CS Guide: Disciplines

From Wikipedia of the Dark Brotherhood, an online Star Wars Club
Real World Perspective.



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

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

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

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

For those of you that are familiar with RPGs of varying kinds, Disciplines are similar to Classes, but with much more freedom in terms of developing your character however you want. In short, your characters are not limited by the Discipline you choose, they simply gain some specific abilities based on the Discipline you choose to follow. So, don't feel like picking a Discipline is as locked in as selecting a character Class that dictates any kind of limitations to how you want to build or play your character.

Force User Disciplines

Shadow

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

Shadows are experts in using various forms of concealment to accomplish their missions. Whether stalking from the shadows or blending into a crowd, a Shadow knows how to get in, complete the objective, and get out without being caught.

Shadows gain:

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

Feats

Ghosting
Rank Tier Description
JRM Ghosting I {{member}} has learned to utilize {{gender:his,her,its,their}} Force Cloak even while in motion. While moving slowly and deliberately, {{member}} can maintain the translucent veil as long as {{gender:he,she,it,they}} can maintain focus on the task. {{member}} uncloaks momentarily whenever {{gender:he,she,it,they}} {{gender:attacks,attacks,attacks,attack}} or {{gender:strikes,strikes,strikes,stike}}.
EQ Ghosting II {{member}} has become more efficient at using Force Cloak while moving anywhere between a slow crawl or a light jog as long as {{gender:he,she,it,they}} {{gender:is,is,is,are}} maintaining focus. The faster the movement, the more concentration that {{gender:he,she,it,they}} {{gender:reqiures,requires,requires,reqiure}} to maintain the veil. A translucent shimmer can be seen in the air for anyone who looks hard enough and {{member}} uncloaks momentarily whenever {{gender:he,she,it,they}} {{gender:attacks,attacks,attacks,attack}} or {{gender:strikes,strikes,strikes,stike}}.
ELD Ghosting III {{member}} can move freely when using Force Cloak. The faster the movement, the more concentration that {{gender:he,she,it,they}} {{gender:reqiures,requires,requires,reqiure}} to maintain the veil. At close range, translucent shimmers can be seen in the air for one looking carefully enough, but at a distance it appears no more than wind. {{member}} still uncloaks momentarily before {{gender:he,she,it,they}} {{gender:attacks,attacks,attacks,attack}} or {{gender:strikes,strikes,strikes,stike}}.
Ghosting modifies the Force Power: Force Cloak.



Faceless
Rank Tier Description
JRM Faceless I A Shadow can use the Force to cosmetically alter the perceived image of {{gender:his,her,its,their}} facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise {{gender:him,her}}self in this manner requires {{member}}’s full concentration to maintain but can be held for as long as that focus is held. Droids and security cameras are not affected by the Faceless power.
EQ Faceless II A Shadow can use the Force to cosmetically alter the perceived image of {{gender:his,her,its,their}} facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise {{gender:him,her}}self in this manner requires {{member}}’s partial concentration to maintain but can be held for as long as that focus is maintained. Droids and security cameras are not affected by the Faceless power.
ELD Faceless III A Shadow can use the Force to cosmetically alter the perceived image of {{gender:his,her,its,their}} facial features to the sentient eye. This includes the shape of the cheeks, nose, jaw and chin; the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. Height, weight, and hair length cannot be altered, and using the Force to disguise {{gender:him,her}}self in this manner requires {{member}}’s minimal concentration to maintain and can be held for as long as that focus is subtly maintained. Droids and security cameras are not affected by the Faceless power.
Faceless is a unique Force Power for Shadows.



Seeker

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

Knowledge is power, and a Seeker is always hunting for the truth so that they may bend and alter it to their whim. They are skilled in both the applications of pain and of pleasure and know when to apply which to get the information they require. Their attention to detail is unrivaled, and their understanding of the world and how it relates to the Force grants them unique insight into tracking and combating other Force-users.

Seekers gain:

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

Feats

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



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



Juggernaut

"You’ll have to go through me first."

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

Juggernauts gain:

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

Feats

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



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



Marauder

"Don't blink."

