CS Guide: Disciplines

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"The dark side of the Force is a pathway to many abilities some consider to be unnatural."
―Palpatine

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.

Each discipline is given two unique Feats that are only available to your discipline. One Feat enhances an existing Force Power, and the second is a Feat that is unique to the discipline.

For Example: Assassins get “Ghosting”, which grants them the ability to use Force Cloak in a way that a non-Assassin couldn’t. There is nothing saying you need to be an Assassin to cloak, but an Assassin knows how best to use that cloak in executing their craft.

They also get “Faceless” which is a unique feat that allows you to alter features or parts of your characters image to throw off someone on your trail. Again, this is not to say that a non-Assassin couldn’t go by a wig, or change their clothes, but Assassins know the importance of discretion.

Assassins

Assassins are more than mindless killers; they take their work seriously and view the act of taking a life as an art. Whether stalking from the shadows or blending into a crowd, an assassin’s mark never sees their death coming. Their training grants them a bonus to Force Cloaking, and they have the unique ability to alter their own features to aide in their craft.

Feats

Ghosting
Rank Tier Description
JRM Ghosting I As a Journeyman, the assassin knows how to blend into a crowd, using the basics of light, shadow, and color to augment Force Cloak. The assassin can move through a crowd and follow a target largely unnoticed by his or her target. The assassin is still visible on sensors and to the naked-eye if attention is drawn to him or her, and anyone with enough precognition through the Force could still sense his or her movements and approach.
EQ Ghosting II Through careful training, the assassin can use the Force to manipulate light and shadow to create a shroud that renders them invisible to the naked-eye. If standing still, the assassin is nearly undetectable, but when moving a translucent shimmer can be seen in the air for anyone who is looking. While moving, an assassin has learned to move silently, but can still be detected through thermoscopic goggles. Before striking, the Assassin decloaks and can be momentarily vulnerable.
ELD Ghosting III At the peak of an assassins power lies the ability to move completely undetected. While cloaked in the Force, an Elder assassin can move freely without being detected against the naked-eye, sensors, and even precognition through the Force. At close range, translucent shimmers can be seen in the air for one looking carefully enough, and the assassin still must exit cloaking to attack.
Ghosting modifies the Force Cloak power


Faceless
Rank Tier Description
JRM Faceless I Staying incognito is key for any assassin. Even a Journeyman Assassin has the ability to alter one or two of their features with the Force. Even a change of eye color and the crook of a nose can help the Assassin avoid being recognized by an untrained eye. The effects can last over the course of half a day, but then would need to be re-applied before the power fizzles out.
EQ Faceless II A seasoned Assassin can change their entire face to appear as someone else. This counts for simultaneously changing the shape of lips, nose, eyes, ears, chin, or cheek bones, as well as the coloration of things like eyes, skin tone, and teeth. This illusion can be maintained for an entire day, and will hold up in brief combat.
ELD Faceless III An Elder Assassin can not only change their face, but alter the length or shape of hair, its color, and length through ocular illusion. Alter Image can be held for a week’s time and can be maintained effortlessly in and out of combat.
Faceless is a unique power for Assassins

Inquisitor

Knowledge is power, and the Inquisitor is always seeking the truth so that they may bend and alter it to their whim. They seek the answers to questions still unasked and use the Force as a tool to accomplish their goals. 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 into tracking and combating other Force-users.

Feats

Force Interrogation
Rank Tier Description
JRM Force Interrogation I Journeyman Inquisitors are unlike a conventional interrogator, and can utilize the Force in influencing 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 them to use their Mind Trick at one Force Power Level above its current level, so long as the goal is to force information from a target.
EQ Force Interrogation II Equite Inquisitors can now influence stronger emotions like love and suffering.They can probe deep into the hearts of their subjects and find hidden love or fears and draw them to surface. and 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, they use this Force Power at one level higher (to a maximum of +5) and may use any successful Mind Trick to temporarily instil some basic emotion such as agony, ecstasy, desire, or fear in addition to other purposes.
ELD Force Interrogation III Force Interrogation III | Elder Inquisitors can break even the strongest of wills. Given time alone with a subject, their power of suggestion is powerful enough to manipulate any of the subjects six-senses, as well as their strongest emotions: morality and loyalty. Their intrusions can be so subtle that the subject would never even know they had given away information. Or they can be much more violent and obtrusive, leaving the subject’s mind a mess. Not only is their Mind Trick usable at one Force Power Level above it's current level (maximum of +6), they may choose to instil such strong emotions that it may leave their target completely helpless for a time after the interrogation.
Force Interrogation modifies the Mind Trick power


