CS Guide: Disciplines: Difference between revisions

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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.


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


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.  
Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.


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.  
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.


== Assassins ==
== Force User Disciplines ==


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.
=== Shadow ===


=== Feats ===
{{Discipline
{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|DisciplineName=Shadow
|-
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.
|colspan="3" class="head" style="background-color: #515151; color: #000" | '''''Ghosting'''''<br />
|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:
| class="sub-head" width="5%" style="background-color:#393939; border-right:1px solid #111; border-top:1px solid #111;"| Rank
* ''Ghosting'', which modifies the Force Power: '''[[Force Powers#Force Cloak|Force Cloak]]'''
| class="sub-head" width="8%" style="background-color:#393939; border-right:1px solid #111; border-top:1px solid #111;"| Tier
* '''Faceless''', a unique Force Power for Shadows
| class="sub-head" width="87%" style="background-color:#393939; border-right:1px solid #111; border-top:1px solid #111;"| Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Ghosting I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Ghosting II
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.


|-
|Feat1Name=Ghosting
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Ghosting III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
|colspan="3" class="foot" style="background-color: #515151; color: #000"| '''''Ghosting modifies the Force Cloak power'''''
|}


|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>.


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|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>.
|-
|colspan="3" class="head" style="background-color: #515151; color: #000" | '''''Faceless'''''
|-
| class="sub-head" width="5%" style="background-color:#393939; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="8%" style="background-color:#393939; border-right:1px solid #111; border-top:1px solid #111;" | Tier
| class="sub-head" width="87%" style="background-color:#393939; border-right:1px solid #111; border-top:1px solid #111;" | Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Faceless I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Faceless II
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Faceless III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
|colspan="3" class="foot" style="background-color: #515151; color: #000"| '''''Faceless is a unique power for Assassins'''''
|}


== Inquisitor ==
|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>.
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 ===
|Feat1FooterText=Ghosting modifies the Force Power: Force Cloak.
{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|-
|colspan="3" class="head" style="background-color: #dd4e00; color: #000" | '''''Force Interrogation'''''<br />
|-
| class="sub-head" width="5%" style="background-color:#ad3d00; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="14%" style="background-color:#ad3d00; border-right:1px solid #111; border-top:1px solid #111;"| Tier
| class="sub-head" width="81%" style="background-color:#ad3d00; border-right:1px solid #111; border-top:1px solid #111;"| Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Force Interrogation I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Force Interrogation II
| style="border-right:1px solid #111; border-top:1px solid #111;"|  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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Force Interrogation III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
|colspan="3" class="foot" style="background-color: #dd4e00; color: #000"| '''''Force Interrogation modifies the Mind Trick power'''''
|}


|Feat2Name=Faceless


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|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.
|-
|colspan="3" class="head" style="background-color: #dd4e00; color: #000" | '''''Inquisition'''''
|-
| class="sub-head" width="5%" style="background-color:#ad3d00; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="9%" style="background-color:#ad3d00; border-right:1px solid #111; border-top:1px solid #111;" | Tier
| class="sub-head" width="86%" style="background-color:#ad3d00; border-right:1px solid #111; border-top:1px solid #111;" | Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Inquisition I
| style="border-right:1px solid #111; border-top:1px solid #111;"|  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).
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Inquisition II
| style="border-right:1px solid #111; border-top:1px solid #111;"|  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).
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Inquisition III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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).
|-
|colspan="3" class="foot" style="background-color: #dd4e00; color: #000"| '''''Inquisition is a unique power for Inquisitors'''''
|}


==  Juggernaut ==
|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.


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.
|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.


=== Feats ===
|Feat2FooterText=Faceless is a unique Force Power for Shadows.
{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
}}
|-
|colspan="3" class="head" style="background-color: #1ba100; color: #000" | '''''Reave'''''<br />
|-
| class="sub-head" width="5%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="7%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;"| Tier
| class="sub-head" width="88%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;"| Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Reave I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Reave II
| style="border-right:1px solid #111; border-top:1px solid #111;"|  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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Reave III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
|colspan="3" class="foot" style="background-color: #1ba100; color: #000"| '''''Reave modifies the Rage power'''''
|}


=== Seeker ===


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
{{Discipline
|-
|DisciplineName=Seeker
|colspan="3" class="head" style="background-color: #1ba100; color: #000" | '''''Iron Skin'''''
|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.
| class="sub-head" width="5%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;"| Rank
<br /><br />Seekers gain:
| class="sub-head" width="8%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;" | Tier
* ''Force Interrogation'', which modifies the Force Power: '''[[Force Powers#Mind Trick|Mind Trick]]'''
| class="sub-head" width="87%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;" | Description
* '''Seeking''', a unique Force Power for Seekers
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Iron Skin I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Iron Skin II
| style="border-right:1px solid #111; border-top:1px solid #111;"|  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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Iron Skin III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
|colspan="3" class="foot" style="background-color: #1ba100; color: #000"| '''''Iron Skin is a unique power for Juggernauts'''''
|}


== Marauder ==
|Feat1Name=Force Interrogation


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.
|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.


=== Feats ===
|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.
{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|-
|colspan="3" class="head" style="background-color: #b00000; color: #000" | '''''Battle Fury'''''<br />
|-
| class="sub-head" width="5%" style="background-color:#860000; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="9%" style="background-color:#860000; border-right:1px solid #111; border-top:1px solid #111;"| Tier
| class="sub-head" width="86%" style="background-color:#860000; border-right:1px solid #111; border-top:1px solid #111;"| Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Battle Fury I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Battle Fury II
| style="border-right:1px solid #111; border-top:1px solid #111;"|  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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Battle Fury III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.


|-
|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.
|colspan="3" class="foot" style="background-color: #b00000; color: #000"| '''''Battle Fury modifies the Amplification power'''''
|}


|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|Feat2Name=Seeking
|-
|colspan="3" class="head" style="background-color: #b00000; color: #000" | '''''Gore'''''
|-
| class="sub-head" width="5%" style="background-color:#860000; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="6%" style="background-color:#860000; border-right:1px solid #111; border-top:1px solid #111;" | Tier
| class="sub-head" width="89%" style="background-color:#860000; border-right:1px solid #111; border-top:1px solid #111;" | Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Gore I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Gore II
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Gore III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
|colspan="3" class="foot" style="background-color: #b00000; color: #000"| '''''Gore is a unique power for Marauders'''''
|}


== Sorcerer ==
|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).


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.
|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).


