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| {{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}} | | {{Quote|The dark side of the Force is a pathway to many abilities some consider to be unnatural.|Palpatine}} |
| | | == Introduction == |
| 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. | | 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. |
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| 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'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. | | 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'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. |
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| == Force User Disciplines == | | == Force User Disciplines == |
| | | === Arcanist === |
| === Shadow === | |
| | |
| {{Discipline | | {{Discipline |
| |DisciplineName=Shadow | | |DisciplineName=Arcanist |
| |DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming. | | |DisciplineQuote=Mock our rituals all you want; the results speak for themselves. |
| |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. | | |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. |
| <br /><br />Shadows gain: | | <br /><br />Arcanists gain: |
| * ''Ghosting'', which modifies the Force Power: '''[[Force Powers#Force Cloak|Force Cloak]]''' | | * ''Dowsing'', which modifies the Force Power: '''[[Force Powers#Sense|Sense]]''' |
| * '''Faceless''', a unique Force Power for Shadows | | * '''Channel''', a unique ability for Arcanists |
| | | |Feat1Name=Dowsing |
| |Feat1Name=Ghosting | | |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 <nowiki>{{member}}’s</nowiki> mind. Using an item that has been in contact with the target over the last several hours, <nowiki>{{member}}</nowiki> 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. |
| | | |Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to <nowiki>{{member}}</nowiki>. These sympathetic links manifest as semi-transparent mental images in <nowiki>{{member}}’s</nowiki> 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, <nowiki>{{member}}</nowiki> 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. |
| |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has learned to utilize <nowiki>{{gender:his,her,its,their}}</nowiki> '''Force Cloak''' even while in motion. While moving slowly and deliberately, <nowiki>{{member}}</nowiki> can maintain the translucent veil as long as <nowiki>{{gender:he,she,it,they}}</nowiki> can maintain focus on the task. <nowiki>{{member}}</nowiki> uncloaks momentarily whenever <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:attacks,attacks,attacks,attack}}</nowiki> or <nowiki>{{gender:strikes,strikes,strikes,stike}}</nowiki>. | | |Feat1Tier3Description=There are few places one can hide from <nowiki>{{member}}</nowiki>. All <nowiki>{{gender:he,she,it,they}}</nowiki> 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, <nowiki>{{member}}</nowiki> 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 <nowiki>{{member}}’s</nowiki> mind. The stronger the link to the target, the easier and stronger this ability becomes. |
| | | |Feat1FooterText=Dowsing modifies the Force Power: Sense. |
| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has become more efficient at using '''Force Cloak''' while moving anywhere between a slow crawl or a light jog as long as <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> maintaining focus. The faster the movement, the more concentration that <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:reqiures,requires,requires,reqiure}}</nowiki> to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and <nowiki>{{member}}</nowiki> uncloaks momentarily whenever <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:attacks,attacks,attacks,attack}}</nowiki> or <nowiki>{{gender:strikes,strikes,strikes,stike}}</nowiki>. | | |Feat2Name=Channel |
| | | |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 <nowiki>{{gender:his,her,its,their}}</nowiki> own energy reserves. If <nowiki>{{member}}</nowiki> is allowed to maintain this concentration for more than a few moments, <nowiki>{{gender:he,she,it,they}}</nowiki> can reuse Force Powers which normally require significant rest without penalty. |
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can move freely when using '''Force Cloak'''. The faster the movement, the more concentration that <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:reqiures,requires,requires,reqiure}}</nowiki> 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. <nowiki>{{member}}</nowiki> still uncloaks momentarily before <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:attacks,attacks,attacks,attack}}</nowiki> or <nowiki>{{gender:strikes,strikes,strikes,stike}}</nowiki>. | | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> can effortlessly pull energy from the Living Force to refill <nowiki>{{gender:his,her,its,their}}</nowiki> own energy reserves. <nowiki>{{member}}</nowiki> can do this in between combat skirmishes, but still requires a moment or two to restore <nowiki>{{gender:him,her}}</nowiki>self. |
| | | |Feat2Tier3Description=Leveraging a deep connection with the Force, <nowiki>{{member}}</nowiki> can draw energy from the Living Force around <nowiki>{{gender:him,her}}</nowiki> and fuse it with <nowiki>{{gender:his,her,its,their}}</nowiki> own. With this new energy, <nowiki>{{member}}</nowiki> can revitalize <nowiki>{{gender:his,her,its,their}}</nowiki> own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat. |
| |Feat1FooterText=Ghosting modifies the Force Power: Force Cloak.
| | |Feat2FooterText=Channel is a unique ability for Arcanists. |
| | |
| |Feat2Name=Faceless
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| | |
| |Feat2Tier1Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her,its,their}}</nowiki> 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 <nowiki>{{gender:him,her}}</nowiki>self in this manner requires <nowiki>{{member}}</nowiki>’s '''full''' concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the '''Faceless''' power.
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| |Feat2Tier2Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her,its,their}}</nowiki> 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 <nowiki>{{gender:him,her}}</nowiki>self in this manner requires <nowiki>{{member}}</nowiki>’s ''partial'' concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the '''Faceless''' power.
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| | |
| |Feat2Tier3Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her,its,their}}</nowiki> 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 <nowiki>{{gender:him,her}}</nowiki>self in this manner requires <nowiki>{{member}}</nowiki>’s ''minimal'' 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 '''Faceless''' power.
| |
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| |Feat2FooterText=Faceless is a unique Force Power for Shadows. | |
| }} | | }} |
| | | === Defender === |
| === Seeker === | |
| | |
| {{Discipline | | {{Discipline |
| |DisciplineName=Seeker | | |DisciplineName=Defender |
| |DisciplineQuote=The truth... is where you seek it. | | |DisciplineQuote=I make ‘hanging back’ look good. |
| |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. | | |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 '''[[Force Powers#Suppression|Suppression]]''' to help combat enemy Force attacks to defend themselves and their allies. |
| <br /><br />Seekers gain: | | <br /><br />Defenders gain: |
| * ''Force Interrogation'', which modifies the Force Power: '''[[Force Powers#Mind Trick|Mind Trick]]''' | | * ''Force Pulse'', which modifies the Force Power: '''Suppression''' |
| * '''Seeking''', a unique Force Power for Seekers | | * '''Synergy''', a unique Force Power for Defenders |
| | | <br> |
| |Feat1Name=Force Interrogation | | To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master's Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender] |
| | | |Feat1Name=Force Pulse |
| |Feat1Tier1Description=Unlike a conventional interrogator, <nowiki>{{member}}</nowiki> 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 <nowiki>{{member}}</nowiki> to use his '''Mind Trick''' at one Force Power Level above <nowiki>{{gender:his,her,its,their}}</nowiki> current level, so long as the goal is to gain information from a target. | | |Feat1Tier1Description=As a Journeyman, <nowiki>{{member}}</nowiki> can use '''[[Force Powers#Suppression|Suppression]]''' to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> and a single ally in close proximity as long as <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is on the task. This ability works against '''[[Force Powers#Slow|Slow]]''', '''[[Force Powers#Illusion|Illusion]]''', '''[[Force Powers#Darkness|Darkness]]''', '''[[Force Powers#Blinding|Blinding]]''', and '''[[Force Powers#Terror|Terror]]'''. |
| | | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> can use '''[[Force Powers#Suppression|Suppression]]''' to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> and a cluster of allies in close proximity as long as <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is on the task. This ability works against '''[[Force Powers#Slow|Slow]]''', '''[[Force Powers#Mind_Trick|Mind Trick]]''', '''[[Force Powers#Illusion|Illusion]]''', '''[[Force Powers#Darkness|Darkness]]''', '''[[Force Powers#Blinding|Blinding]]''', and '''[[Force Powers#Terror|Terror]]'''. |
| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> can now influence stronger emotions like love and suffering. <nowiki>{{member}}</nowiki> can probe deep into the hearts of <nowiki>{{gender:his,her,its,their}}</nowiki> subjects and find hidden loves or fears and draw them to the surface. <nowiki>{{member}}</nowiki> can either torture a subject with this information, or use it to willingly coerce the information they desire. When using '''Mind Trick''' to probe for information, <nowiki>{{member}}</nowiki> uses this Force Power at one level higher and may use any successful '''Mind Trick''' to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information. | | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can use '''[[Force Powers#Suppression|Suppression]]''' 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 <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is on the task. This ability works against '''[[Force Powers#Slow|Slow]]''', '''[[Force Powers#Mind_Trick|Mind Trick]]''', '''[[Force Powers#Illusion|Illusion]]''', '''[[Force Powers#Darkness|Darkness]]''', '''[[Force Powers#Blinding|Blinding]]''', and '''[[Force Powers#Terror|Terror]]'''. |
| | | |Feat1FooterText=Force Pulse modifies the Force Power: Suppression. |
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can break even the strongest of wills. Given time alone with a subject, <nowiki>{{gender:his,her,its,their}}</nowiki> power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. <nowiki>{{member}}</nowiki>’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that <nowiki>{{gender:he,she,it,they}}</nowiki> can be much more violent and obtrusive, leaving the subject’s mind a mess. <nowiki>{{members}}</nowiki>’s '''Mind Trick''' is usable at one Skill Level above its current level when extracting information, and <nowiki>{{gender:he,she,it,they}}</nowiki> may choose to instill such strong emotions that it may leave <nowiki>{{gender:his,her,its,their}}</nowiki> target completely helpless for a time after the interrogation. | | |Feat2Name=Synergy |
| | | |Feat2Tier1Description=As a Journeyman, <nowiki>{{member}}</nowiki> has learned to extend the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> ''defensive'' Force powers to a single target within close proximity. <nowiki>{{member}}</nowiki> can share the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> '''[[Force Powers#Concealment|Concealment]]''', '''[[Force Powers#Cloak|Cloak]]''', '''[[Force Powers#Healing|Healing]]''', or '''[[Force Powers#Control Self|Control Self]]''' so long as <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is dedicated to the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes: '''[[Force Powers#Barrier|Barrier]]'''. |
| |Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.
| | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> can more readily extend the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> ''defensive'' Force powers to a small team of targets within close proximity. <nowiki>{{member}}</nowiki> can share the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Concealment''', '''Cloak''', '''Healing''', or '''Control Self''' so long as <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> concentrating on the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes: '''Barrier'''. |
| | | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> can instantly extend the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> ''defensive'' Force powers to a small team of targets within close proximity. <nowiki>{{member}}</nowiki> can share the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Concealment''', '''Cloak''', '''Healing''', or '''Control Self''' so long as <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> concentrating on the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes: '''Barrier'''. |
| |Feat2Name=Seeking
| | |Feat2FooterText=Synergy is a unique Force Power for Defenders. |
| | |
| |Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, <nowiki>{{member}}</nowiki> has developed the ability to see through a Force User's '''[[Force Powers#Concealment|Concealment]]''' or active '''[[Force Powers#Illusion|Illusion]]''' up to (+2).
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| |Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, <nowiki>{{member}}</nowiki> has developed the ability to see through a Force User's '''Concealment''' or active '''Illusion''' up to (+4).