Inquisition
Rank Tier Description
JRM Inquisition I Inquisitors are particularly skilled in combating other Force Users, and are able to temporarily weaken an opponent's strength in Force Powers. Once per combat, a Journeyman Inquisitor may reduce his or her opponent's Force Power Level in all Force Powers by one, to a minimum of Initiate (+1). This ability has a short duration. This ability has no effect on Force Powers on the target or that the target has used on others previously, and it also has no effect on any Force Power above Disciple (+3).
EQ Inquisition II Inquisitors are particularly skilled in combating other Force Users, and are able to temporarily weaken an opponent's strength in Force Powers. Once per combat, an Equite Inquisitor may reduce his or her opponent's Force Power Level in all Force Powers by one, to a minimum of Initiate (+1). This ability has a short duration. This ability has no effect on Force Powers on the target or that the target has used on others previously, and it also has no effect on any Force Power above Adept (+4).
ELD Inquisition III Inquisitors are particularly skilled in combating other Force Users, and are able to temporarily weaken an opponent's strength in Force Powers. Once per combat, an Elder Inquisitor may reduce his or her opponent's Force Power Level in all Force Powers by one, to a minimum of Initiate (+1). This ability has a short duration. This ability has no effect on Force Powers on the target or that the target has used on others previously, and it also has no effect on any Force Power above Master (+5).
Inquisition is a unique power for Inquisitors

Juggernaut

A Juggernaut exemplifies the concept of the immovable object. Striding across the battlefield, their will directs the flow of battle around them. They are an unstoppable force and woe to any foe who stands in their path. Juggernaut's get a bonus to their amplification abilities as well as the unique ability to harden their body against harm.

Feats

Reave
Rank Tier Description
JRM Reave I A Juggernaut feeds on the energy of combat. With every strike of their weapon, their adrenaline pulses, giving their movements an added quickness. As they continue to fight, their swings become faster, their movements accelerating. The use of raw emotion takes away from the burgeoning Juggernaut accuracy, and when the battle pauses or comes to an end experiences temporary fatigue as they come back down from their battle-high.
EQ Reave II The frenzy of blood and death drives the Juggernaut into a willing fury that they have learned to control. Their rapid, powerful chains of attack no longer penalize them when there is a lull or end to combat.Their emotions fuse seamlessly with the dark tendrils of the Force, allowing them to strike faster, swifter, and more accurate.
ELD Reave III An Elder Juggernaut on the battlefield is typically a sign of an impending massacre. Their alacrity in battle is rivaled by none; their strikes not only quick but deadly-accurate. As one foe falls, they are already focused on their next kill. The Elder Juggernaut experiences no fatigue, and have learned to store their haste in reserve to seamlessly accelerate back to their peaks at a moments notice.
Reave modifies the Rage power


Iron Skin
Rank Tier Description
JRM Iron Skin I A Juggernaut is well known for their ability to take as much damage as they can dish out. Against a charging foe, or the onslaught of weaponry, the Juggernaut can dig their heels into the ground and through the Force harden their bodies against impact. Once their feet are planted as such, they can shrug off basic attacks such as kicks and punches or any type of bash that would typically stun or stagger.
EQ Iron Skin II Through training, the Equite Juggernaut does not need to position their feet to harden their bodies. At will, they can steel themselves against an incoming attack or two. They will shrug off multiple hits from blunt impact or trauma and are immune to stunning effects, Even if thrown down or into a hard surface, they will rise quickly back to their feet unharmed.
ELD Iron Skin III As an Elder, it takes a lot to stop a Juggernaut. It is said that a true Elder Juggernaut cannot be knocked off their feet. Through their master of their body and the Force, they can harden their bodies like a sheet of Mandalorian Iron. A charging speeder bike would crumple like a ball of paper and crash if it were to collide with the Elder Juggernaut. While moving, they can harden their skin at will, and even a detonation of an explosion will not knock them down or stagger them.
Iron Skin is a unique power for Juggernauts

Marauder

The Marauder embraces the Dark Side in its rawest form, using their hatred and anger to fuel their prowess. They flow through the battlefield, leaving a wake of carnage behind them as they use agility and guile to carve through their opponents with mechanical efficiency. The Marauder believes that the best offense is the best defense; never hesitating, never faltering, and never backing down. There is no swifter bringer of death in the galaxy. Marauders are granted a bonus to the Force Power: Rage, and the unique ability to Reave through their opponents body and armors.