=== Feats ===
|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).
{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|-
|colspan="3" class="head" style="background-color: #6d0074; color: #000" | '''''Lance'''''<br />
|-
| class="sub-head" width="5%" style="background-color:#510056; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="7%" style="background-color:#510056; border-right:1px solid #111; border-top:1px solid #111;"| Tier
| class="sub-head" width="88%" style="background-color:#510056; border-right:1px solid #111; border-top:1px solid #111;"| Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Lance I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Lance II
| style="border-right:1px solid #111; border-top:1px solid #111;"|  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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Lance III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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. 
|-
|colspan="3" class="foot" style="background-color: #6d0074; color: #000"| '''''Lance modifies any ranged power'''''
|}


|Feat2FooterText=Seeking is a unique Force Power for Seekers.
}}


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
=== Juggernaut ===
|-
|colspan="3" class="head" style="background-color: #6d0074; color: #000" | '''''Seethe'''''
|-
| class="sub-head" width="5%" style="background-color:#510056; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="7%" style="background-color:#510056; border-right:1px solid #111; border-top:1px solid #111;" | Tier
| class="sub-head" width="88%" style="background-color:#510056; border-right:1px solid #111; border-top:1px solid #111;" | Description
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
| style="border-right:1px solid #111; border-top:1px solid #111;"| Seethe I
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
| style="border-right:1px solid #111; border-top:1px solid #111;"| Seethe II
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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. 
|-
| style="border-right:1px solid #111; border-top:1px solid #111;"| ELD
| style="border-right:1px solid #111; border-top:1px solid #111;"| Seethe III
| style="border-right:1px solid #111; border-top:1px solid #111;"| 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.
|-
|colspan="3" class="foot" style="background-color: #6d0074; color: #000"| '''''Seethe is a unique power for Sorcerers'''''
|}


[[Category:Character Sheets]]
{{Discipline
|DisciplineName=Juggernaut
|DisciplineQuote=You’ll have to go through me first.
|DisciplineDescription=A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.
<br /><br />Juggernauts gain:
* ''Surge'', which modifies the Skill: ''[[Skills#Stamina|Stamina]]''
* '''Iron Pillar''', a unique Force Power for Juggernauts
 
|Feat1Name=Surge
 
|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.
 
|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 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.
 
|Feat2Name=Iron Pillar
 
|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.
 
|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.
 
|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.
 
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.
}}
 
=== Marauder ===
 
{{Discipline
|DisciplineName=Marauder
|DisciplineQuote=Don't blink.
|DisciplineDescription=The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use '''[[Force Powers#Amplification|Amplification]]''' to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.
<br /><br />Marauders gain:
* ''Battlefield Awareness'', which modifies the Force Power: '''[[Force Powers#Precognition|Precognition]]'''
* '''Battle Haste''', a unique Force Power for Marauders
 
|Feat1Name=Battlefield 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.
 
|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: Precognition.
 
|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.
 
|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.
 
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.
}}
 
=== Sorcerer ===
 
{{Discipline
|DisciplineName=Sorcerer
|DisciplineQuote=...I shot Force Lightning at it, and it opened.
|DisciplineDescription=The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.
<br /><br />Sorcerers gain:
* ''Primed'', which modifies any ''offensive'' Force Power
* '''Battle Mind''', a unique ability for Sorcerers
 
|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: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Blackness**.
 
|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 **Blackness**.
 
|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 **Blackness**.
 
|Feat1FooterText=Primed modifies any offensive Force Power.
 
|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.
 
|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>.
 
|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 ===
 
{{Discipline
|DisciplineName=Techweaver
|DisciplineQuote=I had a hard time making friends, so I built new ones instead.
|DisciplineDescription=Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of '''Mechu-deru''', by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness.
They also have the unique ability to overload technology with the Force, causing it to malfunction.
<br /><br />Techweavers gain:
* ''Hexing'', which modifies the Force Power: '''[[Force Powers#Telekinesis|Telekinesis]]'''
* '''Mechu-deru''', a unique Force Power for Techweavers
 
|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.
 
|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.
 
|Feat1FooterText=Hexing modifies the Force Power: Telekinesis.
 
|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.
 
|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.
 
|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#Blackness|Blackness]]''', '''[[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#Blackness|Blackness]]''', '''[[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#Blackness|Blackness]]''', '''[[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 ==
 
=== 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''.
 
|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''.
 
|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''.
 
|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 />[[starwars:Chewbacca|Chewbacca]], [[starwars:Sabine Wren|Sabine Wren]], [[starwars:Ohn Gos|Ohn Gos]]
<br /><br />Scavengers gain:
* ''Junker'', which grants a bonus to ''[[Skills#Crafting|Crafting]]''
* '''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
}}
 
=== Director ===
 
{{Discipline
|DisciplineName=Director
|DisciplineQuote=It’s a trap!
|DisciplineDescription=Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force. 
<br /><br />Examples:
<br />[[starwars:Wilhuff Tarkin|Wilhuff Tarkin]], [[starwars:Leia Organa|Leia Organa Solo]], [[starwars:Gial Ackbar|Gial Ackbar]], [[starwars:Cham Syndulla|Cham Syndulla]], [[starwars:Thrawn|Thrawn]]
<br /><br />Directors gain:
* ''Checkmate'', which grants a bonus to ''[[Skills#Intellect|Intellect]]''
* '''Silver Tongue''', a unique Ability for Directors
 
|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).
 
|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).
 
|Feat1FooterText=Checkmate modifies the Skill: Intellect
 
|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#Manipulation|Manipulation]]'', or ''[[Skills#Diplomacy|Diplomacy]]'' Skills at +1 Skill Point higher when addressing a small group or crowd.
 
|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'', ''Manipulation'', or ''Diplomacy'' Skills at +1 Skill Point higher when addressing a large crowd or stadium.
 
|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'', ''Manipulation'', or ''Diplomacy'' Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion.
 
|Feat2FooterText=Silver Tongue is a unique ability for Directors
}}
 
=== Infiltrator ===
 
{{Discipline
|DisciplineName=Infiltrator
|DisciplineQuote=What guards?
|DisciplineDescription=Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions.
<br /><br />Examples:
<br />[[starwars:Kallus|Agent Kallus]], [[starwars:Zare Leonis|Zare Leonis]]
<br /><br />Infiltrators gain:
* ''Chameleon'', which grants a bonus to ''[[Skills#Stealth|Stealth]]''
* '''Keen Eye''', a unique Ability for Infiltrators
 
 
|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).
 
|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).
 
|Feat1FooterText=Chameleon modifies the Skill: Subterfuge
 
|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.
 
|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.
 