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

Marauders gain:

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

Feats

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



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



Sorcerer

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

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

Sorcerers gain:

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

Feats

Primed
Rank Tier Description
JRM Primed I Sorcerers channel the energy of combat. Fueled by surge of Force energy, {{member}} is capable of chaining together **two** offensive force abilities in rapid succession, at the personal energy cost of using one. When the battle pauses or comes to an end experience temporary fatigue {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} down from a battle-high. Applies to: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Darkness**.
EQ Primed II With further training, {{member}} has learned to be more effective in their Force usage. In the frenzy of battle {{member}} can now channel three offensive Force powers together in rapid succession at the personal energy cost of using one. When there is a pause or end to the combat, {{member}} still experiences a temporary fatigue. Applies to: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Darkness**.
ELD Primed III An Elder Sorcerer on the battlefield is a master of harnessing the available Force energy around them. {{member}} can rapidly chain together three Force power attacks for the personal energy cost of one, but no longer suffers any post combat fatigue for using this ability. Applies to: **Force Lightning**, **Telekinesis**, **Slow**, **Blinding**, and **Darkness**.
Primed modifies any offensive Force Power.



Battle Mind
Rank Tier Description
JRM Battle Mind I A Journeyman Sorcerer knows that the key to using the Force as a weapon comes from the ability to keep {{gender:his,her,its,their}} focus even when under fire. {{member}} has learned to tune out common distractions like taunts, loud noises and the chattering of crowds. {{gender:he,she,it,they}} {{gender:is,is,is,are}} able to focus on using offensive Force Powers better when not being physically harassed or stressed.
EQ Battle Mind II {{member}} has become fluent at tuning out the distractions and rigours of battle. Detonations, blasters, and the chaos of a battlefield fall on deaf ears, increasing {{gender:his,her,its,their}} ability to focus on using offensive Force Powers without interruption even if taking a grazing blow. More persistent and intensive bodily harm or injury can still cause {{member}}’s focus to momentarily falter.
ELD Battle Mind III {{member}} dances through warzones as casually as a strolling through the park. {{gender:his,her,its,their}} focus when using the Force as an offensive weapon is unbreakable, even with explosions detonating in {{gender:his,her,its,their}} ear or the bloodcurdling cacophony of death and destruction wailing around {{gender:him,her}}.
Battle Mind is a unique ability for Sorcerers.



Arcanist

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

Perhaps the most misunderstood of disciplines, Arcanists study the Force and how it connects all living things. By focusing on the more arcane and studious nature of the Force, they have created their own rituals and philosophies that let them accomplish tasks alien to the common Force-wielder. They can track a being through the Force using things as simple as a torn piece of cloak.

Arcanists gain:

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

Feats

Dowsing
Rank Tier Description
JRM Dowsing I All things are bound together through the Force, and an Arcanist can use those links to trace connections between two similar items, or an item and a person. These sympathetic links manifest as hazy mental images in {{member}}’s mind. Using an item that has been in contact with the target over the last several hours, {{member}} can track that target through a city and heavy crowds. The better the link between object and target, the stronger and easier this becomes. Full concentration is required to use this ability.
EQ Dowsing II Tracing links through bound objects or people in the Force, has become a second nature to {{member}}. These sympathetic links manifest as semi-transparent mental images in {{member}}’s mind. Using an item that has been in contact with the target within the last month, such as an old shirt, a bundle of hair, a vial of blood, {{member}} can track a target across a continent. The stronger the link to the target, the easier this becomes. Concentration is required to use this ability.
ELD Dowsing III There are few places one can hide from {{member}}. All {{gender:he,she,it,they}} need to track down an object or person is the faintest link back to their target, be it a fingernail, ripped clothing, or a drop of blood. As long as the object had contact with the target at any point in the past, {{member}} can accurately track the target across a planet of any size, and do so with minimal concentration. These sympathetic links manifest as crystal clear mental images in {{member}}’s mind. The stronger the link to the target, the easier and stronger this ability becomes.
Dowsing modifies the Force Power: Sense.



