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


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


== Assassins ==
{{Discipline
|DisciplineName=Shadow
|DisciplineQuote=Sometimes, the most effective weapon is the one they never see coming.
|DisciplineDescription=Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.
<br /><br />Shadows gain:
* ''Ghosting'', which modifies the Force Power: '''Force Cloak'''
* '''Faceless''', a unique Force Power for Shadows


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.
|Feat1Name=Ghosting


=== Feats ===
|Feat1Tier1Description=<nowiki>{{member}}</nowiki> has learned to utilize <nowiki>{{gender:his,her}}</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}}</nowiki> can maintain focus on the task. <nowiki>{{member}}</nowiki> uncloaks momentarily whenever <nowiki>{{gender:he,she}}</nowiki> attacks or strikes.
{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|-
|colspan="3" class="head" style="background-color: #515151; color: #000" | '''''Ghosting'''''<br />
|-
| 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;"| 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.


|-
|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}}</nowiki> is maintaining focus. The faster the movement, the more concentration that <nowiki>{{gender:he,she}}</nowiki> requires 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}}</nowiki> attacks or strikes.
| 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'''''
|}


|Feat1Tier3Description=<nowiki>{{member}}</nowiki> can move freely when using '''Force Cloak'''. The faster the movement, the more concentration that <nowiki>{{gender:he,she}}</nowiki> requires 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}}</nowiki> attacks or strikes.


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|Feat1FooterText=Ghosting modifies the Force Power: Force Cloak.
|-
|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 ==
|Feat2Name=Faceless
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 ===
|Feat2Tier1Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her}}</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:himself,herself}}</nowiki> 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.
{|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 its 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'''''
|}


|Feat2Tier2Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her}}</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:himself,herself}}</nowiki> 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.


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|Feat2Tier3Description=A Shadow can use the Force to ''cosmetically'' alter the perceived image of <nowiki>{{gender:his,her}}</nowiki> facial features such as the shape of the nose, eyes, skin, and hair color, to the sentient eye. Using the Force to disguise <nowiki>{{gender:himself,herself}}</nowiki> 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.
|-
|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 ==
|Feat2FooterText=Faceless is a unique Force Power for Shadows.
}}


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.
{{Discipline
|DisciplineName=Seeker
|DisciplineQuote=The truth... is where you seek it.
|DisciplineDescription=Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.
<br /><br />Seekers gain:
* ''Force Interrogation'', which modifies the Force Power: '''Mind Trick'''
* '''Seeking''', a unique Force Power for Seekers


=== Feats ===
|Feat1Name=Force Interrogation
{|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'''''
|}


|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}}</nowiki> current level, so long as the goal is to gain information from a target.


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|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}}</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.
|-
|colspan="3" class="head" style="background-color: #1ba100; color: #000" | '''''Iron Skin'''''
|-
| class="sub-head" width="5%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;"| Rank
| class="sub-head" width="8%" style="background-color:#147a00; border-right:1px solid #111; border-top:1px solid #111;" | Tier
| class="sub-head" width="87%" 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;"| 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 ==
|Feat1Tier3Description=<nowiki>{{member}}</nowiki> can break even the strongest of wills. Given time alone with a subject, <nowiki>{{gender:his,her}}</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}}</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}}</nowiki> may choose to instill such strong emotions that it may leave <nowiki>{{gender:his,her}}</nowiki> target completely helpless for a time after the 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.
|Feat1FooterText=Force Interrogation modifies the Force Power: Mind Trick.


=== Feats ===
|Feat2Name=Seeking
{|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.


|-
|Feat2Tier1Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings like Jedi or Sith. When focused, <nowiki>{{member}}</nowiki> has developed a knack for piercing veils that Force-sensitive beings use to hide their alignment or strength. <nowiki>{{member}}</nowiki> is unaffected by any Force-sensitive being using '''Concealment''' or '''Illusion''', up to (+2).
|colspan="3" class="foot" style="background-color: #b00000; color: #000"| '''''Battle Fury modifies the Amplification power'''''
|}


|Feat2Tier2Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings like Jedi or Sith. When focused, <nowiki>{{member}}</nowiki> can pierce veils that Force-sensitive beings use to hide their alignment or strength. <nowiki>{{member}}</nowiki> is unaffected by any Force-sensitive being using '''Concealment''' or '''Illusion''', up to (+4).