|Feat2FooterText=Keen Eye is a unique ability for Infiltrators
}}
 
=== Ace ===
 
{{Discipline
|DisciplineName=Ace
|DisciplineQuote=I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it.
|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 />'''(NOTE: Preferred craft must be designated on the Character Sheet Loadout under "Loadout Description")'''.
<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 /><br />Aces gain:
* ''Smooth Operator'', which grants a bonus to ''[[Skills#Piloting|Piloting]]''
* '''I Can Fix That''', a unique Ability for Aces
 
 
|Feat1Name=<span style="color:#ffffff">Smooth Operator</span>
 
|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''.
 
|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>
 
|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).
 
|Feat2FooterText=<span style="color:#ffffff">I Can Fix That is a unique ability for Aces</span>
}}
 
=== Scoundrel ===
 
{{Discipline
|DisciplineName=Scoundrel
|DisciplineQuote=Boys, you're both gonna get what I promised. Have I ever not delivered for you before?
|DisciplineDescription=Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t  want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.
<br /><br />Examples:
<br />[[starwars:Han Solo|Han Solo]], [[starwars:Hondo Ohnaka|Hondo Ohnaka]], [[starwars:Lando Calrissian|Lando Calrissian]]
<br /><br />Scoundrels gain:
* ''Fly Casual'', which grants a bonus to ''[[Skills#Subterfuge|Subterfuge]]''
* '''Intergalactic''', a unique Ability for Scoundrels
 
 
|Feat1Name=Fly Casual
 
|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.
 
|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
 
|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|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 ''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
 
|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: Underworld Contacts
 
|Feat2FooterText=Intergalactic is a unique ability for Scoundrels
}}
 
=== 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
}}
 
 
== Discipline Focus Articles ==
 
The following articles were written to give members of the Brotherhood actual examples of how Disciplines factor into the creation of your character. Each article focuses on an NPC character designed to demonstrate to potential for each Discipline. This is currently an ongoing series of news posts and should be completed Soon (TM).
 
=== Force Users ===
<br>
{{DisciplineExampleFU
|header=Original Characters
|sorcerer=[https://www.darkjedibrotherhood.com/character_sheets/4909 Harry West (NPC)]
|defenderlink=https://www.darkjedibrotherhood.com/news/reports-discipline-focus-article-defender
|defender=[https://www.darkjedibrotherhood.com/character_sheets/4785 Wyndell Tryis (NPC)]
|bg1=#515151
|bg2=#393939
}}
 
=== Non Force-Users ===
<br>
{{DisciplineExampleNFU
|header=Original Characters
|fieldmediclink=https://www.darkjedibrotherhood.com/news/reports-discipline-focus-article-field-medic
|fieldmedic=[https://www.darkjedibrotherhood.com/character_sheets/5141 Ep'iona (NPC)]
|weaponsspecialist=[https://www.darkjedibrotherhood.com/character_sheets/3304 Krin Murphy (NPC)]
|infiltratorlink=https://www.darkjedibrotherhood.com/news/reports-discipline-focus-article-infiltrator
|infiltrator=[https://www.darkjedibrotherhood.com/character_sheets/4965 Acaelus "Ace" Del'aran (NPC)]
|acelink=https://www.darkjedibrotherhood.com/news/reports-discipline-focus-article-ace
|ace=[https://www.darkjedibrotherhood.com/character_sheets/5067 Lux Venia (NPC)]
|scoundrellink=https://www.darkjedibrotherhood.com/news/reports-discipline-focus-article-scoundrel
|scoundrel=[https://www.darkjedibrotherhood.com/character_sheets/5179 Vance Kordall (NPC)]
|bg1=#515151
|bg2=#393939
}}
 
{{DisciplineExampleNFU
|header=Canon Characters
|weaponsspecialist=[https://www.darkjedibrotherhood.com/character_sheets/3983 Finn (The Force Awakens)]
|director=[https://www.darkjedibrotherhood.com/character_sheets/6006 Orson Krennic (Rogue One)]
|bg1=#515151
|bg2=#393939
}}
 
[[Category:Character Sheet Guide]]

Latest revision as of 18:07, 8 April 2024

Real World Perspective.



"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 or Skill, and the second is a Feat that is unique to the discipline.

Disciplines are not professions. This is why we have “Hunter” Discipline instead of “Bounty Hunter”. While the Hunter Discipline offers some cool perks that would make a good Bounty Hunter, a Weapons Specialist could just as easily be a good Bounty Hunter. This is also why you don’t have an “Assassin” or “Hitman” Discipline. A Sorcerer can be an assassin, but a Shadow has unique skills that could lend towards making a good assassin.

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.

Force User Disciplines

Shadow

"Sometimes, the most effective weapon is the one they never see coming."

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.

Shadows gain:

  • Ghosting, which modifies the Force Power: Force Cloak
  • Faceless, a unique Force Power for Shadows

Feats

Ghosting
Rank Tier Description
JRM Ghosting I {{member}} has learned to utilize {{gender:his,her,its,their}} Force Cloak even while in motion. While moving slowly and deliberately, {{member}} can maintain the translucent veil as long as {{gender:he,she,it,they}} can maintain focus on the task. {{member}} uncloaks momentarily whenever {{gender:he,she,it,they}} {{gender:attacks,attacks,attacks,attack}} or {{gender:strikes,strikes,strikes,stike}}.
EQ Ghosting II {{member}} has become more efficient at using Force Cloak while moving anywhere between a slow crawl or a light jog as long as {{gender:he,she,it,they}} {{gender:is,is,is,are}} maintaining focus. The faster the movement, the more concentration that {{gender:he,she,it,they}} {{gender:reqiures,requires,requires,reqiure}} to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and {{member}} uncloaks momentarily whenever {{gender:he,she,it,they}} {{gender:attacks,attacks,attacks,attack}} or {{gender:strikes,strikes,strikes,stike}}.
ELD Ghosting III {{member}} can move freely when using Force Cloak. The faster the movement, the more concentration that {{gender:he,she,it,they}} {{gender:reqiures,requires,requires,reqiure}} 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. {{member}} still uncloaks momentarily before {{gender:he,she,it,they}} {{gender:attacks,attacks,attacks,attack}} or {{gender:strikes,strikes,strikes,stike}}.
Ghosting modifies the Force Power: Force Cloak.



Faceless
Rank Tier Description
JRM Faceless I A Shadow can use the Force to cosmetically alter the perceived image of {{gender:his,her,its,their}} 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 {{gender:him,her}}self in this manner requires {{member}}’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.
EQ Faceless II A Shadow can use the Force to cosmetically alter the perceived image of {{gender:his,her,its,their}} 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 {{gender:him,her}}self in this manner requires {{member}}’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.
ELD Faceless III A Shadow can use the Force to cosmetically alter the perceived image of {{gender:his,her,its,their}} 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 {{gender:him,her}}self in this manner requires {{member}}’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.
Faceless is a unique Force Power for Shadows.