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| |Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, <nowiki>{{member}}</nowiki> has developed the ability to see through a Force User's '''Concealment''' or active '''Illusion''' up to (+5). | |
| | |
| |Feat2FooterText=Seeking is a unique Force Power for Seekers. | |
| }} | | }} |
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| === Juggernaut === | | === Juggernaut === |
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| {{Discipline | | {{Discipline |
| |DisciplineName=Juggernaut | | |DisciplineName=Juggernaut |
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| * ''Surge'', which modifies the Skill: ''[[Skills#Stamina|Stamina]]'' | | * ''Surge'', which modifies the Skill: ''[[Skills#Stamina|Stamina]]'' |
| * '''Iron Pillar''', a unique Force Power for Juggernauts | | * '''Iron Pillar''', a unique Force Power for Juggernauts |
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| |Feat1Name=Surge | | |Feat1Name=Surge |
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| |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 <nowiki>{{member}}</nowiki>’s adrenaline surges with every hit <nowiki>{{gender:he,she,it,they}}</nowiki> lands or takes, <nowiki>{{gender:he,she,it,they}}</nowiki> can begin to augment their ''Stamina'' to one Skill Point higher, as long as they are ''actively'' engaged in direct combat and focused solely on feats that utilize their ''[[Skills#Might|Might]]'' or ''[[Skills#Athletics|Athletics]]'' ability. When a lull in combat presents itself, <nowiki>{{member}}</nowiki> will immediately lose <nowiki>{{gender:his,her,its,their}}</nowiki> stamina boost, but suffer no penalty. | | |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 <nowiki>{{member}}</nowiki>’s adrenaline surges with every hit <nowiki>{{gender:he,she,it,they}}</nowiki> lands or takes, <nowiki>{{gender:he,she,it,they}}</nowiki> can begin to augment their ''Stamina'' to one Skill Point higher, as long as they are ''actively'' engaged in direct combat and focused solely on feats that utilize their ''[[Skills#Might|Might]]'' or ''[[Skills#Athletics|Athletics]]'' ability. When a lull in combat presents itself, <nowiki>{{member}}</nowiki> will immediately lose <nowiki>{{gender:his,her,its,their}}</nowiki> stamina boost, but suffer no penalty. |
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| |Feat1Tier2Description=As <nowiki>{{member}}</nowiki>’s adrenaline surges with the song of battle or strife, <nowiki>{{gender:he,she,it,they}}</nowiki> can now augment <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stamina'' to one Skill Point higher as long as <nowiki>{{gender:he,she,it,they}}</nowiki> remains ''actively'' engaged in various forms of combat. When a lull in combat presents itself, <nowiki>{{member}}</nowiki> no longer immediately loses <nowiki>{{gender:his,her,its,their}}</nowiki> stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty. | | |Feat1Tier2Description=As <nowiki>{{member}}</nowiki>’s adrenaline surges with the song of battle or strife, <nowiki>{{gender:he,she,it,they}}</nowiki> can now augment <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stamina'' to one Skill Point higher as long as <nowiki>{{gender:he,she,it,they}}</nowiki> remains ''actively'' engaged in various forms of combat. When a lull in combat presents itself, <nowiki>{{member}}</nowiki> no longer immediately loses <nowiki>{{gender:his,her,its,their}}</nowiki> stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty. |
| | | |Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. <nowiki>{{member}}</nowiki> can effortlessly elevate their ''Stamina'' to +2 Skill Points higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and <nowiki>{{member}}</nowiki> typically needs to be killed or rendered unconscious to end the effect. |
| |Feat1Tier3Description=They say an an Elder Juggernaut never rests when there is still a battle to be fought. <nowiki>{{member}}</nowiki> can effortlessly elevate their ''Stamina'' to one Skill Point higher, even when not actively engaged in combat and with little focus. Lulls in combat pose no obstacle, and <nowiki>{{member}}</nowiki> typically needs to be killed or rendered unconscious to end the effect. | |
| | |
| |Feat1FooterText=Surge modifies the Skill: Stamina. | | |Feat1FooterText=Surge modifies the Skill: Stamina. |
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| |Feat2Name=Iron Pillar | | |Feat2Name=Iron Pillar |
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| |Feat2Tier1Description=Juggernauts know how to take a hit better than most. <nowiki>{{member}}</nowiki> can dig <nowiki>{{gender:his,her,its,their}}</nowiki> heels into the ground and, with full concentration, momentarily steel <nowiki>{{gender:his,her,its,their}}</nowiki> body against impact to prevent <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> from being staggered, knocked back, or thrown off <nowiki>{{gender:his,her,its,their}}</nowiki> feet otherwise. | | |Feat2Tier1Description=Juggernauts know how to take a hit better than most. <nowiki>{{member}}</nowiki> can dig <nowiki>{{gender:his,her,its,their}}</nowiki> heels into the ground and, with full concentration, momentarily steel <nowiki>{{gender:his,her,its,their}}</nowiki> body against impact to prevent <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> from being staggered, knocked back, or thrown off <nowiki>{{gender:his,her,its,their}}</nowiki> feet otherwise. |
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| |Feat2Tier2Description=The Juggernaut has learned to more quickly harden <nowiki>{{gender:his,her,its,their}}</nowiki> body with the Force. As long as <nowiki>{{member}}</nowiki> has <nowiki>{{gender:his,her,its,their}}</nowiki> feet planted, <nowiki>{{gender:he,she,it,they}}</nowiki> only needs partial concentration to momentarily steel <nowiki>{{gender:his,her,its,their}}</nowiki> body against impact to prevent <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> from being staggered, knocked back, or thrown off <nowiki>{{gender:his,her,its,their}}</nowiki> feet otherwise. | | |Feat2Tier2Description=The Juggernaut has learned to more quickly harden <nowiki>{{gender:his,her,its,their}}</nowiki> body with the Force. As long as <nowiki>{{member}}</nowiki> has <nowiki>{{gender:his,her,its,their}}</nowiki> feet planted, <nowiki>{{gender:he,she,it,they}}</nowiki> only needs partial concentration to momentarily steel <nowiki>{{gender:his,her,its,their}}</nowiki> body against impact to prevent <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> from being staggered, knocked back, or thrown off <nowiki>{{gender:his,her,its,their}}</nowiki> feet otherwise. |
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| |Feat2Tier3Description=An Elder Juggernaut is seldom knocked off <nowiki>{{gender:his,her,its,their}}</nowiki> feet, even when <nowiki>{{gender:he,she,it,they}}</nowiki> is not able to plant them. <nowiki>{{member}}</nowiki> can momentarily steel <nowiki>{{gender:his,her,its,their}}</nowiki> body at will like a sheet of Mandalorian Iron in order to prevent <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> from being staggered, knocked back, or thrown off <nowiki>{{gender:his,her,its,their}}</nowiki> feet otherwise. | | |Feat2Tier3Description=An Elder Juggernaut is seldom knocked off <nowiki>{{gender:his,her,its,their}}</nowiki> feet, even when <nowiki>{{gender:he,she,it,they}}</nowiki> is not able to plant them. <nowiki>{{member}}</nowiki> can momentarily steel <nowiki>{{gender:his,her,its,their}}</nowiki> body at will like a sheet of Mandalorian Iron in order to prevent <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> from being staggered, knocked back, or thrown off <nowiki>{{gender:his,her,its,their}}</nowiki> feet otherwise. |
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| |Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts. | | |Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts. |
| }} | | }} |
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| === Marauder === | | === Marauder === |
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| {{Discipline | | {{Discipline |
| |DisciplineName=Marauder | | |DisciplineName=Marauder |
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| * ''Battlefield Awareness'', which modifies the Force Power: '''[[Force Powers#Sense|Sense]]''' | | * ''Battlefield Awareness'', which modifies the Force Power: '''[[Force Powers#Sense|Sense]]''' |
| * '''Battle Haste''', a unique Force Power for Marauders | | * '''Battle Haste''', a unique Force Power for Marauders |
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| |Feat1Name=Battlefield Awareness | | |Feat1Name=Battlefield Awareness |
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| |
| |Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, <nowiki>{{member}}</nowiki> focuses in on the ambient Force of <nowiki>{{gender:his,her,its,their}}</nowiki> surroundings to tap into and intuitively perceive the flow of battle. <nowiki>{{member}}</nowiki> can track the relative position of a handful of enemy targets within <nowiki>{{gender:his,her,its,their}}</nowiki> immediate vicinity whether they are in <nowiki>{{gender:his,her,its,their}}</nowiki> line of sight or not. Once a target is flagged, <nowiki>{{member}}</nowiki> can better handle engaging two opponents within <nowiki>{{gender:his,her,its,their}}</nowiki> sphere of awareness. | | |Feat1Tier1Description=Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, <nowiki>{{member}}</nowiki> focuses in on the ambient Force of <nowiki>{{gender:his,her,its,their}}</nowiki> surroundings to tap into and intuitively perceive the flow of battle. <nowiki>{{member}}</nowiki> can track the relative position of a handful of enemy targets within <nowiki>{{gender:his,her,its,their}}</nowiki> immediate vicinity whether they are in <nowiki>{{gender:his,her,its,their}}</nowiki> line of sight or not. Once a target is flagged, <nowiki>{{member}}</nowiki> can better handle engaging two opponents within <nowiki>{{gender:his,her,its,their}}</nowiki> sphere of awareness. |
|
| |
| |Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and <nowiki>{{member}}</nowiki> is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within <nowiki>{{gender:his,her,its,their}}</nowiki> immediate vicinity. Once tagged, <nowiki>{{member}}</nowiki> can better handle attacks from multiple opponents at the same time within <nowiki>{{gender:his,her,its,their}}</nowiki> sphere of awareness. | | |Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and <nowiki>{{member}}</nowiki> is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within <nowiki>{{gender:his,her,its,their}}</nowiki> immediate vicinity. Once tagged, <nowiki>{{member}}</nowiki> can better handle attacks from multiple opponents at the same time within <nowiki>{{gender:his,her,its,their}}</nowiki> sphere of awareness. |
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| |
| |Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. <nowiki>{{member}}</nowiki> can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, <nowiki>{{gender:he,she,it,they}}</nowiki> can track not only close-quarter attacks, but long range ones as well within <nowiki>{{gender:his,her,its,their}}</nowiki> sphere of awareness. | | |Feat1Tier3Description=Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. <nowiki>{{member}}</nowiki> can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, <nowiki>{{gender:he,she,it,they}}</nowiki> can track not only close-quarter attacks, but long range ones as well within <nowiki>{{gender:his,her,its,their}}</nowiki> sphere of awareness. |
|
| |
| |Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense. | | |Feat1FooterText=Battlefield Awareness modifies the Force Power: Sense. |
|
| |
| |Feat2Name=Battle Haste | | |Feat2Name=Battle Haste |
|
| |
| |Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of <nowiki>{{gender:his,her,its,their}}</nowiki> weapon, <nowiki>{{member}}</nowiki>’s adrenaline flares and augments <nowiki>{{gender:his,her,its,their}}</nowiki> ''[[Skills#Athletics|Athletics]]'' skill. As <nowiki>{{gender:he,she,it,they}}</nowiki> continues to fight, <nowiki>{{gender:his,her,its,their}}</nowiki> swings become faster, <nowiki>{{gender:his,her,its,their}}</nowiki> movements accelerating as attacks string together. The use of raw emotion takes away from <nowiki>{{member}}</nowiki>’s accuracy, and when the battle pauses or comes to an end <nowiki>{{gender:he,she,it,they}}</nowiki> experiences temporary fatigue as <nowiki>{{gender:he,she,it,they}}</nowiki> comes down from a battle-high. | | |Feat2Tier1Description=Marauders feed on the energy of combat. With every strike of <nowiki>{{gender:his,her,its,their}}</nowiki> weapon, <nowiki>{{member}}</nowiki>’s adrenaline flares and augments <nowiki>{{gender:his,her,its,their}}</nowiki> ''[[Skills#Athletics|Athletics]]'' skill. As <nowiki>{{gender:he,she,it,they}}</nowiki> continues to fight, <nowiki>{{gender:his,her,its,their}}</nowiki> swings become faster, <nowiki>{{gender:his,her,its,their}}</nowiki> movements accelerating as attacks string together. The use of raw emotion takes away from <nowiki>{{member}}</nowiki>’s accuracy, and when the battle pauses or comes to an end <nowiki>{{gender:he,she,it,they}}</nowiki> experiences temporary fatigue as <nowiki>{{gender:he,she,it,they}}</nowiki> comes down from a battle-high. |
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| |
| |Feat2Tier2Description=The frenzy of battle drives <nowiki>{{member}}</nowiki> into a willing fury that <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:has,has,has,have}}</nowiki> learned to harness. <nowiki>{{gender:his,her,its,their}}</nowiki> rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. <nowiki>{{gender:his,her,its,their}}</nowiki> emotions fuse seamlessly with the Force, allowing <nowiki>{{gender:him,her}}</nowiki> to strike more swiftly and more accurately. | | |Feat2Tier2Description=The frenzy of battle drives <nowiki>{{member}}</nowiki> into a willing fury that <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:has,has,has,have}}</nowiki> learned to harness. <nowiki>{{gender:his,her,its,their}}</nowiki> rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. <nowiki>{{gender:his,her,its,their}}</nowiki> emotions fuse seamlessly with the Force, allowing <nowiki>{{gender:him,her}}</nowiki> to strike more swiftly and more accurately. |
|
| |
| |Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. <nowiki>{{member}}</nowiki>’s alacrity, even in the chaos of battle, is rivaled by none. <nowiki>{{gender:his,her,its,their}}</nowiki> strikes are not only quick but deadly accurate. As one foe falls, <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> already focused on <nowiki>{{gender:his,her,its,their}}</nowiki> next kill. <nowiki>{{member}}</nowiki> 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 <nowiki>{{gender:his,her,its,their}}</nowiki> peak at a moment’s notice. | | |Feat2Tier3Description=An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. <nowiki>{{member}}</nowiki>’s alacrity, even in the chaos of battle, is rivaled by none. <nowiki>{{gender:his,her,its,their}}</nowiki> strikes are not only quick but deadly accurate. As one foe falls, <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> already focused on <nowiki>{{gender:his,her,its,their}}</nowiki> next kill. <nowiki>{{member}}</nowiki> 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 <nowiki>{{gender:his,her,its,their}}</nowiki> peak at a moment’s notice. |
|
| |
| |Feat2FooterText=Battle Haste is a unique Force Power for Marauders. | | |Feat2FooterText=Battle Haste is a unique Force Power for Marauders. |
| | }} |
| | === Night Warrior === |
| | {{Discipline |
| | |DisciplineName=Night Warrior |
| | |DisciplineQuote=Those who are consumed with passion will fail to dominate. Those who fear death will never achieve real power. |
| | |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. |
| | <br /> <br /> |
| | Night Warriors gain: |
| | * ''Metamorphosis'', which modifies the Force Power: Transformation |
| | * '''Fueled''', a unique Force power for Night Warriors. |
| | |Feat1Name=Metamorphosis |
| | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has learned to use {{gender:his,her,its,their}} '''Transformation''' power to target and alter specific portions of their own body. While maintaining concentration on '''Transformation''' <nowiki>{{gender:he,she,it,they}}</nowiki> to change their arms or legs to that of another creature, gaining the strength and endurance of that creature in those limbs. |
| | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> trained more in using {{gender:his,her,its,their}} '''Transformation''' power to target and alter specific portions of their own body. While maintaining concentration on '''Transformation''' <nowiki>{{gender:he,she,it,they}}</nowiki> 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. |
| | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has mastered using {{gender:his,her,its,their}} '''Transformation''' power to target and alter specific portions of their own body. While maintaining concentration on '''Transformation''' <nowiki>{{gender:he,she,it,they}}</nowiki> 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. |
| | |Feat1FooterText=Metamorphosis modifies the Force Power: Transformation. |
| | |Feat2Name=Fueled |
| | |Feat2Tier1Description=A Night Warrior can opt to use their Force reserves to enhance <nowiki>{{gender:his,her,its,their}}</nowiki> own body at the cost of mental control and the ability to use the Force in other ways. While fueled <nowiki>{{member}}</nowiki> 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. |
| | |Feat2Tier2Description=A Night Warrior can opt to use their Force reserves to enhance <nowiki>{{gender:his,her,its,their}}</nowiki> own body at the cost of some mental control and the ability to use the Force in other ways. While fueled, <nowiki>{{member}}</nowiki> 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. |
| | |Feat2Tier3Description=A Night Warrior can opt to use their Force reserves to enhance <nowiki>{{gender:his,her,its,their}}</nowiki> own body at the cost of the ability to use the Force in other ways. While fueled <nowiki>{{member}}</nowiki> 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. |
| | |Feat2FooterText=Fueled is a unique ability for Night Warriors |
| | }} |
| | === Night Witch === |
| | {{Discipline |
| | |DisciplineName=Night Witch |
| | |DisciplineQuote=Never forget that your magic must always be used wisely. |
| | |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. |
| | <br /> <br /> |
| | Night Witches gain: |
| | * ''Ichor Grenades'', which modifies the Force Power: Ichor |
| | * '''Depths of Power''', a unique Force Power for Night Witches. |
| | |Feat1Name=Ichor Grenades |
| | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has learned to adapt their '''Ichor''' ability to have its effects occur not by drinking a liquid but by inhalation of smoke. <nowiki>{{gender:He,She,It,They}}</nowiki> can use their potions as a grenade, throwing it to the ground, affecting one chosen person to benefit from its powers (including themselves). |
| | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has learned to adapt their '''Ichor''' ability to have its effects occur not by drinking a liquid but by inhalation of smoke. <nowiki>{{gender:He,She,It,They}}</nowiki> can use their potions as a grenade, throwing it to the ground, affecting two chosen people to benefit from its powers (including themselves). |
| | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has learned to adapt their '''Ichor''' ability to have its effects occur not by drinking a liquid but by inhalation of smoke. <nowiki>{{gender:He,She,It,They}}</nowiki> can use their potions as a grenade, throwing it to the ground, affecting three chosen people to benefit from its powers (including themselves). |
| | |Feat1FooterText=Ichor Grenades modifies the Force Power: Ichor |
| | |Feat2Name=Depths of Power |
| | |Feat2Tier1Description=Night Witch rituals have given <nowiki>{{member}}</nowiki> 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 <nowiki>{{member}}'s</nowiki> own energy. |
| | |Feat2Tier2Description=Night Witch rituals have given <nowiki>{{member}}</nowiki> 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 <nowiki>{{member}}'s</nowiki> own energy. |
| | |Feat2Tier3Description=Night Witch rituals have given <nowiki>{{member}}</nowiki> 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 <nowiki>{{member}}'s</nowiki> own energy. |
| | |Feat2FooterText=Depths of Power is a unique ability for Night Witches |
| }} | | }} |
|
| |
|
| | === Seeker === |
| | {{Discipline |
| | |DisciplineName=Seeker |
| | |DisciplineQuote=The truth... is where you seek it. |
| | |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. |
| | <br /><br />Seekers gain: |
| | * ''Force Interrogation'', which modifies the Force Power: '''[[Force Powers#Mind Trick|Mind Trick]]''' |
| | * '''Seeking''', a unique Force Power for Seekers |
| | |Feat1Name=Force Interrogation |
| | |Feat1Tier1Description=Unlike a conventional interrogator, <nowiki>{{member}}</nowiki> 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 <nowiki>{{member}}</nowiki> to use his '''Mind Trick''' at one Force Power Level above <nowiki>{{gender:his,her,its,their}}</nowiki> current level, so long as the goal is to gain information from a target. |
| | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> can now influence stronger emotions like love and suffering. <nowiki>{{member}}</nowiki> can probe deep into the hearts of <nowiki>{{gender:his,her,its,their}}</nowiki> subjects and find hidden loves or fears and draw them to the surface. <nowiki>{{member}}</nowiki> can either torture a subject with this information, or use it to willingly coerce the information they desire. When using '''Mind Trick''' to probe for information, <nowiki>{{member}}</nowiki> uses this Force Power at one level higher and may use any successful '''Mind Trick''' to temporarily instill some basic emotion such as agony, ecstasy, desire, or fear in order to extract information. |
| | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can break even the strongest of wills. Given time alone with a subject, <nowiki>{{gender:his,her,its,their}}</nowiki> power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. <nowiki>{{member}}</nowiki>’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that <nowiki>{{gender:he,she,it,they}}</nowiki> can be much more violent and obtrusive, leaving the subject’s mind a mess. <nowiki>{{members}}</nowiki>’s '''Mind Trick''' is usable at +2 Skill Levels above its current level when extracting information, and <nowiki>{{gender:he,she,it,they}}</nowiki> may choose to instill such strong emotions that it may leave <nowiki>{{gender:his,her,its,their}}</nowiki> target completely helpless for a time after the interrogation. |
| | |Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick. |
| | |Feat2Name=Seeking |
| | |Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, <nowiki>{{member}}</nowiki> has developed the ability to see through a Force User's '''[[Force Powers#Concealment|Concealment]]''' or active '''[[Force Powers#Illusion|Illusion]]''' up to (+2). |
| | |Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, <nowiki>{{member}}</nowiki> has developed the ability to see through a Force User's '''Concealment''' or active '''Illusion''' up to (+4). |
| | |Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, <nowiki>{{member}}</nowiki> has developed the ability to see through a Force User's '''Concealment''' or active '''Illusion''' up to (+5). |
| | |Feat2FooterText=Seeking is a unique Force Power for Seekers. |
| | }} |
| | === Shadow === |
| | {{Discipline |
| | |DisciplineName=Shadow |
| | |DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming. |
| | |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. |
| | <br /><br />Shadows gain: |
| | * ''Ghosting'', which modifies the Force Power: '''[[Force Powers#Cloak|Cloak]]''' |
| | * '''Faceless''', a unique Force Power for Shadows |
| | |Feat1Name=Ghosting |
| | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has learned to utilize <nowiki>{{gender:his,her,its,their}}</nowiki> '''Cloak''' even while in motion. While moving slowly and deliberately, <nowiki>{{member}}</nowiki> can maintain the translucent veil as long as <nowiki>{{gender:he,she,it,they}}</nowiki> can maintain focus on the task. <nowiki>{{member}}</nowiki> uncloaks momentarily whenever <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:attacks,attacks,attacks,attack}}</nowiki> or <nowiki>{{gender:strikes,strikes,strikes,stike}}</nowiki>. |
| | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has become more efficient at using '''Cloak''' while moving anywhere between a slow crawl or a light jog as long as <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> maintaining focus. The faster the movement, the more concentration that <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:reqiures,requires,requires,reqiure}}</nowiki> to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and <nowiki>{{member}}</nowiki> uncloaks momentarily whenever <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:attacks,attacks,attacks,attack}}</nowiki> or <nowiki>{{gender:strikes,strikes,strikes,stike}}</nowiki>. |
| | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can move freely when using '''Cloak'''. The faster the movement, the more concentration that <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:reqiures,requires,requires,reqiure}}</nowiki> 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. <nowiki>{{member}}</nowiki> still uncloaks momentarily before <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:attacks,attacks,attacks,attack}}</nowiki> or <nowiki>{{gender:strikes,strikes,strikes,stike}}</nowiki>. |
| | |Feat1FooterText=Ghosting modifies the Force Power: Cloak. |
| | |Feat2Name=Faceless |
| | |Feat2Tier1Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her,its,their}}</nowiki> 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 <nowiki>{{gender:him,her}}</nowiki>self in this manner requires <nowiki>{{member}}</nowiki>’s '''full''' concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the '''Faceless''' power. |
| | |Feat2Tier2Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her,its,their}}</nowiki> 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 <nowiki>{{gender:him,her}}</nowiki>self in this manner requires <nowiki>{{member}}</nowiki>’s ''partial'' concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the '''Faceless''' power. |
| | |Feat2Tier3Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her,its,their}}</nowiki> 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 <nowiki>{{gender:him,her}}</nowiki>self in this manner requires <nowiki>{{member}}</nowiki>’s ''minimal'' 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 '''Faceless''' power. |
| | |Feat2FooterText=Faceless is a unique Force Power for Shadows. |
| | }} |
| === Sorcerer === | | === Sorcerer === |
|
| |
| {{Discipline | | {{Discipline |
| |DisciplineName=Sorcerer | | |DisciplineName=Sorcerer |
| Line 147: |
Line 177: |
| * ''Primed'', which modifies any ''offensive'' Force Power | | * ''Primed'', which modifies any ''offensive'' Force Power |
| * '''Battle Mind''', a unique ability for Sorcerers | | * '''Battle Mind''', a unique ability for Sorcerers |
|
| |
| |Feat1Name=Primed | | |Feat1Name=Primed |
| | | |Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, <nowiki>{{member}}</nowiki> is capable of chaining together '''two''' 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 <nowiki>{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}</nowiki> down from a battle-high. Applies to: '''Lightning''', '''Telekinesis''', '''Slow''', '''Blinding''', and '''Darkness'''. |
| |Feat1Tier1Description=Sorcerers channel the energy of combat. Fueled by surge of Force energy, <nowiki>{{member}}</nowiki> is capable of chaining together **two** 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 <nowiki>{{gender:he,she,it,they}} {{gender:comes,comes,comes,come}}</nowiki> down from a battle-high. Applies to: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Darkness**. | | |Feat1Tier2Description=With further training, <nowiki>{{member}}</nowiki> has learned to be more effective in their Force usage. In the frenzy of battle <nowiki>{{member}}</nowiki> 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, <nowiki>{{member}}</nowiki> still experiences a temporary fatigue. Applies to: '''Lightning''', '''Telekinesis''', '''Slow''', '''Blinding''', and '''Darkness'''. |
| | | |Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. <nowiki>{{member}}</nowiki> 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: '''Lightning''', '''Telekinesis''', '''Slow''', '''Blinding''', and '''Darkness'''. |
| |Feat1Tier2Description=With further training, <nowiki>{{member}}</nowiki> has learned to be more effective in their Force usage. In the frenzy of battle <nowiki>{{member}}</nowiki> 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, <nowiki>{{member}}</nowiki> still experiences a temporary fatigue. Applies to: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Darkness**. | |
| | |
| |Feat1Tier3Description=An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. <nowiki>{{member}}</nowiki> 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: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Darkness**. | |
|
| |
|
| |Feat1FooterText=Primed modifies any offensive Force Power. | | |Feat1FooterText=Primed modifies any offensive Force Power. |
|
| |
| |Feat2Name=Battle Mind | | |Feat2Name=Battle Mind |
|
| |
| |Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep <nowiki>{{gender:his,her,its,their}}</nowiki> focus even when under fire. <nowiki>{{member}}</nowiki> has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> able to focus on using ''offensive'' Force Powers better when not being physically harassed or stressed. | | |Feat2Tier1Description=A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep <nowiki>{{gender:his,her,its,their}}</nowiki> focus even when under fire. <nowiki>{{member}}</nowiki> has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> able to focus on using ''offensive'' Force Powers better when not being physically harassed or stressed. |
|
| |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> 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 <nowiki>{{gender:his,her,its,their}}</nowiki> ability to focus on using ''offensive'' Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause <nowiki>{{member}}</nowiki>’s focus to momentarily falter. | | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> 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 <nowiki>{{gender:his,her,its,their}}</nowiki> ability to focus on using ''offensive'' Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause <nowiki>{{member}}</nowiki>’s focus to momentarily falter. |
|
| |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> dances through warzones as casually as a strolling through the park. <nowiki>{{gender:his,her,its,their}}</nowiki> focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in <nowiki>{{gender:his,her,its,their}}</nowiki> ear or the bloodcurdling cacophony of death and destruction wailing around <nowiki>{{gender:him,her}}</nowiki>. | | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> dances through warzones as casually as a strolling through the park. <nowiki>{{gender:his,her,its,their}}</nowiki> focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in <nowiki>{{gender:his,her,its,their}}</nowiki> ear or the bloodcurdling cacophony of death and destruction wailing around <nowiki>{{gender:him,her}}</nowiki>. |
|
| |
| |Feat2FooterText=Battle Mind is a unique ability for Sorcerers. | | |Feat2FooterText=Battle Mind is a unique ability for Sorcerers. |
| }} | | }} |
|
| |
| === Arcanist ===
| |
|
| |
| {{Discipline
| |
| |DisciplineName=Arcanist
| |
| |DisciplineQuote=Mock our rituals all you want; the results speak for themselves.
| |
| |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.
| |
| <br /><br />Arcanists gain:
| |
| * ''Dowsing'', which modifies the Force Power: '''[[Force Powers#Sense|Sense]]'''
| |
| * '''Channel''', a unique ability for Arcanists
| |
|
| |
| |Feat1Name=Dowsing
| |
|
| |
| |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 <nowiki>{{member}}’s</nowiki> mind. Using an item that has been in contact with the target over the last several hours, <nowiki>{{member}}</nowiki> 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.
| |
|
| |
| |Feat1Tier2Description=Tracing links through bound objects or people in the Force, has become a second nature to <nowiki>{{member}}</nowiki>. These sympathetic links manifest as semi-transparent mental images in <nowiki>{{member}}’s</nowiki> 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, <nowiki>{{member}}</nowiki> 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.