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|Feat2Tier3Description=Seekers see things that others often miss, especially when it comes to other Force-sensitive beings like Jedi or Sith. <nowiki>{{member}}</nowiki> has perfected the art of piercing veils that Force-sensitive beings use to hide their alignment or strength. <nowiki>{{member}}</nowiki> can see through the veil of any Force-sensitive being using '''Concealment''' or '''Illusion''', up to (+5).
|-
|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 ==
|Feat2FooterText=Seeking is a unique Force Power for Seekers.
}}


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.
{{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: ''Endurance''
* '''Iron Skin''', a unique Force Power for Juggernauts


=== Feats ===
|Feat1Name=Surge
{|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'''''
|}


|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 they land or take, <nowiki>{{gender:he,she}}</nowiki> can begin to augment their ''Endurance''  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, <nowiki>{{member}}</nowiki> will immediately lose <nowiki>{{gender:his,her}}</nowiki> stamina boost, but suffers no penalty.


{|cellpadding="0"; cellspacing="0" class="fancy fancy-yellow" style="margin:0 auto; width:75%;"
|Feat1Tier2Description=As <nowiki>{{member}}</nowiki>’s adrenaline surges with the song of battle or strife, <nowiki>{{gender:he,she}}</nowiki> can now augment <nowiki>{{gender:his,her}}</nowiki> ''Endurance'' to one Skill Point higher as long as <nowiki>{{gender:he,she}}</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}}</nowiki> stamina boost, but if no new challenge presents itself it will slowly fade away, without penalty.
|-
 
|colspan="3" class="head" style="background-color: #6d0074; color: #000" | '''''Seethe'''''
|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 ''Endurance'' 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.
|-
 
| class="sub-head" width="5%" style="background-color:#510056; border-right:1px solid #111; border-top:1px solid #111;"| Rank
|Feat1FooterText=Surge modifies the Skill: Endurance.
| 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
|Feat2Name=Iron Skin
|-
 
| style="border-right:1px solid #111; border-top:1px solid #111;"| JRM
|Feat2Tier1Description=Juggernauts know how to take a hit better than most. <nowiki>{{member}}</nowiki> can dig <nowiki>{{gender:his,her}}</nowiki> heels into the ground and, with full concentration ''momentarily'' steel <nowiki>{{gender:his,her}}</nowiki> body against impact for the purpose of shrugging off an attack that would stagger, knockback, or throw <nowiki>{{gender:him,her}}</nowiki> from <nowiki>{{gender:his,her}}</nowiki> feet otherwise.
| 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 reuseThis ability can be used a couple times per combat.  
|Feat2Tier2Description=The Juggernaut has learned to more quickly harden <nowiki>{{gender:his,her}}</nowiki> body with the Force. As long as <nowiki>{{member}}</nowiki> has <nowiki>{{gender:his,her}}</nowiki> feet planted, <nowiki>{{gender:he,she}}</nowiki> only needs partial concentration to ''momentarily'' steel <nowiki>{{gender:his,her}}</nowiki> body against impact for the purpose of shrugging off an attack that would stagger, knockback, or throw <nowiki>{{gender:him,her}}</nowiki> from <nowiki>{{gender:his,her}}</nowiki> feet otherwise.
|-
 
| style="border-right:1px solid #111; border-top:1px solid #111;"| EQ
|Feat2Tier3Description=An Elder Juggernaut is seldom knocked off <nowiki>{{gender:his,her}}</nowiki> feet, even when <nowiki>{{gender:he,she}}</nowiki> is not able to plant <nowiki>{{gender:his,her}}</nowiki> feet. <nowiki>{{member}}</nowiki> can ''momentarily'' steel <nowiki>{{gender:his,her}}</nowiki> body at will like a sheet of Mandalorian Iron in order to shrug off an attack that would stagger, knockback, or throw <nowiki>{{gender:him,her}}</nowiki> from <nowiki>{{gender:his,her}}</nowiki> feet otherwise.
| 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.
|Feat2FooterText=Iron Skin is a unique Force Power for Juggernauts.
|-
}}
| 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
{{Discipline
| 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.
|DisciplineName=Marauder
|-
|DisciplineQuote=Don't blink.
|colspan="3" class="foot" style="background-color: #6d0074; color: #000"| '''''Seethe is a unique power for Sorcerers'''''
|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 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: '''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 their 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 their immediate vicinity whether they are in line of sight or not. Once a target is flagged, <nowiki>{{member}}</nowiki> can better handle engaging two opponents within <nowiki>{{gender:his,her}}</nowiki> sphere of awareness.
 