Seeker

"The truth... is where you seek it."

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.

Seekers gain:

  • Force Interrogation, which modifies the Force Power: Mind Trick
  • Seeking, a unique Force Power for Seekers

Feats

Force Interrogation
Rank Tier Description
JRM Force Interrogation I Unlike a conventional interrogator, {{member}} 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 {{member}} to use his Mind Trick at one Force Power Level above {{gender:his,her,its,their}} current level, so long as the goal is to gain information from a target.
EQ Force Interrogation II {{member}} can now influence stronger emotions like love and suffering. {{member}} can probe deep into the hearts of {{gender:his,her,its,their}} subjects and find hidden loves or fears and draw them to the surface. {{member}} 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, {{member}} 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.
ELD Force Interrogation III {{member}} can break even the strongest of wills. Given time alone with a subject, {{gender:his,her,its,their}} power of suggestion is powerful enough to manipulate any of the subject’s six senses, as well as their strongest emotions: morality and loyalty. {{member}}’s intrusions can be so subtle that the subject would never even know they had given away information. It is also possible that {{gender:he,she,it,they}} can be much more violent and obtrusive, leaving the subject’s mind a mess. {{members}}’s Mind Trick is usable at one Skill Level above its current level when extracting information, and {{gender:he,she,it,they}} may choose to instill such strong emotions that it may leave {{gender:his,her,its,their}} target completely helpless for a time after the interrogation.
Force Interrogation modifies the Force Power: Mind Trick.



Seeking
Rank Tier Description
JRM Seeking I Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, {{member}} has developed the ability to see through a Force User's Concealment or active Illusion up to (+2).
EQ Seeking II Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, {{member}} has developed the ability to see through a Force User's Concealment or active Illusion up to (+4).
ELD Seeking III Seekers see things that others often miss, especially when it comes to other Force-sensitive beings. When focused, {{member}} has developed the ability to see through a Force User's Concealment or active Illusion up to (+5).
Seeking is a unique Force Power for Seekers.



Juggernaut

"You’ll have to go through me first."

A Juggernaut personifies the idea of an unstoppable force. Striding across the battlefield, their energy directs the flow of combat around them. A Juggernaut can shrug off blunt trauma with the unique ability to harden their bodies with the Force. When Juggernauts plant their feet, there is little that will knock them away. They are also skilled in using the tempo of battle to push their bodies beyond the point of any normal warrior, their stamina wearing down at a slower rate as long as they are engaged in battle.

Juggernauts gain:

  • Surge, which modifies the Skill: Stamina
  • Iron Pillar, a unique Force Power for Juggernauts

Feats

Surge
Rank Tier Description
JRM Surge I Juggernauts are revered not just for their ferocity in combat, but their ability to fight longer and harder than others on the battlefield. As {{member}}’s adrenaline surges with every hit {{gender:he,she,it,they}} lands or takes, {{gender:he,she,it,they}} 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 Might or Athletics ability. When a lull in combat presents itself, {{member}} will immediately lose {{gender:his,her,its,their}} stamina boost, but suffer no penalty.
EQ Surge II As {{member}}’s adrenaline surges with the song of battle or strife, {{gender:he,she,it,they}} can now augment {{gender:his,her,its,their}} Stamina to one Skill Point higher as long as {{gender:he,she,it,they}} remains actively engaged in various forms of combat. When a lull in combat presents itself, {{member}} no longer immediately loses {{gender:his,her,its,their}} stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.
ELD Surge III They say an an Elder Juggernaut never rests when there is still a battle to be fought. {{member}} 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 {{member}} typically needs to be killed or rendered unconscious to end the effect.
Surge modifies the Skill: Stamina.



Iron Pillar
Rank Tier Description
JRM Iron Pillar I Juggernauts know how to take a hit better than most. {{member}} can dig {{gender:his,her,its,their}} heels into the ground and, with full concentration, momentarily steel {{gender:his,her,its,their}} body against impact to prevent {{gender:himself,herself,itself,themself}} from being staggered, knocked back, or thrown off {{gender:his,her,its,their}} feet otherwise.
EQ Iron Pillar II The Juggernaut has learned to more quickly harden {{gender:his,her,its,their}} body with the Force. As long as {{member}} has {{gender:his,her,its,their}} feet planted, {{gender:he,she,it,they}} only needs partial concentration to momentarily steel {{gender:his,her,its,their}} body against impact to prevent {{gender:himself,herself,itself,themself}} from being staggered, knocked back, or thrown off {{gender:his,her,its,their}} feet otherwise.
ELD Iron Pillar III An Elder Juggernaut is seldom knocked off {{gender:his,her,its,their}} feet, even when {{gender:he,she,it,they}} is not able to plant them. {{member}} can momentarily steel {{gender:his,her,its,their}} body at will like a sheet of Mandalorian Iron in order to prevent {{gender:himself,herself,itself,themself}} from being staggered, knocked back, or thrown off {{gender:his,her,its,their}} feet otherwise.
Iron Skin is a unique Force Power for Juggernauts.



Marauder

"Don't blink."

The Marauder embraces the Force in its rawest form, drawing on a wide range of emotion to act as fuel for their furnace. They flow through the battlefield, leaving a wake of carnage behind them. They use Amplification to augment their physical capabilities, carving through their opponents with mechanical efficiency. The Marauder believes that the best defense is a good offense; never hesitating, never faltering, and never backing down.

Marauders gain:

  • Battlefield Awareness, which modifies the Force Power: Precognition
  • Battle Haste, a unique Force Power for Marauders

Feats

Battlefield Awareness
Rank Tier Description
JRM Battlefield Awareness I Marauders weave their way through a battlefield with the speed and precision of a choreographed dance. In order to accomplish this, {{member}} focuses in on the ambient Force of {{gender:his,her,its,their}} surroundings to tap into and intuitively perceive the flow of battle. {{member}} can track the relative position of a handful of enemy targets within {{gender:his,her,its,their}} immediate vicinity whether they are in {{gender:his,her,its,their}} line of sight or not. Once a target is flagged, {{member}} can better handle engaging two opponents within {{gender:his,her,its,their}} sphere of awareness.
EQ Battlefield Awareness II Equite Marauders have further refined their innate connection to the ambient Force of a battlefield, and {{member}} is able to perceive not only the relative position of nearby enemies, but also track all enemy targets within {{gender:his,her,its,their}} immediate vicinity. Once tagged, {{member}} can better handle attacks from multiple opponents at the same time within {{gender:his,her,its,their}} sphere of awareness.
ELD Battlefield Awareness III Elder Marauders are true masters of the battlefield, leveraging their powerful connection to the Force to perceive participants across the entire battlefield. {{member}} can perceive and mentally track enemy targets through the Force across a vast area. When engaging these enemies, {{gender:he,she,it,they}} can track not only close-quarter attacks, but long range ones as well within {{gender:his,her,its,their}} sphere of awareness.
Battlefield Awareness modifies the Force Power: Precognition.



