CS Guide: Disciplines

From Wikipedia of the Dark Brotherhood, an online Star Wars Club



"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 Users

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}} 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: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}} 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}} 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}} 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. The character’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. 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: 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 {{gender:he,she}} lands or takes, {{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 suffer 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, knock back, 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 at against impact for the purpose of shrugging off an attack that would stagger, knock back, 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 them. {{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, knock back, or throw {{gender:him,her}} from {{gender:his,her}} 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}} 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}} immediate vicinity whether they are in {{gender:his,her}} 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 {{member}} is able to perceive not only the relative position of nearby enemies, but also 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 ones 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 {{gender:his,her}} Athletics skill. As {{gender:he,she}} continues to fight, {{gender:his,her}} swings become faster, {{gender:his,her}} 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 {{gender:he,she}} has 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. {{gender:His,Her}} 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}} strikes are not only quick but deadly accurate. As one foe falls, {{gender:he,she}} is already focused on {{gender:his,her}} 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}} 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:

  • 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 effect. 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 effect. 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 {{gender:his,her}} 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 strolling 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 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 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 people. 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 is 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 {{gender:his,her}} quarry, 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.



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}} 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. {{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}} can use {{gender:his,her}} 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}} 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 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}} 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}} 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, 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


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 dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient {{gender:him,her}}self and a single ally in close proximity as long as {{gender:his,her}} 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:him,her}}self and a cluster of allies in close proximity as long as {{gender:his,her}} 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 {{gender:his,her}} 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 Self 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 Self so long as {{gender:he,she}} is concentrating 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 Self so long as {{gender:he,she}} is 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.



Non-Force Users

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 The character can calmly and mechanically work with his Medicine skill even when under the stress of an overcrowded emergency room. He can filter out basic distractions and remain focused on administering aid. He is granted a +1 Skill Point bonus to Medicine.
EQ Steady Hands II The character can calmly and mechanically work with his Medicine skill even when under the stress of a battlefield skirmish. He can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. He is granted a +1 Skill Point bonus to Medicine.
ELD Steady Hands III The character can calmly and mechanically work with his Medicine skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. He 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. He is granted a +1 Skill Point bonus to Medicine.
Steady Hands, which modifies the Skill: Medicine



Xenobiology
Rank Tier Description
JRM Xenobiology I The character has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to his native Species. This allows him 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 he was working on his own species.
EQ Xenobiology II The character has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows him 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 he was working on his own species.
ELD Xenobiology III The character 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 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 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 he 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 The character has spent years training and honing his skills with his favourite weapons. This allows him to use his chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.
EQ Proficiency II The character has spent years training and honing his skills with his favourite weapons. This allows him to use his chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.
ELD Proficiency III The character has spent years training and honing his skills with his favourite weapons. This allows him to use his 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 +6.
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}} 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}} 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}} 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}} 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}} 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}} 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}} 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}} 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}} 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}} direction. This allows {{gender:him,her}} to use any one of {{gender:his,her}} 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}} speeches to the subtle shifts in a crowd to suit {{gender:his,her}} desire. This allows {{gender:him,her}} the ability to use any combination of two of {{gender:his,her}} 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}} speeches to the subtle shifts in a crowd to suit {{gender:his,her}} desire. This allows {{gender:him,her}} the ability to use all three of {{gender:his,her}} 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 Subterfuge
  • 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}} surroundings, and gets a +1 Skill bonus to {{gender:his,her}} Subterfuge 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}} environment. {{gender:He,She}} can change the way {{gender:he,she}} walks and talks while making use of wardrobe, lighting, and demeanor. {{member}} gets a +1 Skill point bonus to {{gender:his,her}} Subterfuge 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}} surroundings, and gets a +2 Skill point bonus to {{gender:his,her}} Subterfuge 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}} comes 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}} comes 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}} 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}} comes 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}} 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 Vehicle must be listed in weapons loadout on the Character Sheet).

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

Aces gain:

  • Smooth Operator, which grants a bonus to Pilot (S) and (L)
  • 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}} can operate any land or space vehicle, regardless of {{gender:his,her}} skill in Pilot (S) or (L), even if {{gender:he,she}} 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}} can operate any land or space vehicle, regardless of {{gender:his,her}} skill in Pilot (S) or (L), even if {{gender:he,she}} 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 (S) or (L).
ELD Smooth Operator III {{member}} has an inherent gift for picking up new or unfamiliar vehicular/ship technology on the fly. {{gender:He,She}} can operate any land or space vehicle, regardless of {{gender:his,her}} skill in Pilot (S) or (L). {{member}}’s worldly experience also grants them a +1 Skill Point bonus to Piloting (S) or (L) when operating any kind of vehicle or ship.
Smooth Operator modifies the Skills: Pilot (S) and (L)



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}} gains a +1 Skill Point bonus to {{gender:his,her}} Mechanic Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as {{gender:he,she}} 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}} gains a +1 Skill Point bonus to {{gender:his,her}} 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}} gains a +2 Skill Point bonus to {{gender:his,her}} 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}} gains a +1 Skill Point bonus to {{gender:his,her}} Subterfuge 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}} gains a +1 Skill Point bonus to {{gender:his,her}} Subterfuge 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}} gains a +2 Skill Point bonus to Subterfuge 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}} 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}} 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}} 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}} 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}} has 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}} 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}} 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}} Investigation or Perception Skills.
On The Trail is a unique ability for Hunters