Feats

Battle Fury
Rank Tier Description
JRM Battle Fury I There is no where a Marauder feels more at home than on the Battlefield. They thrive in the heat of combat. Even as a Journeyman, their yell is enough to invigorate not just their own body. The Battle Cry sends fear into the heart of feeble foes, and can even cause a critical moment of hesitation against those of lesser resolve. The Journeyman gains a temporary boost to their strength and endurance.
EQ Battle Fury II As an Equite, the Marauder has learned to focus their lust for battle into an art form. Every enemy killed invigorates the spirit, every strike or wound feeds their fury, and their fury fuels their strength. When they let out their Battle Cry, not only are their foes taken back, but ignites fires within allied spirits. The Equite Marauder is a beacon of power in combat, their stamina no longer draining as fast as others.
ELD Battle Fury III Few things are more frightening than the power of an Elder Marauder charging into combat. Their ferocity becomes one with their affinity to the Force, allowing a Marauder to fight longer and harder than anyone on the Battlefield. With every kill, they pull from their fallen foes essence to invigorate their own. As the battle continues, they recover their stamina instead of losing it, their swings growing mightier and not weaker.
Battle Fury modifies the Amplification power


Gore
Rank Tier Description
JRM Gore I Journeyman Marauders can unleash a tendril of Dark Side energy. This attack inflicts a persistent, irritating wound on a single opponent. This wound oozes every few seconds, causing light pain and discomfort to the victim for about half a minute. This attack can be used at range, though it suffers from the normal penalties of any ranged Force Power. This Force Power can be used a couple times per combat.
EQ Gore II An Equite Marauder's Gore now not only inflicts a persistent wound, it also slows an opponent slightly. Their target suffers from a wound that oozes every few seconds, causing light pain and reducing the target's movement speed slightly for about half a minute. This attack can be used at range, though it suffers from the normal penalties of any ranged Force Power. This Force Power can be used a couple times per combat.
ELD Gore III An Elder Marauder's Gore is capable of inflicting a festering, Dark Side wound. Their target suffers from a wound that not only oozes every few seconds, causing light pain and reduced movement speed, but also makes the target unable to be healed for the duration of the wound. This wound lasts approximately half a minute. This attack can be used at range, though it suffers from the normal penalties of any ranged Force Power. This Force Power can be used a handful of times per combat.
Gore is a unique power for Marauders

Sorcerer

The Dark side holds dangerous secrets and immense power for those who dare to seek the answers out. The Sorcerer knows how to reach into the darkest corners of the Force and to harness its volatile energies in any way they see fit, whether that be to help or to harm. Their strength in manipulating the energy streams of Force is unmatched, and make them deadly even from a distance.

Feats

Lance
Rank Tier Description
JRM Lance I Even as a Journeyman, the Sorcerer stands apart from other Force users. Through concentration and willpower, the Sorcerer can accurately launch a Force attack such as Force Lightning or Telekinesis even from a distance.
EQ Lance II The Sorcerer's ability to tap into the Darkside is one of the reasons they are both feared and respected. The Equite Sorcerer can launch Force attacks from a distance that are not only accurate, but also as powerful as if they were used on an opponent at close range.
ELD Lance III Few things strike fear into the heart of men like an Elder Sorcerer. Their wrath knows few limits, as the Force bends to their will at a mere whim. Through their understanding of the Force, the Elder can not only amplify their Force attacks power and range, but can extend their effects outwards to multiple targets.
Lance modifies any ranged power


Seethe
Rank Tier Description
JRM Seethe I A Journeyman Sorcerer channels their hatred inwardly, pulling energy from within to temporarily refill their own power. If they are allowed to maintain this concentration for fifteen seconds or longer, they can reuse Force Powers whose refractory periods would otherwise prevent their reuse. This ability can be used a couple times per combat.
EQ Seethe II Equite Sorcerers can bend the Force to their will, renewing themselves from the energy around them. If they are allowed to maintain this concentration for fifteen seconds or longer, they can reuse \Force Powers whose refractory periods would otherwise prevent their reuse. Sorcerers of this level can lend that same rejuvenation-energy with an ally, though this requires concentrating for additional time. This ability can be used a few times per combat.
ELD Seethe III Through an extension of willpower, Elder Sorcerers can draw energy from the world around them and fuse it withtheir own. With this new energy, They can revitalize their own spirit and Force Powers from the brink of exhaustion almost instantaneously with only a few seconds of concentration. Sorcerers of this level can apply the same energy to an ally without needing much concentrated effort. This Force Power can be used a handful of times per combat.
Seethe is a unique power for Sorcerers