Battle Haste
Rank Tier Description
JRM Battle Haste I Marauders feed on the energy of combat. With every strike of {{gender:his,her,its,their}} weapon, {{member}}’s adrenaline flares and augments {{gender:his,her,its,their}} Athletics skill. As {{gender:he,she,it,they}} continues to fight, {{gender:his,her,its,their}} swings become faster, {{gender:his,her,its,their}} movements accelerating as attacks string together. The use of raw emotion takes away from {{member}}’s accuracy, and when the battle pauses or comes to an end {{gender:he,she,it,they}} experiences temporary fatigue as {{gender:he,she,it,they}} comes down from a battle-high.
EQ Battle Haste II The frenzy of battle drives {{member}} into a willing fury that {{gender:he,she,it,they}} {{gender:has,has,has,have}} learned to harness. {{gender:his,her,its,their}} rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. {{gender:his,her,its,their}} emotions fuse seamlessly with the Force, allowing {{gender:him,her}} to strike more swiftly and more accurately.
ELD Battle Haste III An Elder Marauder on the battlefield is one of the few things that can give a charging enemy pause. {{member}}’s alacrity, even in the chaos of battle, is rivaled by none. {{gender:his,her,its,their}} strikes are not only quick but deadly accurate. As one foe falls, {{gender:he,she,it,they}} {{gender:is,is,is,are}} already focused on {{gender:his,her,its,their}} next kill. {{member}} 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 {{gender:his,her,its,their}} peak at a moment’s notice.
Battle Haste is a unique Force Power for Marauders.



Sorcerer

"...I shot Force Lightning at it, and it opened."

The Force can be a wondrous yet devastating tool to those who make a study of its secrets. A Sorcerer knows that the key to using the Force as a true weapon is the ability to keep calm and focused when the pressure gets turned up. Dark or Light, their strength in weaving the intricate threads of the Force is unmatched, making them potent even from a distance.

Sorcerers gain:

  • Primed, which modifies any offensive Force Power
  • Battle Mind, a unique ability for Sorcerers

Feats

Primed
Rank Tier Description
JRM Primed I Sorcerers channel the energy of combat. Fueled by surge of Force energy, {{member}} 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 experience temporary fatigue {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} down from a battle-high. Applies to: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Blackness**.
EQ Primed II With further training, {{member}} has learned to be more effective in their Force usage. In the frenzy of battle {{member}} 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, {{member}} still experiences a temporary fatigue. Applies to: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Blackness**.
ELD Primed III An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. {{member}} 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 **Blackness**.
Primed modifies any offensive Force Power.



Battle Mind
Rank Tier Description
JRM Battle Mind I A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep {{gender:his,her,its,their}} focus even when under fire. {{member}} has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. {{gender:he,she,it,they}} {{gender:is,is,is,are}} able to focus on using offensive Force Powers better when not being physically harassed or stressed.
EQ Battle Mind II {{member}} 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 {{gender:his,her,its,their}} 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 {{member}}’s focus to momentarily falter.
ELD Battle Mind III {{member}} dances through warzones as casually as a strolling through the park. {{gender:his,her,its,their}} focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in {{gender:his,her,its,their}} ear or the bloodcurdling cacophony of death and destruction wailing around {{gender:him,her}}.
Battle Mind is a unique ability for Sorcerers.



Arcanist

"Mock our rituals all you want; the results speak for themselves."

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.

Arcanists gain:

  • Dowsing, which modifies the Force Power: Sense
  • Channel, a unique ability for Arcanists

Feats

Dowsing
Rank Tier Description
JRM Dowsing I 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 {{member}}’s mind. Using an item that has been in contact with the target over the last several hours, {{member}} 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.
EQ Dowsing II Tracing links through bound objects or people in the Force, has become a second nature to {{member}}. These sympathetic links manifest as semi-transparent mental images in {{member}}’s 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, {{member}} 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.
ELD Dowsing III There are few places one can hide from {{member}}. All {{gender:he,she,it,they}} 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, {{member}} 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 {{member}}’s mind. The stronger the link to the target, the easier and stronger this ability becomes.
Dowsing modifies the Force Power: Sense.



Channel
Rank Tier Description
JRM Channel I 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 {{gender:his,her,its,their}} own energy reserves. If {{member}} is allowed to maintain this concentration for more than a few moments, {{gender:he,she,it,they}} can reuse Force Powers which normally require significant rest without penalty.
EQ Channel II {{member}} can effortlessly pull energy from the Living Force to refill {{gender:his,her,its,their}} own energy reserves. {{member}} can do this in between combat skirmishes, but still requires a moment or two to restore {{gender:him,her}}self.
ELD Channel III Leveraging a deep connection with the Force, {{member}} can draw energy from the Living Force around {{gender:him,her}} and fuse it with {{gender:his,her,its,their}} own. With this new energy, {{member}} can revitalize {{gender:his,her,its,their}} own reserves from the brink of exhaustion almost instantaneously and with only a few seconds of concentration, even in the middle of combat.
Channel is a unique ability for Arcanists.



Techweaver

"I had a hard time making friends, so I built new ones instead."

Techweavers have a unique relationship with the technology of the Galaxy at large. Through careful study of the Force, they have learned to apply their aptitude for technology into the study of Mechu-deru, by which a Jedi infuses the Force into a robotic form and brings it to sentient awareness. They also have the unique ability to overload technology with the Force, causing it to malfunction.

Techweavers gain:

  • Hexing, which modifies the Force Power: Telekinesis
  • Mechu-deru, a unique Force Power for Techweavers

Feats

Hexing
Rank Tier Description
JRM Hexing I Due to {{member}}’s understanding of both technology and the Force, {{gender:he,she,it,they}} can use {{gender:his,her,its,their}} 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. {{member}} requires a visual on target and a focusing gesture or cue.
EQ Hexing II Due to {{member}}’s understanding of both technology and the Force, {{gender:he,she,it,they}} can use {{gender:his,her,its,their}} 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. {{member}} requires a visual on target and a focusing gesture or cue.
ELD Hexing III Due to {{member}}’s understanding of both technology and the Force, {{gender:he,she,it,they}} can use {{gender:his,her,its,their}} Telekinesis to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. {{gender:he,she,it,they}} can disable an entire network of computers. With concentration, {{gender:he,she,it,they}} can even disable combat droids.
Hexing modifies the Force Power: Telekinesis.