|Feat1Tier2Description=Equite Marauders have further refined their innate connection to the ambient Force of a battlefield and are able to perceive not only the relative position of nearby enemies, but <nowiki>{{member}}</nowiki> is able to track all enemy targets within <nowiki>{{gender:his,her}}</nowiki> immediate vicinity. Once tagged, <nowiki>{{member}}</nowiki> can better handle attacks from multiple opponents at the same time within <nowiki>{{gender:his,her}}</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}}</nowiki> can track not only close-quarter attacks, but long range as well, within <nowiki>{{gender:his,her}}</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}}</nowiki> weapon, <nowiki>{{member}}</nowiki>’s adrenaline flares and augments their ''Athletics'' skill. As they continue to fight, their swings become faster, their 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}}</nowiki> experiences temporary fatigue as <nowiki>{{gender:he,she}}</nowiki> comes down from a battle-high.
 
|Feat2Tier2Description=The frenzy of battle drives <nowiki>{{member}}</nowiki> into a willing fury that they have learned to harness. <nowiki>{{gender:His,Her}}</nowiki> rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike faster, swifter, 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}}</nowiki> strikes are not only quick but deadly accurate. As one foe falls, <nowiki>{{gender:he,she}}</nowiki> is already focused on their 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}}</nowiki> peaks at a moment’s notice.
 
|Feat2FooterText=Battle Haste is a unique Force Power for Marauders.
}}
 
{{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:
* ''Lance'', which modifies any ''offensive'' Force Power
* '''Battle Mind''', a unique ability for Sorcerers
 
|Feat1Name=Lance
 
|Feat1Tier1Description=Initial training with accuracy allows <nowiki>{{member}}</nowiki> to launch offensive Force Powers from a greater distance than usual, but with reduced impact and effects. Applies to: '''Force Lightning''', '''Telekinesis''', '''Slow''', '''Blinding''', and '''Blackness'''.
 
|Feat1Tier2Description=Further training with accuracy allows <nowiki>{{member}}</nowiki> to launch offensive Force Powers from a distance, but with slightly reduced impact and effects. Applies to: '''Force Lightning''', '''Telekinesis''', '''Slow''', '''Blinding''', and '''Blackness'''.
 
|Feat1Tier3Description=Lethal training and accuracy allows <nowiki>{{member}}</nowiki> to sling <nowiki>{{gender:his,her}}</nowiki> offensive Force Powers at range while having them pack the same punch as if they were launched point-blank with no loss of effect. Applies to: '''Force Lightning''', '''Telekinesis''', '''Slow''', '''Blinding''', and '''Blackness'''.
 
|Feat1FooterText=Lance 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 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}}</nowiki> is 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}}</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 stroll through the park. <nowiki>{{gender:His,Her}}</nowiki> focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in <nowiki>{{gender:his,her}}</nowiki> ear or the bloodcurdling cacophony of death and destruction.
 
|Feat2FooterText=Battle Mind is a unique ability for Sorcerers.
}}
 
{{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: '''Sense'''
* '''Channel''', a unique ability for Arcanists
 
|Feat1Name=Dowsing
 
|Feat1Tier1Description=All things are tied together through the Force, and an Arcanist can use those links to create connections between two similar items. These sympathetic links manifest as hazy mental images in <nowiki>{{member}}</nowiki>’s mind. This skill can then be used to track items or persons. Even as an initiate, <nowiki>{{member}}</nowiki> can track a target across a city and through crowds using an item they possessed. The item must have been in contact with the target within a matter of hours. The better the link back to the target, the stronger the ability becomes. Concentration is required to effectively use this ability.
 
|Feat1Tier2Description=Drawing links through the Force has become second nature to <nowiki>{{member}}</nowiki>. These sympathetic links manifest as semi-transparent mental images in <nowiki>{{member}}</nowiki>’s mind. Items that have been in contact with the target as long as a month prior are serviceable; an old shirt, a bundle of hair, and of course blood. The stronger the link back to the target, the stronger the visions of the target become. Concentration required.
 
|Feat1Tier3Description=There are few places one can hide from <nowiki>{{member}}</nowiki>. All <nowiki>{{gender:he,she}}</nowiki> needs to track a target down is the faintest link back to their target; be it fingernail clippings, a ripped piece of clothing, or a speck of blood. They can track accurately across a planet of any size, and do so without much concentration. These sympathetic links manifest as crystal clear mental images in <nowiki>{{member}}</nowiki>'s mind. The better the link back to the target, the stronger the ability becomes. A mote of concentration is all that is required.
 