| |
|
| |
| |Feat1Tier3Description=There are few places one can hide from <nowiki>{{member}}</nowiki>. All <nowiki>{{gender:he,she,it,they}}</nowiki> 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, <nowiki>{{member}}</nowiki> 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 <nowiki>{{member}}’s</nowiki> mind. The stronger the link to the target, the easier and stronger this ability becomes.
| |
|
| |
| |Feat1FooterText=Dowsing modifies the Force Power: Sense.
| |
|
| |
| |Feat2Name=Channel
| |
|
| |
| |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 <nowiki>{{gender:his,her,its,their}}</nowiki> own energy reserves. If <nowiki>{{member}}</nowiki> is allowed to maintain this concentration for more than a few moments, <nowiki>{{gender:he,she,it,they}}</nowiki> can reuse Force Powers which normally require significant rest without penalty.
| |
|
| |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> can effortlessly pull energy from the Living Force to refill <nowiki>{{gender:his,her,its,their}}</nowiki> own energy reserves. <nowiki>{{member}}</nowiki> can do this in between combat skirmishes, but still requires a moment or two to restore <nowiki>{{gender:him,her}}</nowiki>self.
| |
|
| |
| |Feat2Tier3Description=Leveraging a deep connection with the Force, <nowiki>{{member}}</nowiki> can draw energy from the Living Force around <nowiki>{{gender:him,her}}</nowiki> and fuse it with <nowiki>{{gender:his,her,its,their}}</nowiki> own. With this new energy, <nowiki>{{member}}</nowiki> can revitalize <nowiki>{{gender:his,her,its,their}}</nowiki> own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.
| |
|
| |
| |Feat2FooterText=Channel is a unique ability for Arcanists.
| |
| }}
| |
|
| |
| === Techweaver === | | === Techweaver === |
|
| |
| {{Discipline | | {{Discipline |
| |DisciplineName=Techweaver | | |DisciplineName=Techweaver |
| Line 210: |
Line 198: |
| * ''Hexing'', which modifies the Force Power: '''[[Force Powers#Telekinesis|Telekinesis]]''' | | * ''Hexing'', which modifies the Force Power: '''[[Force Powers#Telekinesis|Telekinesis]]''' |
| * '''Mechu-deru''', a unique Force Power for Techweavers | | * '''Mechu-deru''', a unique Force Power for Techweavers |
|
| |
| |Feat1Name=Hexing | | |Feat1Name=Hexing |
|
| |
| |Feat1Tier1Description=Due to <nowiki>{{member}}</nowiki>’s understanding of both technology and the Force, <nowiki>{{gender:he,she,it,they}}</nowiki> can use <nowiki>{{gender:his,her,its,their}}</nowiki> '''Telekinesis''' to manipulate the electronic circuitry of small tech items like holo transmitters, chronos and security cameras, overwhelming their circuitry and causing them to malfunction or break. <nowiki>{{member}}</nowiki> requires a visual on target and a focusing gesture or cue. | | |Feat1Tier1Description=Due to <nowiki>{{member}}</nowiki>’s understanding of both technology and the Force, <nowiki>{{gender:he,she,it,they}}</nowiki> can use <nowiki>{{gender:his,her,its,their}}</nowiki> '''Telekinesis''' to manipulate the electronic circuitry of small tech items like holo transmitters, chronos and security cameras, overwhelming their circuitry and causing them to malfunction or break. <nowiki>{{member}}</nowiki> requires a visual on target and a focusing gesture or cue. |
|
| |
| |Feat1Tier2Description=Due to <nowiki>{{member}}</nowiki>’s understanding of both technology and the Force, <nowiki>{{gender:he,she,it,they}}</nowiki> can use <nowiki>{{gender:his,her,its,their}}</nowiki> '''Telekinesis''' to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. <nowiki>{{member}}</nowiki> requires a visual on target and a focusing gesture or cue. | | |Feat1Tier2Description=Due to <nowiki>{{member}}</nowiki>’s understanding of both technology and the Force, <nowiki>{{gender:he,she,it,they}}</nowiki> can use <nowiki>{{gender:his,her,its,their}}</nowiki> '''Telekinesis''' to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. <nowiki>{{member}}</nowiki> requires a visual on target and a focusing gesture or cue. |
|
| |
| |Feat1Tier3Description=Due to <nowiki>{{member}}</nowiki>’s understanding of both technology and the Force, <nowiki>{{gender:he,she,it,they}}</nowiki> can use <nowiki>{{gender:his,her,its,their}}</nowiki> '''Telekinesis''' to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. <nowiki>{{gender:he,she,it,they}}</nowiki> can disable an entire network of computers. With concentration, <nowiki>{{gender:he,she,it,they}}</nowiki> can even disable combat droids. | | |Feat1Tier3Description=Due to <nowiki>{{member}}</nowiki>’s understanding of both technology and the Force, <nowiki>{{gender:he,she,it,they}}</nowiki> can use <nowiki>{{gender:his,her,its,their}}</nowiki> '''Telekinesis''' to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. <nowiki>{{gender:he,she,it,they}}</nowiki> can disable an entire network of computers. With concentration, <nowiki>{{gender:he,she,it,they}}</nowiki> can even disable combat droids. |
|
| |
| |Feat1FooterText=Hexing modifies the Force Power: Telekinesis. | | |Feat1FooterText=Hexing modifies the Force Power: Telekinesis. |
|
| |
| |Feat2Name=Mechu-deru | | |Feat2Name=Mechu-deru |
|
| |
| |Feat2Tier1Description=As a Journeyman, <nowiki>{{member}}</nowiki> 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, <nowiki>{{member}}</nowiki> must actively maintain partial concentration for proper control. | | |Feat2Tier1Description=As a Journeyman, <nowiki>{{member}}</nowiki> 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, <nowiki>{{member}}</nowiki> must actively maintain partial concentration for proper control. |
|
| |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> 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. <nowiki>{{gender:He,She,It,They}}</nowiki> can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands. | | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> 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. <nowiki>{{gender:He,She,It,They}}</nowiki> can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands. |
|
| |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> can infuse sentient life into even the most advanced assassination and combat droids. <nowiki>{{gender:He,She,It,They}}</nowiki> can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders. | | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> can infuse sentient life into even the most advanced assassination and combat droids. <nowiki>{{gender:He,She,It,They}}</nowiki> can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders. |
|
| |
| |Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers. | | |Feat2FooterText=Mechu-deru is a unique Force Power for Techweavers. |
| }} | | }} |
|
| |
|
| === Defender ===
| |
|
| |
| {{Discipline
| |
| |DisciplineName=Defender
| |
| |DisciplineQuote=I make ‘hanging back’ look good.
| |
| |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 '''[[Force Powers#Suppression|Suppression]]''' to help combat enemy Force attacks to defend themselves and their allies.
| |
| <br /><br />Defenders gain:
| |
| * ''Force Pulse'', which modifies the Force Power: '''Suppression'''
| |
| * '''Synergy''', a unique Force Power for Defenders
| |
| <br>
| |
| To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master's Newspost: [https://www.darkjedibrotherhood.com/news/reports-combat-master-discipline-focus-defender The Defender]
| |
| |Feat1Name=Force Pulse
| |
|
| |
| |Feat1Tier1Description=As a Journeyman, <nowiki>{{member}}</nowiki> can use '''[[Force Powers#Suppression|Suppression]]''' to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> and a single ally in close proximity as long as <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is on the task. This ability works against '''[[Force Powers#Slow|Slow]]''', '''[[Force Powers#Illusion|Illusion]]''', '''[[Force Powers#Darkness|Darkness]]''', '''[[Force Powers#Blinding|Blinding]]''', and '''[[Force Powers#Terror|Terror]]'''.
| |
|
| |
| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> can use '''[[Force Powers#Suppression|Suppression]]''' to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient <nowiki>{{gender:himself,herself,itself,themself}}</nowiki> and a cluster of allies in close proximity as long as <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is on the task. This ability works against '''[[Force Powers#Slow|Slow]]''', '''[[Force Powers#Mind_Trick|Mind Trick]]''', '''[[Force Powers#Illusion|Illusion]]''', '''[[Force Powers#Darkness|Darkness]]''', '''[[Force Powers#Blinding|Blinding]]''', and '''[[Force Powers#Terror|Terror]]'''.
| |
|
| |
|
| |
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can use '''[[Force Powers#Suppression|Suppression]]''' 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 <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is on the task. This ability works against '''[[Force Powers#Slow|Slow]]''', '''[[Force Powers#Mind_Trick|Mind Trick]]''', '''[[Force Powers#Illusion|Illusion]]''', '''[[Force Powers#Darkness|Darkness]]''', '''[[Force Powers#Blinding|Blinding]]''', and '''[[Force Powers#Terror|Terror]]'''.
| |
|
| |
| |Feat1FooterText=Force Pulse modifies the Force Power: Suppression.
| |
|
| |
| |Feat2Name=Synergy
| |
|
| |
| |Feat2Tier1Description=As a Journeyman, <nowiki>{{member}}</nowiki> has learned to extend the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> ''defensive'' Force powers to a single ally within close proximity. <nowiki>{{member}}</nowiki> can share the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> '''[[Force Powers#Concealment|Concealment]]''', '''[[Force Powers#Force Cloak|Force Cloak]]''', '''[[Force Powers#Healing|Healing]]''', or '''[[Force Powers#Control Self|Control Self]]''' so long as <nowiki>{{gender:his,her,its,their}}</nowiki> full concentration is dedicated to the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes: '''[[Force Powers#Barrier|Barrier]]'''.
| |
|
| |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> can more readily extend the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> ''defensive'' Force powers to a small team of allies within close proximity. <nowiki>{{member}}</nowiki> can share the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Concealment''', '''Force Cloak''', '''Healing''', or '''Control Self''' so long as <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> concentrating on the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes: '''Barrier'''.
| |
|
| |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> can instantly extend the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> ''defensive'' Force powers to a small team of allies within close proximity. <nowiki>{{member}}</nowiki> can share the effects of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Concealment''', '''Force Cloak''', '''Healing''', or '''Control Self''' so long as <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> concentrating on the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes: '''Barrier'''.
| |
|
| |
|
| |Feat2FooterText=Synergy is a unique Force Power for Defenders.
| |
| }}
| |
|
| |
|
| == Non-Force User Disciplines == | | == Non-Force User Disciplines == |
| | | === Ace === |
| === Field Medic === | |
| | |
| {{Discipline | | {{Discipline |
| |DisciplineName=Field Medic | | |DisciplineName=Ace |
| |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. | | |DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it. |
| |DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life'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 ''[[Skills#Medicine|Medicine]]''.
| | |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. |
| <br /><br />Medics gain:
| | <br />'''(NOTE: Preferred craft must be designated on the Character Sheet Loadout under "Loadout Description")'''. |
| * ''Steady Hands'', which modifies the Skill: ''Medicine''
| |
| * '''Xenobiology''', a unique ability for Field Medics
| |
| | |
| |Feat1Name=Steady Hands | |
| | |
| |Feat1Tier1Description=<nowiki>{{member}}</nowiki> can calmly and mechanically work with <nowiki>{{gender:his,her,its,their}}</nowiki> ''Medicine'' skill even when under the stress of an overcrowded emergency room. <nowiki>{{gender:He,She,It,They}}</nowiki> can filter out basic distractions and remain focused on administering aid. <nowiki>{{gender:He,She,It,They}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> granted a +1 Skill Point bonus to ''Medicine'' (up to a maximum of +4).
| |
| | |
| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> can calmly and mechanically work with <nowiki>{{gender:his,her,its,their}}</nowiki> ''Medicine'' skill even when under the stress of a battlefield skirmish. <nowiki>{{gender:He,She,It,They}}</nowiki> can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. <nowiki>{{gender:He,She,It,They}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> granted a +1 Skill Point bonus to ''Medicine'' (up to a maximum of +5.
| |
| | |
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can calmly and mechanically work with <nowiki>{{gender:his,her,its,their}}</nowiki> ''Medicine'' skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. <nowiki>{{gender:He,She,It,They}}</nowiki> 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. <nowiki>{{gender:He,She,It,They}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> granted a +1 Skill Point bonus to ''Medicine'' (up to a maximum of +5.
| |
| | |
| |Feat1FooterText=Steady Hands, which modifies the Skill: Medicine
| |
| | |
| |Feat2Name=Xenobiology
| |
| | |
| |Feat2Tier1Description=<nowiki>{{member}}</nowiki> has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> 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 <nowiki>{{gender:he,she,it,they}}</nowiki> was working on <nowiki>{{gender:his,her,its,their}}</nowiki> own species.
| |
| | |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> 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 <nowiki>{{gender:he,she,it,they}}</nowiki> was working on <nowiki>{{gender:his,her,its,their}}</nowiki> own species.
| |
| | |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> 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.
| |
| | |
| |Feat2FooterText=Xenobiology, a unique ability for Field Medics
| |
| }}
| |
| | |
| === Weapons Specialist ===
| |
| | |
| {{Discipline
| |
| |DisciplineName=Weapons Specialist
| |
| |DisciplineQuote=Blasters, blades, blunted staves and things that go 'bang'; no matter which you choose, you’re going to have a tough time facing me.
| |
| |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.
| |
| <br /><br />Weapons Specialists gain: | |
| * ''Medley'', which modifies the Primary and Secondary Weapon Skills
| |
| * '''Proficiency''', a unique ability for Weapons Specialists
| |
| | |
| |Feat1Name=Medley
| |
| | |
| |Feat1Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if <nowiki>{{gender:he,she,it,they}}</nowiki> 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.