Mechu-deru
Rank Tier Description
JRM Mechu-deru I As a Journeyman, {{member}} 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, {{member}} must actively maintain partial concentration for proper control.
EQ Mechu-deru II {{member}} 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. {{gender:He,She,It,They}} can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.
ELD Mechu-deru III {{member}} can infuse sentient life into even the most advanced assassination and combat droids. {{gender:He,She,It,They}} can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.
Mechu-deru is a unique Force Power for Techweavers.



Defender

"I make ‘hanging back’ look good."

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 Suppression to help combat enemy Force attacks to defend themselves and their allies.

Defenders gain:

  • Force Pulse, which modifies the Force Power: Suppression
  • Synergy, a unique Force Power for Defenders


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: The Defender

Feats

Force Pulse
Rank Tier Description
JRM Force Pulse I As a Journeyman, {{member}} can use Suppression to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient {{gender:himself,herself,itself,themself}} and a single ally in close proximity as long as {{gender:his,her,its,their}} full concentration is on the task. This ability works against Slow, Illusion, Blackness, Blinding, and Terror.
EQ Force Pulse II {{member}} can use Suppression to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient {{gender:himself,herself,itself,themself}} and a cluster of allies in close proximity as long as {{gender:his,her,its,their}} full concentration is on the task. This ability works against Slow, Mind Trick, Illusion, Blackness, Blinding, and Terror.
ELD Force Pulse III {{member}} can use 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 {{gender:his,her,its,their}} full concentration is on the task. This ability works against Slow, Mind Trick, Illusion, Blackness, Blinding, and Terror.
Force Pulse modifies the Force Power: Suppression.



Synergy
Rank Tier Description
JRM Synergy I As a Journeyman, {{member}} has learned to extend the effects of {{gender:his,her,its,their}} defensive Force powers to a single ally within close proximity. {{member}} can share the effects of {{gender:his,her,its,their}} Concealment, Force Cloak, Healing, or Control Self so long as {{gender:his,her,its,their}} full concentration is dedicated to the task. Powers shared remain relative to {{member}}’s level of training in them. Excludes: Barrier.
EQ Synergy II {{member}} can more readily extend the effects of {{gender:his,her,its,their}} defensive Force powers to a small team of allies within close proximity. {{member}} can share the effects of {{gender:his,her,its,their}} Concealment, Force Cloak, Healing, or Control Self so long as {{gender:he,she,it,they}} {{gender:is,is,is,are}} concentrating on the task. Powers shared remain relative to {{member}}’s level of training in them. Excludes: Barrier.
ELD Synergy III {{member}} can instantly extend the effects of {{gender:his,her,its,their}} defensive Force powers to a small team of allies within close proximity. {{member}} can share the effects of {{gender:his,her,its,their}} Concealment, Force Cloak, Healing, or Control Self so long as {{gender:he,she,it,they}} {{gender:is,is,is,are}} concentrating on the task. Powers shared remain relative to {{member}}’s level of training in them. Excludes: Barrier.
Synergy is a unique Force Power for Defenders.



Non-Force User Disciplines

Field Medic

"...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."

In a Galaxy where 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 Medicine.

Medics gain:

  • Steady Hands, which modifies the Skill: Medicine
  • Xenobiology, a unique ability for Field Medics

Feats

Steady Hands
Rank Tier Description
JRM Steady Hands I {{member}} can calmly and mechanically work with {{gender:his,her,its,their}} Medicine skill even when under the stress of an overcrowded emergency room. {{gender:He,She,It,They}} can filter out basic distractions and remain focused on administering aid. {{gender:He,She,It,They}} {{gender:is,is,is,are}} granted a +1 Skill Point bonus to Medicine.
EQ Steady Hands II {{member}} can calmly and mechanically work with {{gender:his,her,its,their}} Medicine skill even when under the stress of a battlefield skirmish. {{gender:He,She,It,They}} can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. {{gender:He,She,It,They}} {{gender:is,is,is,are}} granted a +1 Skill Point bonus to Medicine.
ELD Steady Hands III {{member}} can calmly and mechanically work with {{gender:his,her,its,their}} Medicine skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. {{gender:He,She,It,They}} 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. {{gender:He,She,It,They}} {{gender:is,is,is,are}} granted a +1 Skill Point bonus to Medicine.
Steady Hands, which modifies the Skill: Medicine



Xenobiology
Rank Tier Description
JRM Xenobiology I {{member}} has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to his native Species. This allows {{gender:him,her,it,them}} 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 {{gender:he,she,it,they}} was working on {{gender:his,her,its,their}} own species.
EQ Xenobiology II {{member}} has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows {{gender:him,her,it,them}} 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 {{gender:he,she,it,they}} was working on {{gender:his,her,its,their}} own species.
ELD Xenobiology III {{member}} 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.
Xenobiology, a unique ability for Field Medics



Weapons Specialist

"Blasters, blades, blunted staves and things that go 'bang'; no matter which you choose, you’re going to have a tough time facing me."

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.

Weapons Specialists gain:

  • Medley, which modifies the Primary and Secondary Weapon Skills
  • Proficiency, a unique ability for Weapons Specialists

Feats

Medley
Rank Tier Description
JRM Medley I The Weapons Specialist is able to temporarily use any weapon as if {{gender:he,she,it,they}} 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.
EQ Medley II The Weapons Specialist is able to temporarily use any weapon as if {{gender:he,she,it,they}} 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.
ELD Medley III The Weapons Specialist is able to temporarily use any weapon as if{{gender:he,she,it,they}}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.
Medley modifies the Primary and Secondary Weapon Skills



Proficiency
Rank Tier Description
JRM Proficiency I {{member}} has spent years training and honing {{gender:his,her,its,their}} skills with his favourite weapons. This allows him to use {{gender:his,her,its,their}} chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.
EQ Proficiency II {{member}} has spent years training and honing {{gender:his,her,its,their}} skills with his favourite weapons. This allows him to use {{gender:his,her,its,their}} chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.
ELD Proficiency III {{member}} has spent years training and honing {{gender:his,her,its,their}} skills with his favourite weapons. This allows him to use {{gender:his,her,its,their}} 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.
Proficiency is a unique ability for Weapons Specialists



Scavenger

"He's a BB unit with a selenium drive and a thermal hyperscan vindicator."

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.