|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}}</nowiki> own energy reserves. If <nowiki>{{member}}</nowiki> is allowed to maintain this concentration for more than a few moments, <nowiki>{{gender:he,she}}</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}}</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}}</nowiki> own. With this new energy, <nowiki>{{member}}</nowiki> can revitalize <nowiki>{{gender:his,her}}</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.
}}
 
{{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: '''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}}</nowiki> can use <nowiki>{{gender:his,her}}</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. 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}}</nowiki> can use <nowiki>{{gender:his,her}}</nowiki> '''Telekinesis''' to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry and even non-combat droids that are powered by an electrical circuit or have built in targeting or guidance systems. 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}}</nowiki> can use <nowiki>{{gender:his,her}}</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}}</nowiki> can disable an entire network of computers. With concentration, <nowiki>{{gender:he,she}}</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 and control 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 slaved, <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}}</nowiki> can slave 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}}</nowiki> can slave 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.
}}
 
{{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 '''Suppression''' to help combat enemy Force attacks, and extend their defensive powers to their allies.
<br /><br />Defenders gain:
* ''Force Pulse'', which modifies the Force Power: '''Suppression'''
* '''Synergy''', a unique Force Power for Defenders
 
|Feat1Name=Force Pulse
 
|Feat1Tier1Description=As a Journeyman, <nowiki>{{member}}</nowiki> can dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient <nowiki>{{gender:himself,herself}}</nowiki> and a single ally in close proximity as long as their full concentration is on the task. This ability works against '''Slow''', '''Illusion''', '''Blackness''', '''Blinding''' and '''Terror'''.
 
|Feat1Tier2Description=<nowiki>{{member}}</nowiki> can negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient <nowiki>{{gender:himself,herself}}</nowiki> and a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against '''Slow''', '''Illusion''', '''Blackness''', '''Blinding''' and '''Terror'''.
 
|Feat1Tier3Description=<nowiki>{{member}}</nowiki> can negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against '''Slow''', '''Illusion''', '''Blackness''', '''Blinding''' and '''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}}</nowiki> defensive Force powers to a single ally within close proximity. <nowiki>{{member}}</nowiki> can share the effects of <nowiki>{{gender:his,her}}</nowiki> '''Concealment''', '''Force Cloak''', '''Healing''' or '''Control Pain''' so long as <nowiki>{{gender:his,her}}</nowiki> full concentration is dedicated to the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes '''Barrier''' and '''Deflection'''.
 
|Feat2Tier2Description=<nowiki>{{member}}</nowiki> can more readily extend the effects of <nowiki>{{gender:his,her}}</nowiki> defensive Force powers to a small team of allies within close proximity. <nowiki>{{gender:he,she}}</nowiki> can share the effects of <nowiki>{{gender:his,her}}</nowiki> '''Concealment''', '''Force Cloak''', '''Healing''' or '''Control Pain''' so long as <nowiki>{{gender:he,she}}</nowiki> is concentration on the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes '''Barrier''' and '''Deflection'''.
 
|Feat2Tier3Description=<nowiki>{{member}}</nowiki> can instantly extend the effects of <nowiki>{{gender:his,her}}</nowiki> defensive Force powers to a small team of allies within close proximity. <nowiki>{{gender:he,she}}</nowiki> can share the effects of <nowiki>{{gender:his,her}}</nowiki> '''Concealment''', '''Force Cloak''', '''Healing''' or '''Control Pain''' so long as they are concentrating on the task. Powers shared remain relative to <nowiki>{{member}}</nowiki>’s level of training in them. Excludes '''Barrier''' and '''Deflection'''.
 
|Feat2FooterText=Synergy is a unique Force Power for Defenders.
}}


[[Category:Character Sheets]]
[[Category:Character Sheets]]

Revision as of 23:17, 8 August 2015

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

Disciplines represent how your character prefers to use the Force and Skills. Disciplines represent fictional paths of training. Your character is unique and will ultimately fall into a “class” that best defines their style of fighting and way of life.

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

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

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


"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}} Force Cloak even while in motion. While moving slowly and deliberately, {{member}} can maintain the translucent veil as long as {{gender:he,she}} can maintain focus on the task. {{member}} uncloaks momentarily whenever {{gender:he,she}} attacks or strikes.
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}} is maintaining focus. The faster the movement, the more concentration that {{gender:he,she}} requires 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}} attacks or strikes.
ELD Ghosting III {{member}} can move freely when using Force Cloak. The faster the movement, the more concentration that {{gender:he,she}} requires 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}} attacks or strikes.
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}} 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:himself,herself}} 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}} 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:himself,herself}} 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}} facial features such as the shape of the nose, eyes, skin, and hair color, to the sentient eye. Using the Force to disguise {{gender:himself,herself}} 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.