| |
| | |
| |Feat1Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if <nowiki>{{gender:he,she,it,they}}</nowiki> 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.
| |
| | |
| |Feat1Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if<nowiki>{{gender:he,she,it,they}}</nowiki>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.
| |
| | |
| |Feat1FooterText=Medley modifies the Primary and Secondary Weapon Skills
| |
| | |
| |Feat2Name=Proficiency
| |
| | |
| |Feat2Tier1Description=<nowiki>{{member}}</nowiki> has spent years training and honing <nowiki>{{gender:his,her,its,their}}</nowiki> skills with his favourite weapons. This allows him to use <nowiki>{{gender:his,her,its,their}}</nowiki> chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.
| |
| | |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> has spent years training and honing <nowiki>{{gender:his,her,its,their}}</nowiki> skills with his favourite weapons. This allows him to use <nowiki>{{gender:his,her,its,their}}</nowiki> chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.
| |
| | |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> has spent years training and honing <nowiki>{{gender:his,her,its,their}}</nowiki> skills with his favourite weapons. This allows him to use <nowiki>{{gender:his,her,its,their}}</nowiki> 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.
| |
| | |
| |Feat2FooterText=Proficiency is a unique ability for Weapons Specialists
| |
| }}
| |
| | |
| === Scavenger ===
| |
| | |
| {{Discipline
| |
| |DisciplineName=Scavenger
| |
| |DisciplineQuote=He's a BB unit with a selenium drive and a thermal hyperscan vindicator.
| |
| |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.
| |
| <br /><br />Examples: | | <br /><br />Examples: |
| <br />[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]] | | <br />[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]] |
| <br /><br />Scavengers gain: | | <br /><br />Aces gain: |
| * ''Junker'', which grants a bonus to ''[[Skills#Crafting|Crafting]]'' | | * ''Smooth Operator'', which grants a bonus to ''[[Skills#Piloting|Piloting]]'' |
| * '''Hotfix''', a unique Ability for Scavengers | | * '''I Can Fix That''', a unique Ability for Aces |
| | | |Feat1Name=<span style="color:#ffffff">Smooth Operator</span> |
| |Feat1Name=Junker | | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. <nowiki>{{gender:he,she,it,they}}</nowiki> can operate any land or space vehicle, regardless of <nowiki>{{gender:his,her,its,their}}</nowiki> skill in ''Piloting'', even if <nowiki>{{gender:he,she,it,they}}</nowiki> has never seen or operated it before. |
| | | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. <nowiki>{{gender:he,she,it,they}}</nowiki> can operate any land or space vehicle, regardless of <nowiki>{{gender:his,her,its,their}}</nowiki> skill in ''Piloting'', even if <nowiki>{{gender:he,she,it,they}}</nowiki> has never seen or operated it before. <nowiki>{{member}}</nowiki>’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to ''Piloting''. |
| |Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. <nowiki>{{member}}</nowiki> can quickly appraise the value of common mechanical equipment <nowiki>{{gender:he,she,it,they}}</nowiki> comes across and then sell it at a higher value or repurpose it somewhere else. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Crafting'' when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4). | | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. <nowiki>{{gender:he,she,it,they}}</nowiki> can operate any land or space vehicle, regardless of <nowiki>{{gender:his,her,its,their}}</nowiki> skill in ''Piloting''. <nowiki>{{member}}</nowiki>’s worldly experience also grants them a +1 Skill Point bonus to ''Piloting'' when operating '''any''' kind of vehicle or ship. |
| | | |Feat1FooterText=<span style="color:#ffffff">Smooth Operator modifies the Skill: Piloting</span> |
| |Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. <nowiki>{{member}}</nowiki> can quickly appraise the value of common or uncommon mechanical equipment <nowiki>{{gender:he,she,it,they}}</nowiki> comes across and then sell it at a higher value or repurpose it somewhere else. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Crafting'' when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5). | | |Feat2Name=<span style="color:#ffffff">I Can Fix That</span> |
| | | |Feat2Tier1Description=<nowiki>{{member}}</nowiki>’s knowledge of ship and vehicular technology is veteran enough that <nowiki>{{gender:he,she,it,they}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''[[Skills#Mechanic|Mechanic]]'' Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as <nowiki>{{gender:he,she,it,they}}</nowiki> is familiar with the vessel (to a maximum of +4). |
| |Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. <nowiki>{{member}}</nowiki> can quickly appraise the value of any kind of mechanical equipment <nowiki>{{gender:he,she,it,they}}</nowiki> comes across and then sell it at a higher value or repurpose it somewhere else. <nowiki>{{member}}</nowiki> gains a +2 Skill Point bonus to ''Crafting'' when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6). | | |Feat2Tier2Description=<nowiki>{{member}}</nowiki>’s knowledge of ship and vehicular technology is savvy enough that <nowiki>{{gender:he,she,it,they}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Mechanic'' 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). |
| | | |Feat2Tier3Description=<nowiki>{{member}}</nowiki>’s knowledge of ship and vehicular technology is veteran enough that <nowiki>{{gender:he,she,it,they}}</nowiki> gains a +2 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Mechanic'' 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). |
| |Feat1FooterText=Junker modifies the Skill: Crafting | | |Feat2FooterText=<span style="color:#ffffff">I Can Fix That is a unique ability for Aces</span> |
| | |
| |Feat2Name=Hotfix | |
| | |
| |Feat2Tier1Description=<nowiki>{{member}}</nowiki> can keep a cool head under pressure when working to repair malfunctioning technology. <nowiki>{{gender:He,She,It,They}}</nowiki> 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. | |
| | |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> can keep a cool head under pressure when working to repair malfunctioning technology. <nowiki>{{gender:He,She,It,They}}</nowiki> 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. | |
| | |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> has become so attuned to the mechanical technology of the Galaxy that <nowiki>{{gender:he,she,it,they}}</nowiki> 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, <nowiki>{{member}}</nowiki> can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters. | |
| | |
| |Feat2FooterText=Hotfix is a unique ability for Scavengers | |
| }} | | }} |
|
| |
| === Director === | | === Director === |
|
| |
| {{Discipline | | {{Discipline |
| |DisciplineName=Director | | |DisciplineName=Director |
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| * ''Checkmate'', which grants a bonus to ''[[Skills#Intellect|Intellect]]'' | | * ''Checkmate'', which grants a bonus to ''[[Skills#Intellect|Intellect]]'' |
| * '''Silver Tongue''', a unique Ability for Directors | | * '''Silver Tongue''', a unique Ability for Directors |
|
| |
| |Feat1Name=Checkmate | | |Feat1Name=Checkmate |
|
| |
| |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants <nowiki>{{gender:him,her,it,them}}</nowiki> a +1 Skill Point bonus to ''Intellect'' when formulating a plan or strategy against a familiar adversary (to a maximum of +4). | | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants <nowiki>{{gender:him,her,it,them}}</nowiki> a +1 Skill Point bonus to ''Intellect'' when formulating a plan or strategy against a familiar adversary (to a maximum of +4). |
|
| |
| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants <nowiki>{{gender:him,her,it,them}}</nowiki> a +2 Skill Point bonus to ''Intellect'' 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). | | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants <nowiki>{{gender:him,her,it,them}}</nowiki> a +2 Skill Point bonus to ''Intellect'' 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). |
|
| |
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants <nowiki>{{member}}</nowiki> a +2 Skill Point bonus to ''Intellect'' whenever <nowiki>{{gender:he,she,it,they}}</nowiki> formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6). | | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants <nowiki>{{member}}</nowiki> a +2 Skill Point bonus to ''Intellect'' whenever <nowiki>{{gender:he,she,it,they}}</nowiki> formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6). |
|
| |
| |Feat1FooterText=Checkmate modifies the Skill: Intellect | | |Feat1FooterText=Checkmate modifies the Skill: Intellect |
|
| |
| |Feat2Name=Silver Tongue | | |Feat2Name=Silver Tongue |
|
| |
| |Feat2Tier1Description=<nowiki>{{member}}</nowiki> is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit <nowiki>{{gender:his,her,its,their}}</nowiki> direction. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> to use any '''one''' of <nowiki>{{gender:his,her,its,their}}</nowiki> ''[[Skills#Leadership|Leadership]]'', ''[[Skills#Intimidation|Intimidation]]'', or ''[[Skills#Charm|Charm]]'' Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4). | | |Feat2Tier1Description=<nowiki>{{member}}</nowiki> is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit <nowiki>{{gender:his,her,its,their}}</nowiki> direction. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> to use any '''one''' of <nowiki>{{gender:his,her,its,their}}</nowiki> ''[[Skills#Leadership|Leadership]]'', ''[[Skills#Intimidation|Intimidation]]'', or ''[[Skills#Charm|Charm]]'' Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4). |
|
| |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> is comfortable when speaking in front of others, and can deftly maneuver and adjust <nowiki>{{gender:his,her,its,their}}</nowiki> speeches to the subtle shifts in a crowd to suit <nowiki>{{gender:his,her,its,their}}</nowiki> desire. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> the ability to use any combination of two of <nowiki>{{gender:his,her,its,their}}</nowiki> ''Leadership'', ''Intimidation'', or ''Charm'' Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5). | | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> is comfortable when speaking in front of others, and can deftly maneuver and adjust <nowiki>{{gender:his,her,its,their}}</nowiki> speeches to the subtle shifts in a crowd to suit <nowiki>{{gender:his,her,its,their}}</nowiki> desire. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> the ability to use any combination of two of <nowiki>{{gender:his,her,its,their}}</nowiki> ''Leadership'', ''Intimidation'', or ''Charm'' Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5). |
|
| |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> is comfortable when speaking in front of others, and can instinctively maneuver and adjust <nowiki>{{gender:his,her,its,their}}</nowiki> speeches to the subtle shifts in a crowd to suit <nowiki>{{gender:his,her,its,their}}</nowiki> desire. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> the ability to use all three of <nowiki>{{gender:his,her,its,their}}</nowiki> ''Leadership'', ''Intimidation'', or ''Charm'' 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). | | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> is comfortable when speaking in front of others, and can instinctively maneuver and adjust <nowiki>{{gender:his,her,its,their}}</nowiki> speeches to the subtle shifts in a crowd to suit <nowiki>{{gender:his,her,its,their}}</nowiki> desire. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> the ability to use all three of <nowiki>{{gender:his,her,its,their}}</nowiki> ''Leadership'', ''Intimidation'', or ''Charm'' 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). |
|
| |
| |Feat2FooterText=Silver Tongue is a unique ability for Directors | | |Feat2FooterText=Silver Tongue is a unique ability for Directors |
| | }} |
| | === Field Medic === |
| | {{Discipline |
| | |DisciplineName=Field Medic |
| | |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. |
| | |DisciplineDescription=In a Galaxy where [[starwars:Bacta|Bacta]] salve solves most of life'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 ''[[Skills#Medicine|Medicine]]''. |
| | <br /><br />Medics gain: |
| | * ''Steady Hands'', which modifies the Skill: ''Medicine'' |
| | * '''Xenobiology''', a unique ability for Field Medics |
| | |Feat1Name=Steady Hands |
| | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> can calmly and mechanically work with <nowiki>{{gender:his,her,its,their}}</nowiki> ''Medicine'' skill even when under the stress of an overcrowded emergency room. <nowiki>{{gender:He,She,It,They}}</nowiki> can filter out basic distractions and remain focused on administering aid. <nowiki>{{gender:He,She,It,They}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> granted a +1 Skill Point bonus to ''Medicine'' (up to a maximum of +4). |
| | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> can calmly and mechanically work with <nowiki>{{gender:his,her,its,their}}</nowiki> ''Medicine'' skill even when under the stress of a battlefield skirmish. <nowiki>{{gender:He,She,It,They}}</nowiki> can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. <nowiki>{{gender:He,She,It,They}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> granted a +1 Skill Point bonus to ''Medicine'' (up to a maximum of +5. |
| | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> can calmly and mechanically work with <nowiki>{{gender:his,her,its,their}}</nowiki> ''Medicine'' skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. <nowiki>{{gender:He,She,It,They}}</nowiki> 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. <nowiki>{{gender:He,She,It,They}}</nowiki> <nowiki>{{gender:is,is,is,are}}</nowiki> granted a +1 Skill Point bonus to ''Medicine'' (up to a maximum of +5. |
| | |Feat1FooterText=Steady Hands, which modifies the Skill: Medicine |
| | |Feat2Name=Xenobiology |