Examples:
Chewbacca, Sabine Wren, Ohn Gos

Scavengers gain:

  • Junker, which grants a bonus to Crafting
  • Hotfix, a unique Ability for Scavengers

Feats

Junker
Rank Tier Description
JRM Junker I Where others see junk, a Scavenger sees opportunity. {{member}} can quickly appraise the value of common mechanical equipment {{gender:he,she,it,they}} comes across and then sell it at a higher value or repurpose it somewhere else. {{member}} gains a +1 Skill Point bonus to Crafting when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +4).
EQ Junker II Where others see junk, a Scavenger sees opportunity. {{member}} can quickly appraise the value of common or uncommon mechanical equipment {{gender:he,she,it,they}} comes across and then sell it at a higher value or repurpose it somewhere else. {{member}} gains a +1 Skill Point bonus to Crafting when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +5).
ELD Junker III Where others see junk, a Scavenger sees opportunity. {{member}} can quickly appraise the value of any kind of mechanical equipment {{gender:he,she,it,they}} comes across and then sell it at a higher value or repurpose it somewhere else. {{member}} gains a +2 Skill Point bonus to Crafting when rigging or modifying mechanical equipment as creativity fuses with engineering (to a maximum of +6).
Junker modifies the Skill: Crafting



Hotfix
Rank Tier Description
JRM Hotfix I {{member}} can keep a cool head under pressure when working to repair malfunctioning technology. {{gender:He,She,It,They}} 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.
EQ Hotfix II {{member}} can keep a cool head under pressure when working to repair malfunctioning technology. {{gender:He,She,It,They}} 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.
ELD Hotfix III {{member}} has become so attuned to the mechanical technology of the Galaxy that {{gender:he,she,it,they}} 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, {{member}} can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.
Hotfix is a unique ability for Scavengers



Director

"It’s a trap!"

Leadership comes in many forms, but there are those that are born with certain gifts that help them stand out from others. Whether brokering in diplomacy or warfare, a Director seeks to manipulate events towards their desired outcome. They see beyond what is right in front of them and tend to be thinking of their next course of action before the current is even completed. Beyond that, they know how to influence the emotions of those that follow their command—all without the aid of the Force.

Examples:
Wilhuff Tarkin, Leia Organa Solo, Gial Ackbar, Cham Syndulla, Thrawn

Directors gain:

  • Checkmate, which grants a bonus to Intellect
  • Silver Tongue, a unique Ability for Directors

Feats

Checkmate
Rank Tier Description
JRM Checkmate I {{member}} has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants {{gender:him,her,it,them}} a +1 Skill Point bonus to Intellect when formulating a plan or strategy against a familiar adversary (to a maximum of +4).
EQ Checkmate II {{member}} has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants {{gender:him,her,it,them}} 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).
ELD Checkmate III {{member}} has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants {{member}} a +2 Skill Point bonus to Intellect whenever {{gender:he,she,it,they}} formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).
Checkmate modifies the Skill: Intellect



Silver Tongue
Rank Tier Description
JRM Silver Tongue I {{member}} is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit {{gender:his,her,its,their}} direction. This allows {{gender:him,her,it,them}} to use any one of {{gender:his,her,its,their}} Leadership, Manipulation, or Diplomacy Skills at +1 Skill Point higher when addressing a small group or crowd.
EQ Silver Tongue II {{member}} is comfortable when speaking in front of others, and can deftly maneuver and adjust {{gender:his,her,its,their}} speeches to the subtle shifts in a crowd to suit {{gender:his,her,its,their}} desire. This allows {{gender:him,her,it,them}} the ability to use any combination of two of {{gender:his,her,its,their}} Leadership, Manipulation, or Diplomacy Skills at +1 Skill Point higher when addressing a large crowd or stadium.
ELD Silver Tongue III {{member}} is comfortable when speaking in front of others, and can instinctively maneuver and adjust {{gender:his,her,its,their}} speeches to the subtle shifts in a crowd to suit {{gender:his,her,its,their}} desire. This allows {{gender:him,her,it,them}} the ability to use all three of {{gender:his,her,its,their}} Leadership, Manipulation, or Diplomacy Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion.
Silver Tongue is a unique ability for Directors



Infiltrator

"What guards?"

Infiltrators are masters of getting into places they do not belong, and have long been used as Agents on both sides of history for both the Republic and the Empire. They are the go-to when you need to discretely acquire information or gain access to something behind a locked door. Infiltrators are more than common thieves, however, and can use a wide range of tricks and techniques to accomplish their missions.

Examples:
Agent Kallus, Zare Leonis

Infiltrators gain:

  • Chameleon, which grants a bonus to Stealth
  • Keen Eye, a unique Ability for Infiltrators

Feats

Chameleon
Rank Tier Description
JRM Chameleon I Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. {{member}} has learned to become one with {{gender:his,her,its,their}} surroundings, and gets a +1 Skill bonus to {{gender:his,her,its,their}} 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).
EQ Chameleon II {{member}} has learned to be more subtle when becoming one with {{gender:his,her,its,their}} environment. {{gender:he,she,it,they}} can change the way {{gender:he,she,it,they}} walks and talks while making use of wardrobe, lighting, and demeanor. {{member}} gets a +1 Skill point bonus to {{gender:his,her,its,their}} Stealth Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).
ELD Chameleon III A wisened Infiltrator is only detected when they choose to be. {{member}} has learned to seamlessly become one with {{gender:his,her,its,their}} surroundings, and gets a +2 Skill point bonus to {{gender:his,her,its,their}} 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).
Chameleon modifies the Skill: Subterfuge



Keen Eye
Rank Tier Description
JRM Keen Eye I 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, {{member}} can spot patterns or oddities {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on {{member}}’s Investigation or Perception Skills.
EQ Keen Eye II 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, {{member}} can spot patterns or oddities {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on {{gender:his,her,its,their}} Investigation or Perception Skills.
ELD Keen Eye III 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, {{member}} can spot patterns or oddities {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on {{gender:his,her,its,their}} Investigation or Perception Skills.
Keen Eye is a unique ability for Infiltrators



Ace

"I can fly anything. Wings, no wings, push-pull echo force, in or out of lightspeed—just show me it."

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.


(NOTE: Preferred craft must be designated on the Character Sheet Loadout under "Loadout Description").

