&#039;&#039;&#039;Transformation&#039;&#039;&#039; requires active concentration and focus to maintain, but does not require a direct line of sight once the transformation is complete. As long as the user can maintain concentration and has the energy to do so, this power can be used. &lt;br /&gt;
|downtime=&#039;&#039;&#039;Transformation&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039; requiring a level of focus to maintain. The greater the change in body type, the more draining this power is.&lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Yzma%E2%80%99s+Cabinet &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Yzma’s Cabinet&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Weather Control ===&lt;br /&gt;
{{FP Reference2&lt;br /&gt;
|type=&lt;br /&gt;
|name=Weather Control&lt;br /&gt;
|desc=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; allows the user to change the weather and climate of their present location. The climate can change from freezing to sweltering heat. This weather must be feasible for the location, meaning no hurricanes on Tatooine. &lt;br /&gt;
|1=The most novice of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; users can change the temperature/humidity in a circle around them by a few degrees over the span of fifteen minutes. The maximum size of the circle is up to twenty meters away from them.  &lt;br /&gt;
|2=With more training, the user can not only change the temperature/humidity of their immediate location, now by a larger degree, but they can create and calm winds from average storm levels, all within twenty meters away from them. &lt;br /&gt;
|3=After ten minutes of focus, a Force user can also dictate the direction of how the winds blow around them, and drastically alter the temperature and humidity of an area within fifty meters. &lt;br /&gt;
|4=With advanced training and focus, a user can now generate and disperse entire storm systems out to a distance of one-hundred meters.&lt;br /&gt;
|5=A master of &#039;&#039;&#039;Weather Control&#039;&#039;&#039; can now, with five minutes of focus,  change the weather, temperature, humidity, and storm systems to the most extreme the environment is capable of with a distance of two-hundred meters away. &lt;br /&gt;
|duration=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; requires an active concentration to maintain the specific weather/climate the user wants, and can take minutes of focus to bring about the weather change, the more extreme the change, the longer it takes. Upon losing concentration, the weather will quickly change back to what it was prior to the power being used. The user cannot take other actions while maintaining the changed weather.&lt;br /&gt;
|downtime=&#039;&#039;&#039;Weather Control&#039;&#039;&#039; is an &#039;&#039;advanced power&#039;&#039;, making it difficult to accomplish multiple times in a row. As long as the user has the energy and focus required for the power, it can be sustained.  &lt;br /&gt;
|feats=[https://www.darkjedibrotherhood.com/character_sheets/reference/feats?filter=Like+a+Hurricane &amp;lt;span style=&amp;quot;color:#4682b4;&amp;quot;&amp;gt;Like a Hurricane&amp;lt;/span&amp;gt;]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Sheet Guide]]&lt;/div&gt;</summary>
		<author><name>Idris Adenn</name></author>
	</entry>
</feed>