| | |Feat2Tier1Description=<nowiki>{{member}}</nowiki> has a grip on the biology of alien [[Species]] popular in the galaxy, and ones that closely relate to his native Species. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> 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 <nowiki>{{gender:he,she,it,they}}</nowiki> was working on <nowiki>{{gender:his,her,its,their}}</nowiki> own species. |
| | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows <nowiki>{{gender:him,her,it,them}}</nowiki> 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 <nowiki>{{gender:he,she,it,they}}</nowiki> was working on <nowiki>{{gender:his,her,its,their}}</nowiki> own species. |
| | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> 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. |
| | |Feat2FooterText=Xenobiology, a unique ability for Field Medics |
| }} | | }} |
|
| |
|
| | === Hunter === |
| | {{Discipline |
| | |DisciplineName=Hunter |
| | |DisciplineQuote=I use any means necessary to get the job done. |
| | |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. |
| | <br /><br />Examples: |
| | <br />[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]] |
| | <br /><br />Hunters gain: |
| | * ''Tools Of The Trade'', which grants a bonus to ''[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]'' |
| | * '''On The Trail''', a unique Ability for Hunters |
| | |Feat1Name=Tools Of The Trade |
| | |Feat1Tier1Description= <nowiki>{{member}}</nowiki> has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Miscellaneous Weapons'' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:has,has,has,have}}</nowiki> time to prepare for a hunt (up to a Maximum of +4). |
| | |Feat1Tier2Description= <nowiki>{{member}}</nowiki> has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Miscellaneous Weapons'' Skill even when improvising on the fly and unprepared (up to a Maximum of +5). |
| | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. <nowiki>{{member}}</nowiki> gains a +2 Skill Point bonus to ''Miscellaneous Weapons'' when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6). |
| | |Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons |
| | |Feat2Name=On The Trail |
| | |Feat2Tier1Description=When tracking or on the trail of a quarry <nowiki>{{member}}</nowiki> will pick up on clues to a target's whereabouts or direction that others might miss. This awareness triggers '''rarely and unreliably''', but functions without having to rely on <nowiki>{{member}}</nowiki>’s ''[[Skills#Investigation|Investigation]]'' or ''[[Skills#Perception|Perception]] Skills. |
| | |Feat2Tier2Description=When tracking or on the trail of a quarry, <nowiki>{{member}}</nowiki> will pick up on clues to a target's whereabouts or direction that others would miss. This awareness triggers '''more consistently''' and without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. |
| | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> has tracked down quarry from one side of the Galaxy to the other. <nowiki>{{gender:he,she,it,they}}</nowiki> will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. This awareness triggers '''instinctively and consistently''' without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. |
| | |Feat2FooterText=On The Trail is a unique ability for Hunters |
| | }} |
| === Infiltrator === | | === Infiltrator === |
|
| |
| {{Discipline | | {{Discipline |
| |DisciplineName=Infiltrator | | |DisciplineName=Infiltrator |
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| * ''Chameleon'', which grants a bonus to ''[[Skills#Stealth|Stealth]]'' | | * ''Chameleon'', which grants a bonus to ''[[Skills#Stealth|Stealth]]'' |
| * '''Keen Eye''', a unique Ability for Infiltrators | | * '''Keen Eye''', a unique Ability for Infiltrators |
|
| |
|
| |
| |Feat1Name=Chameleon | | |Feat1Name=Chameleon |
|
| |
| |Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. <nowiki>{{member}}</nowiki> has learned to become one with <nowiki>{{gender:his,her,its,their}}</nowiki> surroundings, and gets a +1 Skill bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stealth'' Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4). | | |Feat1Tier1Description=Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. <nowiki>{{member}}</nowiki> has learned to become one with <nowiki>{{gender:his,her,its,their}}</nowiki> surroundings, and gets a +1 Skill bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stealth'' Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4). |
|
| |
| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has learned to be more subtle when becoming one with <nowiki>{{gender:his,her,its,their}}</nowiki> environment. <nowiki>{{gender:he,she,it,they}}</nowiki> can change the way <nowiki>{{gender:he,she,it,they}}</nowiki> walks and talks while making use of wardrobe, lighting, and demeanor. <nowiki>{{member}}</nowiki> gets a +1 Skill point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stealth'' Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5). | | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has learned to be more subtle when becoming one with <nowiki>{{gender:his,her,its,their}}</nowiki> environment. <nowiki>{{gender:he,she,it,they}}</nowiki> can change the way <nowiki>{{gender:he,she,it,they}}</nowiki> walks and talks while making use of wardrobe, lighting, and demeanor. <nowiki>{{member}}</nowiki> gets a +1 Skill point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stealth'' Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5). |
|
| |
| |Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. <nowiki>{{member}}</nowiki> has learned to seamlessly become one with <nowiki>{{gender:his,her,its,their}}</nowiki> surroundings, and gets a +2 Skill point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stealth'' Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6). | | |Feat1Tier3Description=A wisened Infiltrator is only detected when they choose to be. <nowiki>{{member}}</nowiki> has learned to seamlessly become one with <nowiki>{{gender:his,her,its,their}}</nowiki> surroundings, and gets a +2 Skill point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Stealth'' Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6). |
|
| |
| |Feat1FooterText=Chameleon modifies the Skill: Subterfuge | | |Feat1FooterText=Chameleon modifies the Skill: Subterfuge |
|
| |
| |Feat2Name=Keen Eye | | |Feat2Name=Keen Eye |
|
| |
| |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, <nowiki>{{member}}</nowiki> can spot patterns or oddities <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:comes,comes,comes,come}}</nowiki> across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on <nowiki>{{member}}</nowiki>’s ''[[Skills#Investigation|Investigation]]'' or ''[[Skills#Perception|Perception]]'' Skills. | | |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, <nowiki>{{member}}</nowiki> can spot patterns or oddities <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:comes,comes,comes,come}}</nowiki> across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on <nowiki>{{member}}</nowiki>’s ''[[Skills#Investigation|Investigation]]'' or ''[[Skills#Perception|Perception]]'' Skills. |
|
| |
| |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, <nowiki>{{member}}</nowiki> can spot patterns or oddities <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:comes,comes,comes,come}}</nowiki> across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. | | |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, <nowiki>{{member}}</nowiki> can spot patterns or oddities <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:comes,comes,comes,come}}</nowiki> across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. |
|
| |
| |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, <nowiki>{{member}}</nowiki> can spot patterns or oddities <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:comes,comes,comes,come}}</nowiki> across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. | | |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, <nowiki>{{member}}</nowiki> can spot patterns or oddities <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:comes,comes,comes,come}}</nowiki> across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. |
|
| |
| |Feat2FooterText=Keen Eye is a unique ability for Infiltrators | | |Feat2FooterText=Keen Eye is a unique ability for Infiltrators |
| }} | | }} |
| | | === Scavenger === |
| === Ace === | |
| | |
| {{Discipline | | {{Discipline |
| |DisciplineName=Ace | | |DisciplineName=Scavenger |
| |DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it. | | |DisciplineQuote=He's a BB unit with a selenium drive and a thermal hyperscan vindicator. |
| |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. | | |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. |
| | |
| <br />'''(NOTE: Preferred craft must be designated on the Character Sheet Loadout under "Loadout Description")'''.
| |
| <br /><br />Examples: | | <br /><br />Examples: |
| <br />[[starwars:Poe Dameron|Poe Dameron]], [[starwars:Hera Syndulla|Hera Syndulla]], [[starwars:Wedge Antilles|Wedge Antilles]], [[starwars:Snap Wexley|Snap Wexley]] | | <br />[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]] |
| <br /><br />Aces gain: | | <br /><br />Scavengers gain: |
| * ''Smooth Operator'', which grants a bonus to ''[[Skills#Piloting|Piloting]]'' | | * ''Junker'', which grants a bonus to ''[[Skills#Crafting|Crafting]]'' |
| * '''I Can Fix That''', a unique Ability for Aces | | * '''Hotfix''', a unique Ability for Scavengers |
| | |Feat1Name=Junker |
| | |Feat1Tier1Description=Where others see junk, a Scavenger sees opportunity. <nowiki>{{member}}</nowiki> can quickly appraise the value of common mechanical equipment <nowiki>{{gender:he,she,it,they}}</nowiki> comes across and then sell it at a higher value or repurpose it somewhere else. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Crafting'' when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4). |
| | |Feat1Tier2Description=Where others see junk, a Scavenger sees opportunity. <nowiki>{{member}}</nowiki> can quickly appraise the value of common or uncommon mechanical equipment <nowiki>{{gender:he,she,it,they}}</nowiki> comes across and then sell it at a higher value or repurpose it somewhere else. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Crafting'' when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5). |
| | |Feat1Tier3Description=Where others see junk, a Scavenger sees opportunity. <nowiki>{{member}}</nowiki> can quickly appraise the value of any kind of mechanical equipment <nowiki>{{gender:he,she,it,they}}</nowiki> comes across and then sell it at a higher value or repurpose it somewhere else. <nowiki>{{member}}</nowiki> gains a +2 Skill Point bonus to ''Crafting'' when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6). |
| | |Feat1FooterText=Junker modifies the Skill: Crafting |
| | |Feat2Name=Hotfix |
| | |Feat2Tier1Description=<nowiki>{{member}}</nowiki> can keep a cool head under pressure when working to repair malfunctioning technology. <nowiki>{{gender:He,She,It,They}}</nowiki> 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. |
| | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> can keep a cool head under pressure when working to repair malfunctioning technology. <nowiki>{{gender:He,She,It,They}}</nowiki> 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. |
| | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> has become so attuned to the mechanical technology of the Galaxy that <nowiki>{{gender:he,she,it,they}}</nowiki> 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, <nowiki>{{member}}</nowiki> can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters. |
| | |Feat2FooterText=Hotfix is a unique ability for Scavengers |
| | }} |
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| |Feat1Name=<span style="color:#ffffff">Smooth Operator</span>
| |
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| |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. <nowiki>{{gender:he,she,it,they}}</nowiki> can operate any land or space vehicle, regardless of <nowiki>{{gender:his,her,its,their}}</nowiki> skill in ''Piloting'', even if <nowiki>{{gender:he,she,it,they}}</nowiki> has never seen or operated it before.
| |
|
| |
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| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. <nowiki>{{gender:he,she,it,they}}</nowiki> can operate any land or space vehicle, regardless of <nowiki>{{gender:his,her,its,their}}</nowiki> skill in ''Piloting'', even if <nowiki>{{gender:he,she,it,they}}</nowiki> has never seen or operated it before. <nowiki>{{member}}</nowiki>’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to ''Piloting''.
| |
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| |
|
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. <nowiki>{{gender:he,she,it,they}}</nowiki> can operate any land or space vehicle, regardless of <nowiki>{{gender:his,her,its,their}}</nowiki> skill in ''Piloting''. <nowiki>{{member}}</nowiki>’s worldly experience also grants them a +1 Skill Point bonus to ''Piloting'' when operating '''any''' kind of vehicle or ship.
| |
|
| |
| |Feat1FooterText=<span style="color:#ffffff">Smooth Operator modifies the Skill: Piloting</span>
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|
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| |Feat2Name=<span style="color:#ffffff">I Can Fix That</span>
| |
|
| |
| |Feat2Tier1Description=<nowiki>{{member}}</nowiki>’s knowledge of ship and vehicular technology is veteran enough that <nowiki>{{gender:he,she,it,they}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''[[Skills#Mechanic|Mechanic]]'' Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as <nowiki>{{gender:he,she,it,they}}</nowiki> is familiar with the vessel (to a maximum of +4).
| |
|
| |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki>’s knowledge of ship and vehicular technology is savvy enough that <nowiki>{{gender:he,she,it,they}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Mechanic'' 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).
| |
|
| |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki>’s knowledge of ship and vehicular technology is veteran enough that <nowiki>{{gender:he,she,it,they}}</nowiki> gains a +2 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Mechanic'' 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).