Examples:
Poe Dameron, Hera Syndulla, Wedge Antilles, Snap Wexley

Aces gain:

  • Smooth Operator, which grants a bonus to Piloting
  • I Can Fix That, a unique Ability for Aces

Feats

Smooth Operator
Rank Tier Description
JRM Smooth Operator I {{member}} has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. {{gender:he,she,it,they}} can operate any land or space vehicle, regardless of {{gender:his,her,its,their}} skill in Piloting, even if {{gender:he,she,it,they}} has never seen or operated it before.
EQ Smooth Operator II {{member}} has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. {{gender:he,she,it,they}} can operate any land or space vehicle, regardless of {{gender:his,her,its,their}} skill in Piloting, even if {{gender:he,she,it,they}} has never seen or operated it before. {{member}}’s savvy for piloting a familiar or preferred craft, however, grants them a +1 Skill Point bonus to Piloting.
ELD Smooth Operator III {{member}} has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. {{gender:he,she,it,they}} can operate any land or space vehicle, regardless of {{gender:his,her,its,their}} skill in Piloting. {{member}}’s worldly experience also grants them a +1 Skill Point bonus to Piloting when operating any kind of vehicle or ship.
Smooth Operator modifies the Skill: Piloting



I Can Fix That
Rank Tier Description
JRM I Can Fix That I {{member}}’s knowledge of ship and vehicular technology is veteran enough that {{gender:he,she,it,they}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Mechanic Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as {{gender:he,she,it,they}} is familiar with the vessel (to a maximum of +4).
EQ I Can Fix That II {{member}}’s knowledge of ship and vehicular technology is savvy enough that {{gender:he,she,it,they}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} 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).
ELD I Can Fix That III {{member}}’s knowledge of ship and vehicular technology is veteran enough that {{gender:he,she,it,they}} gains a +2 Skill Point bonus to {{gender:his,her,its,their}} 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).
I Can Fix That is a unique ability for Aces



Scoundrel

"Boys, you're both gonna get what I promised. Have I ever not delivered for you before?"

Scoundrels sit at the heart of a Galaxy that often writes them off. In truth, there is no one in the Galaxy that has seen or experienced as much, making them invaluable despite their tendency to look out for themselves. A citizen doesn’t want their kid to marry and run off with one, but they understand the important role that a Scoundrel can play in getting things done.

Examples:
Han Solo, Hondo Ohnaka, Lando Calrissian

Scoundrels gain:

  • Fly Casual, which grants a bonus to Subterfuge
  • Intergalactic, a unique Ability for Scoundrels

Feats

Fly Casual
Rank Tier Description
JRM Fly Casual I {{member}} has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Deception Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). {{member}} can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly.
EQ Fly Casual II {{member}} has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Deception when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). {{member}} is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.
ELD Fly Casual III {{member}} has been in countless deals, cons, and gambits of every flavor. {{gender:He,She,It,They}} 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). {{member}} is unfazed by the various species, cultures, and gangs and can use {{gender:his,her,its,their}} experience alone to adapt effortlessly to unseen variables.
Fly Casual modifies the Skill: Subterfuge



Intergalactic
Rank Tier Description
JRM Intergalactic I {{member}} has traveled around the Galaxy, picking up on the various tongues used by its wide range of species, including droids. {{member}} can understand (but not speak) the basics of alien and droid dialects without the need of Language Skill Points.
EQ Intergalactic II {{member}} has been around the Galaxy more than a few times, picking up on the trade languages used by different species and droids. {{gender:he,she,it,they}} can understand most of (but not speak) alien and droid dialects without the need of Language Skill Points. {{member}}’s journeying and interaction with both legitimate and illegitimate Smugglers and Bounty Hunters grants {{gender:him,her,it,them}} an additional Lore topic in dealing with Underworld contacts.


+ Lore Topic: Underworld Contacts

ELD Intergalactic III {{member}} has seen it all and has lived to tell the tale. {{gender:he,she,it,they}} can understand (but not speak) any alien or droid dialect, with ease and without the need of a respective or additional Language Skill Point. {{member}} maintains a network of Underworld contacts, and is a seasoned veteran of the smuggler trade routes and business ventures in the Galaxy.


+ Lore Topic: Smuggler Trade, Business, and Ventures
+ Lore Topic: Underworld Contacts

Intergalactic is a unique ability for Scoundrels



Hunter

"I use any means necessary to get the job done."

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.

Examples:
Boba Fett, Cad Bane, Embo, Bossk

Hunters gain:

  • Tools Of The Trade, which grants a bonus to Miscellaneous Weapons
  • On The Trail, a unique Ability for Hunters

Feats

Tools Of The Trade
Rank Tier Description
JRM Tools Of The Trade I {{member}} has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. {{member}} gains a +1 Skill Point bonus to Miscellaneous Weapons Skill when {{gender:he,she,it,they}} {{gender:has,has,has,have}} time to prepare for a hunt (up to a Maximum of +4).
EQ Tools Of The Trade II {{member}} has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. {{member}} gains a +1 Skill Point bonus to Miscellaneous Weapons Skill even when improvising on the fly and unprepared (up to a Maximum of +5).
ELD Tools Of The Trade III {{member}} has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. {{member}} 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).
Tools Of The Trade modifies the Skill: Miscellaneous Weapons



On The Trail
Rank Tier Description
JRM On The Trail I When tracking or on the trail of a quarry {{member}} 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 {{member}}’s Investigation or Perception Skills.
EQ On The Trail II When tracking or on the trail of a quarry, {{member}} 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 {{gender:his,her,its,their}} Investigation or Perception Skills.
ELD On The Trail III {{member}} has tracked down quarry from one side of the Galaxy to the other. {{gender:he,she,it,they}} 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 {{gender:his,her,its,their}} Investigation or Perception Skills.
On The Trail is a unique ability for Hunters




Discipline Focus Articles

The following articles were written to give members of the Brotherhood actual examples of how Disciplines factor into the creation of your character. Each article focuses on an NPC character designed to demonstrate to potential for each Discipline. This is currently an ongoing series of news posts and should be completed Soon (TM).

Force Users


Original Characters
Focus Article Character
[Pending Shadow] Pending
[Pending Seeker] Pending
[Pending Juggernaut] Pending
[Pending Marauder] Pending
[Pending Sorcerer] Harry West (NPC)
[Pending Arcanist] Pending
[Pending Techweaver] Pending
Defender Wyndell Tryis (NPC)


Non Force-Users


Original Characters
Focus Article Character
Field Medic Ep'iona (NPC)
[Pending Weapons Specialist] Krin Murphy (NPC)
[Pending Scavenger] Pending
[Pending Director] Pending
Infiltrator Acaelus "Ace" Del'aran (NPC)
Ace Lux Venia (NPC)
Scoundrel Vance Kordall (NPC)
[Pending Hunter] Pending


Canon Characters
Focus Article Character
[Pending Field Medic] Pending
[Pending Weapons Specialist] Finn (The Force Awakens)
[Pending Scavenger] Pending
[Pending Director] Orson Krennic (Rogue One)
[Pending Infiltrator] Pending
[Pending Ace] Pending
[Pending Scoundrel] Pending
[Pending Hunter] Pending