"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}} 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}} 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}} 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}} 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}} may choose to instill such strong emotions that it may leave {{gender:his,her}} 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 like Jedi or Sith. When focused, {{member}} has developed a knack for piercing veils that Force-sensitive beings use to hide their alignment or strength. {{member}} is unaffected by any Force-sensitive being using Concealment or Illusion, up to (+2).
EQ Seeking II Seekers see things that others often miss, especially when it comes to other Force-sensitive beings like Jedi or Sith. When focused, {{member}} can pierce veils that Force-sensitive beings use to hide their alignment or strength. {{member}} is unaffected by any Force-sensitive being using Concealment or Illusion, up to (+4).
ELD Seeking III Seekers see things that others often miss, especially when it comes to other Force-sensitive beings like Jedi or Sith. {{member}} has perfected the art of piercing veils that Force-sensitive beings use to hide their alignment or strength. {{member}} can see through the veil of any Force-sensitive being using Concealment or Illusion, up to (+5).
Seeking is a unique Force Power for Seekers.




"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: Endurance
  • Iron Skin, 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 they land or take, {{gender:he,she}} can begin to augment their Endurance 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}} stamina boost, but suffers no penalty.
EQ Surge II As {{member}}’s adrenaline surges with the song of battle or strife, {{gender:he,she}} can now augment {{gender:his,her}} Endurance to one Skill Point higher as long as {{gender:he,she}} remains actively engaged in various forms of combat. When a lull in combat presents itself, {{member}} no longer immediately loses {{gender:his,her}} 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 Endurance 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: Endurance.



Iron Skin
Rank Tier Description
JRM Iron Skin I Juggernauts know how to take a hit better than most. {{member}} can dig {{gender:his,her}} heels into the ground and, with full concentration momentarily steel {{gender:his,her}} body against impact for the purpose of shrugging off an attack that would stagger, knockback, or throw {{gender:him,her}} from {{gender:his,her}} feet otherwise.
EQ Iron Skin II The Juggernaut has learned to more quickly harden {{gender:his,her}} body with the Force. As long as {{member}} has {{gender:his,her}} feet planted, {{gender:he,she}} only needs partial concentration to momentarily steel {{gender:his,her}} body against impact for the purpose of shrugging off an attack that would stagger, knockback, or throw {{gender:him,her}} from {{gender:his,her}} feet otherwise.
ELD Iron Skin III An Elder Juggernaut is seldom knocked off {{gender:his,her}} feet, even when {{gender:he,she}} is not able to plant {{gender:his,her}} feet. {{member}} can momentarily steel {{gender:his,her}} body at will like a sheet of Mandalorian Iron in order to shrug off an attack that would stagger, knockback, or throw {{gender:him,her}} from {{gender:his,her}} feet otherwise.
Iron Skin is a unique Force Power for Juggernauts.




"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 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 their immediate vicinity whether they are in line of sight or not. Once a target is flagged, {{member}} can better handle engaging two opponents within {{gender:his,her}} sphere of awareness.
EQ Battlefield Awareness II Equite Marauders have further refined their innate connection to the ambient Force of a battlefield and are able to perceive not only the relative position of nearby enemies, but {{member}} is able to track all enemy targets within {{gender:his,her}} immediate vicinity. Once tagged, {{member}} can better handle attacks from multiple opponents at the same time within {{gender:his,her}} 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}} can track not only close-quarter attacks, but long range as well, within {{gender:his,her}} 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}} weapon, {{member}}’s adrenaline flares and augments their Athletics skill. As they continue to fight, their swings become faster, 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}} experiences temporary fatigue as {{gender:he,she}} comes down from a battle-high.
EQ Battle Haste II The frenzy of battle drives {{member}} into a willing fury that they have learned to harness. {{gender:His,Her}} rapid, powerful chains of attacks no longer penalize accuracy, and when there is a lull or end to combat, the crash is minor. Their emotions fuse seamlessly with the Force, allowing them to strike faster, swifter, 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}} strikes are not only quick but deadly accurate. As one foe falls, {{gender:he,she}} is already focused on 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}} peaks at a moment’s notice.
Battle Haste is a unique Force Power for Marauders.