| |
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| |Feat2FooterText=<span style="color:#ffffff">I Can Fix That is a unique ability for Aces</span>
| |
| }}
| |
|
| |
|
| === Scoundrel === | | === Scoundrel === |
|
| |
| {{Discipline | | {{Discipline |
| |DisciplineName=Scoundrel | | |DisciplineName=Scoundrel |
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| * ''Fly Casual'', which grants a bonus to ''[[Skills#Deception|Deception]]'' | | * ''Fly Casual'', which grants a bonus to ''[[Skills#Deception|Deception]]'' |
| * '''Intergalactic''', a unique Ability for Scoundrels | | * '''Intergalactic''', a unique Ability for Scoundrels |
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| |Feat1Name=Fly Casual | | |Feat1Name=Fly Casual |
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| |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Deception'' Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). <nowiki>{{member}}</nowiki> can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. | | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Deception'' Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). <nowiki>{{member}}</nowiki> can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly. |
|
| |
| |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Deception'' when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). <nowiki>{{member}}</nowiki> is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results. | | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> ''Deception'' when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). <nowiki>{{member}}</nowiki> is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results. |
|
| |
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has been in countless deals, cons, and gambits of every flavor. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +2 Skill Point bonus to ''Deception'' when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). <nowiki>{{member}}</nowiki> is unfazed by the various species, cultures, and gangs and can use <nowiki>{{gender:his,her,its,their}}</nowiki> experience alone to adapt effortlessly to unseen variables. | | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has been in countless deals, cons, and gambits of every flavor. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +2 Skill Point bonus to ''Deception'' when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). <nowiki>{{member}}</nowiki> is unfazed by the various species, cultures, and gangs and can use <nowiki>{{gender:his,her,its,their}}</nowiki> experience alone to adapt effortlessly to unseen variables. |
|
| |
| |Feat1FooterText=Fly Casual modifies the Skill: Subterfuge | | |Feat1FooterText=Fly Casual modifies the Skill: Subterfuge |
|
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| |Feat2Name=Intergalactic | | |Feat2Name=Intergalactic |
| | | |Feat2Tier1Description=<nowiki>{{member}}</nowiki> has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. <nowiki>{{member}}</nowiki> can understand (but not speak) the basics of alien and droid dialects without the need of ''[[Skills#Linguistics|Linguistics]]'' Skill Points. |
| |Feat2Tier1Description=<nowiki>{{member}}</nowiki> has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. <nowiki>{{member}}</nowiki> can understand (but not speak) the basics of alien and droid dialects without the need of ''[[Skills#Linguistics|Language]]'' Skill Points. | | |Feat2Tier2Description=<nowiki>{{member}}</nowiki> has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. <nowiki>{{gender:he,she,it,they}}</nowiki> can understand most of (but not speak) alien and droid dialects without the need of ''Linguistics'' Skill Points. <nowiki>{{member}}</nowiki>’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants <nowiki>{{gender:him,her,it,them}}</nowiki> an additional ''Lore'' topic in dealing with Underworld contacts. |
| | |
| |Feat2Tier2Description=<nowiki>{{member}}</nowiki> has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. <nowiki>{{gender:he,she,it,they}}</nowiki> can understand most of (but not speak) alien and droid dialects without the need of ''Language'' Skill Points. <nowiki>{{member}}</nowiki>’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants <nowiki>{{gender:him,her,it,them}}</nowiki> an additional ''Lore'' topic in dealing with Underworld contacts. | |
| <br />+ Lore Topic: Underworld Contacts | | <br />+ Lore Topic: Underworld Contacts |
| | | |Feat2Tier3Description=<nowiki>{{member}}</nowiki> has seen it all and has lived to tell the tale. <nowiki>{{gender:he,she,it,they}}</nowiki> can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional ''Linguistics'' Skill Point. <nowiki>{{member}}</nowiki> maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> has seen it all and has lived to tell the tale. <nowiki>{{gender:he,she,it,they}}</nowiki> can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional ''Language'' Skill Point. <nowiki>{{member}}</nowiki> maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy. | |
| <br />+ Lore Topic: Smuggler Trade, Business, and Ventures | | <br />+ Lore Topic: Smuggler Trade, Business, and Ventures |
| <br />+ Lore Topic: Underworld Contacts | | <br />+ Lore Topic: Underworld Contacts |
|
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| |Feat2FooterText=Intergalactic is a unique ability for Scoundrels | | |Feat2FooterText=Intergalactic is a unique ability for Scoundrels |
| }} | | }} |
|
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|
| === Hunter ===
| |
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| |
|
| | |
| | === Weapons Specialist === |
| {{Discipline | | {{Discipline |
| |DisciplineName=Hunter | | |DisciplineName=Weapons Specialist |
| |DisciplineQuote=I use any means necessary to get the job done. | | |DisciplineQuote=Blasters, blades, blunted staves and things that go 'bang'; no matter which you choose, you’re going to have a tough time facing me. |
| |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. | | |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. |
| <br /><br />Examples:
| | <br /><br />Weapons Specialists gain: |
| <br />[[starwars:Boba Fett|Boba Fett]], [[starwars:Cad Bane|Cad Bane]], [[starwars:Embo|Embo]], [[starwars:Bossk|Bossk]]
| | * ''Proficiency'', which modifies the Primary and Secondary Weapon Skills |
| <br /><br />Hunters gain: | | * '''Medley''', a unique ability for Weapons Specialists |
| * ''Tools Of The Trade'', which grants a bonus to ''[[Skills#Miscellaneous Weapons|Miscellaneous Weapons]]'' | | |Feat1Name=Proficiency |
| * '''On The Trail''', a unique Ability for Hunters | | |Feat1Tier1Description=<nowiki>{{member}}</nowiki> has spent years training and honing <nowiki>{{gender:his,her,its,their}}</nowiki> skills with his favourite weapons. This allows him to use <nowiki>{{gender:his,her,its,their}}</nowiki> chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4. |
| | | |Feat1Tier2Description=<nowiki>{{member}}</nowiki> has spent years training and honing <nowiki>{{gender:his,her,its,their}}</nowiki> skills with his favourite weapons. This allows him to use <nowiki>{{gender:his,her,its,their}}</nowiki> chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5. |
| |Feat1Name=Tools Of The Trade | | |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has spent years training and honing <nowiki>{{gender:his,her,its,their}}</nowiki> skills with his favourite weapons. This allows him to use <nowiki>{{gender:his,her,its,their}}</nowiki> 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. |
| | | |Feat1FooterText=Proficiency modifies the Primary and Secondary Weapon Skills |
| |Feat1Tier1Description= <nowiki>{{member}}</nowiki> has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Miscellaneous Weapons'' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> <nowiki>{{gender:has,has,has,have}}</nowiki> time to prepare for a hunt (up to a Maximum of +4). | | |Feat2Name=Medley |
| | | |Feat2Tier1Description=The Weapons Specialist is able to temporarily use any weapon as if <nowiki>{{gender:he,she,it,they}}</nowiki> 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. |
| |Feat1Tier2Description= <nowiki>{{member}}</nowiki> has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to ''Miscellaneous Weapons'' Skill even when improvising on the fly and unprepared (up to a Maximum of +5). | | |Feat2Tier2Description=The Weapons Specialist is able to temporarily use any weapon as if <nowiki>{{gender:he,she,it,they}}</nowiki> 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. |
| | | |Feat2Tier3Description=The Weapons Specialist is able to temporarily use any weapon as if<nowiki>{{gender:he,she,it,they}}</nowiki>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. |
| |Feat1Tier3Description=<nowiki>{{member}}</nowiki> has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. <nowiki>{{member}}</nowiki> gains a +2 Skill Point bonus to ''Miscellaneous Weapons'' when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6). | | |Feat2FooterText=Medley is a unique ability for Weapons Specialists |
| | |
| |Feat1FooterText=Tools Of The Trade modifies the Skill: Miscellaneous Weapons | |
| | |
| |Feat2Name=On The Trail | |
| | |
| |Feat2Tier1Description=When tracking or on the trail of a quarry <nowiki>{{member}}</nowiki> will pick up on clues to a target's whereabouts or direction that others might miss. This awareness triggers '''rarely and unreliably''', but functions without having to rely on <nowiki>{{member}}</nowiki>’s ''[[Skills#Investigation|Investigation]]'' or ''[[Skills#Perception|Perception]] Skills. | |
| | |
| |Feat2Tier2Description=When tracking or on the trail of a quarry, <nowiki>{{member}}</nowiki> will pick up on clues to a target's whereabouts or direction that others would miss. This awareness triggers '''more consistently''' and without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. | |
| | |
| |Feat2Tier3Description=<nowiki>{{member}}</nowiki> has tracked down quarry from one side of the Galaxy to the other. <nowiki>{{gender:he,she,it,they}}</nowiki> will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. This awareness triggers '''instinctively and consistently''' without having to rely on <nowiki>{{gender:his,her,its,their}}</nowiki> ''Investigation'' or ''Perception'' Skills. | |
| | |
| |Feat2FooterText=On The Trail is a unique ability for Hunters | |
| }} | | }} |
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| === Custom Discipline Options === | | === Custom Discipline Options === |
| 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 ''only'' way to use any of these feats is by creating a custom discipline for your character. | | 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 ''only'' way to use any of these feats is by creating a custom discipline for your character. |
|
| |
| ==== Suggesting a new Discipline Feat ==== | | ==== Suggesting a new Discipline Feat ==== |
| 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. | | 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. |
|
| |
| ==== Unique Force User Feats ==== | | ==== Unique Force User Feats ==== |
| | ===== Arcane Shield ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Primal Bond | | |name=Arcane Shield |
| |desc1=<nowiki>{{member}}</nowiki>'s affinity for reaching out to the minds of animals has been honed. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Control''' power when handling any creature they find (up to a maximum of +4). | | |desc1=<nowiki>{{member}}</nowiki> 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. |
| |desc2=<nowiki>{{member}}</nowiki>'s natural draw to creatures has strengthed their ability to reach out to the minds of animals. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Control''' power when handling any creature they find (up to a maximum of +5). | | |desc2=<nowiki>{{member}}</nowiki> 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. |
| |desc3=<nowiki>{{member}}</nowiki>'s mastery of touching the minds of creatures has strengthed to an extreme level. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +2 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Control''' power when handling any creature they find (up to a maximum of +5). | | |desc3=<nowiki>{{member}}</nowiki> 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. |
| |footer=Primal Bond, which modifies the Force Power: Creature Control | | |footer=Arcane Shield, a unique ability. |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Beast Mode ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Beast Mode | | |name=Beast Mode |
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| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Clairvoyance ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Jedi Ace | | |name=Clairvoyance |
| |desc1=<nowiki>{{member}}</nowiki>'s affinity for using the Force in dogfights has been honed. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Precognition''' Power when engaged in a space battle (up to a maximum of +4). | | |desc1=<nowiki>{{member}}</nowiki>’s connection to the Living Force makes them aware of the branching futures before <nowiki>{{gender:him,her,it,them}}</nowiki>. 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, <nowiki>{{member}}</nowiki> experiences significant mental fatigue with extended use. |
| |desc2=<nowiki>{{member}}</nowiki> has strengthened their ability to use the Force to aid their piloting. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Precognition''' Power when engaged in a space battle (up to a maximum of +5). | | |desc2=<nowiki>{{member}}</nowiki>’s connection to the Living Force makes them aware of the branching futures before <nowiki>{{gender:him,her,it,them}}</nowiki>. 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 <nowiki>{{member}}</nowiki> experiences with extended use is diminished. |
| |desc3=<nowiki>{{member}}</nowiki>'s mastery of using the Force to aid their piloting has strengthed to an extreme level. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +2 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Precognition''' Power when engaged in a space battle (up to a maximum of +5). | | |desc3=<nowiki>{{member}}</nowiki>’s connection to the Living Force makes them aware of the branching futures before <nowiki>{{gender:him,her,it,them}}</nowiki>. 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. |
| |footer=Jedi Ace, which modifies the Force Power: Precognition | | |footer=Clairvoyance, a unique ability for the Force Power: Farsight |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Force Shockboxing ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Force Shockboxing | | |name=Force Shockboxing |
| |desc1=<nowiki>{{member}}</nowiki> has begun to learn to envelop their fists with '''Force Lightning''' while delivering unarmed strikes. With great effort, <nowiki>{{gender:He,She,It,They}}</nowiki> can throw one '''Force Lightning'''-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor. | | |desc1=<nowiki>{{member}}</nowiki> has begun to learn to envelop their fists with '''Lightning''' while delivering unarmed strikes. With great effort, <nowiki>{{gender:He,She,It,They}}</nowiki> can throw one '''Lightning'''-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor. |
| |desc2=<nowiki>{{member}}</nowiki> has reached new levels in enhancing their unarmed strikes with '''Force Lightning'''. <nowiki>{{gender:He,She,It,They}}</nowiki> can throw one combination of '''Force Lightning'''-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor. | | |desc2=<nowiki>{{member}}</nowiki> has reached new levels in enhancing their unarmed strikes with '''Lightning'''. <nowiki>{{gender:He,She,It,They}}</nowiki> can throw one combination of '''Lightning'''-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor. |
| |desc3=<nowiki>{{member}}</nowiki> has mastered enhancing their unarmed strikes with '''Force Lightning'''. <nowiki>{{gender:He,She,It,They}}</nowiki> can envelop their unarmed strikes with '''Force Lightning''' for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor. | | |desc3=<nowiki>{{member}}</nowiki> has mastered enhancing their unarmed strikes with '''Lightning'''. <nowiki>{{gender:He,She,It,They}}</nowiki> can envelop their unarmed strikes with '''Lightning''' for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor. |
| |footer=Force Shockboxing, a unique ability for the Force Power: Force Lightning | | |footer=Force Shockboxing, a unique ability for the Force Power: Lightning |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Hivemind ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Hivemind | | |name=Hivemind |
| Line 610: |
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| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Jedi Ace ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Arcane Shield | | |name=Jedi Ace |
| |desc1=<nowiki>{{member}}</nowiki> can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from Force Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration. | | |desc1=<nowiki>{{member}}</nowiki>'s affinity for using the Force in dogfights has been honed. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Precognition''' Power when engaged in a space battle (up to a maximum of +4). |
| |desc2=<nowiki>{{member}}</nowiki> can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Force Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.
| | |desc2=<nowiki>{{member}}</nowiki> has strengthened their ability to use the Force to aid their piloting. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Precognition''' Power when engaged in a space battle (up to a maximum of +5). |
| |desc3=<nowiki>{{member}}</nowiki> can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Force Lightning, Stun, explosives, or blaster fire without losing concentration.
| | |desc3=<nowiki>{{member}}</nowiki>'s mastery of using the Force to aid their piloting has strengthed to an extreme level. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +2 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Precognition''' Power when engaged in a space battle (up to a maximum of +5). |
| |footer=Arcane Shield, a unique ability.
| | |footer=Jedi Ace, which modifies the Force Power: Precognition |
| |bg1=#515151 | |
| |bg2=#393939
| |
| }}
| |
| | |
| {{DisciplineFeat
| |
| |name=Clairvoyance
| |
| |desc1=<nowiki>{{member}}</nowiki>’s connection to the Living Force makes them aware of the branching futures before <nowiki>{{gender:him,her,it,them}}</nowiki>. 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, <nowiki>{{member}}</nowiki> experiences significant mental fatigue with extended use.
| |
| |desc2=<nowiki>{{member}}</nowiki>’s connection to the Living Force makes them aware of the branching futures before <nowiki>{{gender:him,her,it,them}}</nowiki>. 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 <nowiki>{{member}}</nowiki> experiences with extended use is diminished. | |
| |desc3=<nowiki>{{member}}</nowiki>’s connection to the Living Force makes them aware of the branching futures before <nowiki>{{gender:him,her,it,them}}</nowiki>. 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.
| |
| |footer=Clairvoyance, a unique ability for the Force Power: Farsight | |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Presentiment ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Presentiment | | |name=Presentiment |
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| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Primal Bond ===== |
| ==== Unique Non-Force User Feats ==== | |
| | |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Well Trained | | |name=Primal Bond |
| |desc1=<nowiki>{{member}}</nowiki> has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a '''Domesticated''' Creature that do not trigger for hours, or require long distances to accomplish. ''(Creature must be cited in Loadout Description)'' | | |desc1=<nowiki>{{member}}</nowiki>'s affinity for reaching out to the minds of animals has been honed. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Control''' power when handling any creature they find (up to a maximum of +4). |
| |desc2=<nowiki>{{member}}</nowiki> 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 '''Domesticated''' or '''Tameable''' 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. ''(Creature must be cited in Loadout Description)'' | | |desc2=<nowiki>{{member}}</nowiki>'s natural draw to creatures has strengthed their ability to reach out to the minds of animals. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Control''' power when handling any creature they find (up to a maximum of +5). |
| |desc3=<nowiki>{{member}}</nowiki> has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a '''Domesticated''' or '''Tameable''' Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. ''(Creature must be cited in Loadout Description)'' | | |desc3=<nowiki>{{member}}</nowiki>'s mastery of touching the minds of creatures has strengthed to an extreme level. <nowiki>{{gender:He,She,It,They}}</nowiki> gains a +2 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Control''' power when handling any creature they find (up to a maximum of +5). |
| |footer=Well Trained, a unique ability for the Skill: Creature Handling | | |footer=Primal Bond, which modifies the Force Power: Creature Control |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Spectral Beast ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Creature Speaker | | |name=Spectral Beast |
| |desc1=<nowiki>{{member}}</nowiki> is no stranger to harsh environments and the creatures that call them home. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to '''Survival''' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> are out and interacting with wild creatures (up to a maximum of +4). | | |desc1=As a Journeyman, <nowiki>{{member}}</nowiki> has found a deep spiritual connection to animal life. Using <nowiki>{{gender:his,her,its,their}}</nowiki> '''Transformation''' Force Power, they can transform into a weak-wispy glowing-ghostly version of an animal of their choice relative to their skill level. This ''Spectral'' 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. ''The animal must be noted in the character's loadout.'' |
| |desc2=<nowiki>{{member}}</nowiki> is well-trained in handling harsh environments, and the creatures that call them home. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to '''Survival''' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Handling''' Skill. | | |desc2=As an Equite, <nowiki>{{member}}</nowiki> has further developed <nowiki>{{gender:his,her,its,their}}</nowiki> spiritual bond with the animal world and using <nowiki>{{gender:his,her,its,their}}</nowiki> '''Transformation''' 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. <nowiki>{{member}}</nowiki> 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. ''The animal must be noted in the character's loadout.'' |
| |desc3=A master of wildlife, <nowiki>{{member}}</nowiki> knows how to handle the creatures that call the wilderness home. <nowiki>{{member}}</nowiki> gains a +2 Skill Point bonus to '''Survival''' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Handling''' Skill. | | |desc3=As an Elder, <nowiki>{{member}}</nowiki> has mastered <nowiki>{{gender:his,her,its,their}}</nowiki> spiritual bond with the animal world. Using <nowiki>{{gender:his,her,its,their}}</nowiki> '''Transformation''' Force Power, they can transform into a fully formed glowing ghostly version of an animal of <nowiki>{{gender:his,her,its,their}}</nowiki> 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. ''The animal must be noted in the character's loadout.'' |
| |footer=Creature Speaker, which modifies the Skill: Survival | | |footer=Spectral Beast, a unique ability. |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
|
| |
|
| | ===== Spirit Guide ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Unarmed Specialist | | |name=Spirit Guide |
| |desc1=Across many training sessions <nowiki>{{member}}</nowiki> has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Stamina''' Skill while using their preferred form (up to a maximum of +4). | | |desc1=Instead of trying to control the dead, <nowiki>{{member}}</nowiki> has trained to pull spirits from beyond the veil of the living Force with their '''Telepathy''' Force Power so they can speak together. As a Journeyman, <nowiki>{{member}}</nowiki> can commune with recently created spirits, no more than a month old. The spirit'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. ''Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.'' |
| |desc2=<nowiki>{{member}}</nowiki>'s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Stamina''' and '''Athletics''' Skills (up to a maximum of +5). | | |desc2=Instead of trying to control the dead, <nowiki>{{member}}</nowiki> has trained to pull spirits from beyond the veil of the living Force with their '''Telepathy''' Force Power so they can speak together. As an Equite, <nowiki>{{member}}</nowiki> can commune with spirits as old as a year. These spirits can hold simple conversations, but the spirit's demeanor and willingness to cooperate is outside of <nowiki>{{member}}</nowiki>'s control. The spirit may still need to be persuaded to provide information. ''Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.'' |
| |desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Stamina''', '''Athletics''' and '''Resolve''' skills (up to a maximum of +5). | | |desc3=Instead of trying to control the dead, <nowiki>{{member}}</nowiki> has trained to pull spirits from beyond the veil of the living Force with their '''Telepathy''' Force Power so they can speak together. As an Elder, <nowiki>{{member}}</nowiki> can commune with older spirits, including those long since deceased. These spirits can hold full conversations, but the spirit's demeanor and willingness to cooperate is outside of <nowiki>{{member}}</nowiki>'s control. The spirit may still need to be persuaded to provide information. ''Spirits are still free to appear to anyone the Spirit desires, regardless of this ability.'' |
| |footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve | | |footer=Spirit Guide, a unique ability. |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
|
| |
|
| | ==== Unique Non-Force User Feats ==== |
| | ===== Adventurer Archeologist ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Deflection Specialist | | |name=Adventurer Archeologist |
| |desc1=<nowiki>{{member}}</nowiki> has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. <nowiki>{{member}}</nowiki> 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. | | |desc1=<nowiki>{{member}}</nowiki> has studied dead languages, obscure dialects, and forbidden words of ancient kingdoms. <nowiki>{{member}}</nowiki> is capable of reading the basics of well-known ancient civilisations without the need of '''Linguistics''' Skill Points. |
| |desc2=<nowiki>{{member}}</nowiki> has furthered their training in deflecting blaster weapons. <nowiki>{{member}}</nowiki> can deflect short flurries of blaster fire with their bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy). | | |desc2=<nowiki>{{member}}</nowiki> has seen no end of antediluvian tombs and lost temples. <nowiki>{{gender:he,she,it,they}}</nowiki> can read and write the lesser-known ancient dialects without the need of '''Linguistics''' Skill Points. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Investigation''' Skill when researching ancient civilizations (up to a maximum of +5). |
| |desc3=<nowiki>{{member}}</nowiki> has mastered the art of deflecting blaster weapons. <nowiki>{{member}}</nowiki> can deflect long torrents of fire from rapid-fire blaster weapons with their bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy). | | |desc3=<nowiki>{{member}}</nowiki> has stood in cities thought to be myths, and escaped the legends who lurk within them. <nowiki>{{gender:he,she,it,they}}</nowiki> can read and write all ancient dialects without the need of '''Linguistics''' Skill Points. <nowiki>{{member}}</nowiki> gains a +2 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Investigation''' Skill when researching ancient civilizations (up to a maximum of +5). |
| |footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons | | |
| | |footer=Adventurer Archeologist, which modifies the Skill: Investigation |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
|
| |
|
| | ===== Capital Commander ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Capital Commander | | |name=Capital Commander |
| Line 689: |
Line 538: |
| |desc3=Not only is <nowiki>{{member}}</nowiki> 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, <nowiki>{{member}}</nowiki> gains a +2 Skill Point increase to their '''Operations''' Skill, and all crew members on board gain +1 (up to a maximum of +5). | | |desc3=Not only is <nowiki>{{member}}</nowiki> 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, <nowiki>{{member}}</nowiki> gains a +2 Skill Point increase to their '''Operations''' Skill, and all crew members on board gain +1 (up to a maximum of +5). |
| |footer=Capital Commander, which modifies the Skill: Operations | | |footer=Capital Commander, which modifies the Skill: Operations |
| | |bg1=#515151 |
| | |bg2=#393939 |
| | }} |
| | ===== Creature Speaker ===== |
| | {{DisciplineFeat |
| | |name=Creature Speaker |
| | |desc1=<nowiki>{{member}}</nowiki> is no stranger to harsh environments and the creatures that call them home. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to '''Survival''' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> are out and interacting with wild creatures (up to a maximum of +4). |
| | |desc2=<nowiki>{{member}}</nowiki> is well-trained in handling harsh environments, and the creatures that call them home. <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to '''Survival''' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Handling''' Skill. |
| | |desc3=A master of wildlife, <nowiki>{{member}}</nowiki> knows how to handle the creatures that call the wilderness home. <nowiki>{{member}}</nowiki> gains a +2 Skill Point bonus to '''Survival''' Skill when <nowiki>{{gender:he,she,it,they}}</nowiki> are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of <nowiki>{{gender:his,her,its,their}}</nowiki> '''Creature Handling''' Skill. |
| | |footer=Creature Speaker, which modifies the Skill: Survival |
| | |bg1=#515151 |
| | |bg2=#393939 |
| | }} |
| | ===== Deflection Specialist ===== |
| | {{DisciplineFeat |
| | |name=Deflection Specialist |
| | |desc1=<nowiki>{{member}}</nowiki> has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. <nowiki>{{member}}</nowiki> 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. |
| | |desc2=<nowiki>{{member}}</nowiki> has furthered their training in deflecting blaster weapons. <nowiki>{{member}}</nowiki> can deflect short flurries of blaster fire with their lightsaber or bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy). |
| | |desc3=<nowiki>{{member}}</nowiki> has mastered the art of deflecting blaster weapons. <nowiki>{{member}}</nowiki> 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). |
| | |footer=Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
|
| |
|
| | ===== Mad Scientist ===== |
| | {{DisciplineFeat |
| | |name=Mad Scientist |
| | |desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus' 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, <nowiki>{{member}}</nowiki> gets a +1 Skill Point bonus to their '''Medicine''' Skill (up to a maximum of +4). |
| | |desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus' 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, <nowiki>{{member}}</nowiki> gets a +1 Skill Point bonus to their '''Medicine''' and '''Mechanics''' Skills (up to a maximum of +5). |
| | |desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus' 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, <nowiki>{{member}}</nowiki> gets a +2 Skill Point bonus to their '''Medicine''' Skill and +1 Skill Point bonus to their '''Mechanics''' Skill (up to a maximum of +5). |
| | |footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics |
| | |bg1=#515151 |
| | |bg2=#393939 |
| | }} |
| | ===== Masquerade ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Masquerade | | |name=Masquerade |
| Line 702: |
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| |bg2=#393939 | | |bg2=#393939 |
| }} | | }} |
| | | ===== Unarmed Specialist ===== |
| | {{DisciplineFeat |
| | |name=Unarmed Specialist |
| | |desc1=Across many training sessions <nowiki>{{member}}</nowiki> has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Stamina''' Skill while using their preferred form (up to a maximum of +4). |
| | |desc2=<nowiki>{{member}}</nowiki>'s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Stamina''' and '''Athletics''' Skills (up to a maximum of +5). |
| | |desc3=Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, <nowiki>{{member}}</nowiki> gains a +1 Skill Point bonus to <nowiki>{{gender:his,her,its,their}}</nowiki> '''Stamina''', '''Athletics''' and '''Resolve''' skills (up to a maximum of +5). |
| | |footer=Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve |
| | |bg1=#515151 |
| | |bg2=#393939 |
| | }} |
| | ===== Well Trained ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Mad Scientist | | |name=Well Trained |
| |desc1=A mad scientist is just that, mad, using a mix of biological and technical apparatus' 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, <nowiki>{{member}}</nowiki> gets a +1 Skill Point bonus to their '''Medicine''' Skill (up to a maximum of +4). | | |desc1=<nowiki>{{member}}</nowiki> has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a '''Domesticated''' Creature that do not trigger for hours, or require long distances to accomplish. ''(Creature must be cited in Loadout Description)'' |
| |desc2=A mad scientist is just that, mad, using a mix of biological and technical apparatus' 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, <nowiki>{{member}}</nowiki> gets a +1 Skill Point bonus to their '''Medicine''' and '''Mechanics''' Skills (up to a maximum of +5). | | |desc2=<nowiki>{{member}}</nowiki> 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 '''Domesticated''' or '''Tameable''' 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. ''(Creature must be cited in Loadout Description)'' |
| |desc3=A mad scientist is just that, mad, using a mix of biological and technical apparatus' 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, <nowiki>{{member}}</nowiki> gets a +2 Skill Point bonus to their '''Medicine''' Skill and +1 Skill Point bonus to their '''Mechanics''' Skill (up to a maximum of +5). | | |desc3=<nowiki>{{member}}</nowiki> has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a '''Domesticated''' or '''Tameable''' Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. ''(Creature must be cited in Loadout Description)'' |
| |footer=Mad Scientist, which modifies the Skills: Medicine and Mechanics | | |footer=Well Trained, a unique ability for the Skill: Creature Handling |
| |bg1=#515151 | | |bg1=#515151 |
| |bg2=#393939 | | |bg2=#393939 |
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| ==== Unique Feats for Both ==== | | ==== Unique Feats for Both ==== |
| Given the unique nature of the '''Lightsaber''' Skill, there is a single feat set that can be selected by both Force users and non-Force users. | | Given the unique nature of the '''Lightsaber''' Skill, there is a single feat set that can be selected by any custom discipline regardless of Order. |
| | | ===== Duelist ===== |
| {{DisciplineFeat | | {{DisciplineFeat |
| |name=Duelist | | |name=Duelist |