"...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:

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

Feats

Lance
Rank Tier Description
JRM Lance I Initial training with accuracy allows {{member}} to launch offensive Force Powers from a greater distance than usual, but with reduced impact and effects. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Blackness.
EQ Lance II Further training with accuracy allows {{member}} to launch offensive Force Powers from a distance, but with slightly reduced impact and effects. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Blackness.
ELD Lance III Lethal training and accuracy allows {{member}} to sling {{gender:his,her}} offensive Force Powers at range while having them pack the same punch as if they were launched point-blank with no loss of effect. Applies to: Force Lightning, Telekinesis, Slow, Blinding, and Blackness.
Lance 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 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}} is 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}} 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 stroll through the park. {{gender:His,Her}} focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in {{gender:his,her}} ear or the bloodcurdling cacophony of death and destruction.
Battle Mind is a unique ability for Sorcerers.




"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 tied together through the Force, and an Arcanist can use those links to create connections between two similar items. These sympathetic links manifest as hazy mental images in {{member}}’s mind. This skill can then be used to track items or persons. Even as an initiate, {{member}} can track a target across a city and through crowds using an item they possessed. The item must have been in contact with the target within a matter of hours. The better the link back to the target, the stronger the ability becomes. Concentration is required to effectively use this ability.
EQ Dowsing II Drawing links through the Force has become second nature to {{member}}. These sympathetic links manifest as semi-transparent mental images in {{member}}’s mind. Items that have been in contact with the target as long as a month prior are serviceable; an old shirt, a bundle of hair, and of course blood. The stronger the link back to the target, the stronger the visions of the target become. Concentration required.
ELD Dowsing III There are few places one can hide from {{member}}. All {{gender:he,she}} needs to track a target down is the faintest link back to their target; be it fingernail clippings, a ripped piece of clothing, or a speck of blood. They can track accurately across a planet of any size, and do so without much concentration. These sympathetic links manifest as crystal clear mental images in {{member}}'s mind. The better the link back to the target, the stronger the ability becomes. A mote of concentration is all that is required.
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}} own energy reserves. If {{member}} is allowed to maintain this concentration for more than a few moments, {{gender:he,she}} 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}} 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}} own. With this new energy, {{member}} can revitalize {{gender:his,her}} 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.




"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}} can use {{gender:his,her}} 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. 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}} can use {{gender:his,her}} Telekinesis to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry and even non-combat droids that are powered by an electrical circuit or have built in targeting or guidance systems. 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}} can use {{gender:his,her}} 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}} can disable an entire network of computers. With concentration, {{gender:he,she}} 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 and control 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 slaved, {{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}} can slave 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}} can slave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.
Mechu-deru is a unique Force Power for Techweavers.




"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, and extend their defensive powers to their allies.

Defenders gain:

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

Feats

Force Pulse
Rank Tier Description
JRM Force Pulse I As a Journeyman, {{member}} can dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient {{gender:himself,herself}} and a single ally in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Blackness, Blinding and Terror.
EQ Force Pulse II {{member}} can negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient {{gender:himself,herself}} and a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, Illusion, Blackness, Blinding and Terror.
ELD Force Pulse III {{member}} can negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as their full concentration is on the task. This ability works against Slow, 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}} defensive Force powers to a single ally within close proximity. {{member}} can share the effects of {{gender:his,her}} Concealment, Force Cloak, Healing or Control Pain so long as {{gender:his,her}} full concentration is dedicated to the task. Powers shared remain relative to {{member}}’s level of training in them. Excludes Barrier and Deflection.
EQ Synergy II {{member}} can more readily extend the effects of {{gender:his,her}} defensive Force powers to a small team of allies within close proximity. {{gender:he,she}} can share the effects of {{gender:his,her}} Concealment, Force Cloak, Healing or Control Pain so long as {{gender:he,she}} is concentration on the task. Powers shared remain relative to {{member}}’s level of training in them. Excludes Barrier and Deflection.
ELD Synergy III {{member}} can instantly extend the effects of {{gender:his,her}} defensive Force powers to a small team of allies within close proximity. {{gender:he,she}} can share the effects of {{gender:his,her}} Concealment, Force Cloak, Healing or Control Pain so long as they are concentrating on the task. Powers shared remain relative to {{member}}’s level of training in them. Excludes Barrier and Deflection.
Synergy is a unique Force Power for Defenders.