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



Techweaver

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

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

Techweavers gain:

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

Feats

Hexing
Rank Tier Description
JRM Hexing I Due to {{member}}’s understanding of both technology and the Force, {{gender:he,she,it,they}} can use {{gender:his,her,its,their}} Telekinesis to manipulate the electronic circuitry of small tech items like holo transmitters, chronos and security cameras, overwhelming their circuitry and causing them to malfunction or break. {{member}} requires a visual on target and a focusing gesture or cue.
EQ Hexing II Due to {{member}}’s understanding of both technology and the Force, {{gender:he,she,it,they}} can use {{gender:his,her,its,their}} Telekinesis to manipulate larger tech to malfunction, be they computer terminals, advanced weaponry or even non-combat droids that are powered by an electrical circuit or have built-in targeting or guidance system. {{member}} requires a visual on target and a focusing gesture or cue.
ELD Hexing III Due to {{member}}’s understanding of both technology and the Force, {{gender:he,she,it,they}} can use {{gender:his,her,its,their}} Telekinesis to manipulate the circuitry of any kind of electronic tech just by looking at it, and with little effort of will. {{gender:he,she,it,they}} can disable an entire network of computers. With concentration, {{gender:he,she,it,they}} can even disable combat droids.
Hexing modifies the Force Power: Telekinesis.



Mechu-deru
Rank Tier Description
JRM Mechu-deru I As a Journeyman, {{member}} can infuse sentience into common droids such as protocol, medical, and drone types and control them through a conscious connection in the Force. Once a droid has been enslaved, {{member}} must actively maintain partial concentration for proper control.
EQ Mechu-deru II {{member}} has learned to infuse sentience and control into more sophisticated droids such as combat, interrogation and astromech types, and manipulate them through a connection through the Force. {{gender:He,She,It,They}} can enslave a droid without conscious effort in maintaining the link unless implanting orders or commands.
ELD Mechu-deru III {{member}} can infuse sentient life into even the most advanced assassination and combat droids. {{gender:He,She,It,They}} can enslave multiple droids without a conscious effort of maintaining the link unless needing to issue orders.
Mechu-deru is a unique Force Power for Techweavers.



Defender

"I make ‘hanging back’ look good."

Defenders have dedicated themselves to the study of how best to use their gift in the Force to better control an engagement from behind the front lines, though they can hold their own just fine. A combat multiplier on the battlefield, Defenders are the bulwark that allies rally to and the rock face that enemy attacks shatter against. They can modify Suppression to help combat enemy Force attacks to defend themselves and their allies.

Defenders gain:

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


To see a Defender in action, and to see a breakdown of how the Defender feats can be used, check out the Combat Master's Newspost: The Defender

Feats

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



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



Non-Force User Disciplines

Field Medic

"...you save the mother and lose the babe. It’s hard, and nobody ever thanks you for it, but we’re the ones that have to make those choices."

In a Galaxy where Bacta salve solves most of life's woes, and mystical beings exist with the power to mend wounds using nothing but the power of the Force, there is still a need for a conventionally trained medic. Field Medics are medical practitioners that have dedicated their careers to helping and healing others not just from the comfort of a lab, but in the fields of battle. They have moved through the varying ranks of PhD programs and are considered to have some of the finest minds in the Galaxy when it comes to the knowledge and experience of administering Medicine.

Medics gain:

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

Feats

Steady Hands
Rank Tier Description
JRM Steady Hands I {{member}} can calmly and mechanically work with {{gender:his,her,its,their}} Medicine skill even when under the stress of an overcrowded emergency room. {{gender:He,She,It,They}} can filter out basic distractions and remain focused on administering aid. {{gender:He,She,It,They}} {{gender:is,is,is,are}} granted a +1 Skill Point bonus to Medicine (up to a maximum of +4).
EQ Steady Hands II {{member}} can calmly and mechanically work with {{gender:his,her,its,their}} Medicine skill even when under the stress of a battlefield skirmish. {{gender:He,She,It,They}} can filter out loud distractions such as detonations and screaming while remaining focused on administering aid. {{gender:He,She,It,They}} {{gender:is,is,is,are}} granted a +1 Skill Point bonus to Medicine (up to a maximum of +5.
ELD Steady Hands III {{member}} can calmly and mechanically work with {{gender:his,her,its,their}} Medicine skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. {{gender:He,She,It,They}} can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. {{gender:He,She,It,They}} {{gender:is,is,is,are}} granted a +1 Skill Point bonus to Medicine (up to a maximum of +5.
Steady Hands, which modifies the Skill: Medicine



Xenobiology
Rank Tier Description
JRM Xenobiology I {{member}} has a grip on the biology of alien Species popular in the galaxy, and ones that closely relate to his native Species. This allows {{gender:him,her,it,them}} to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but both diagnosis and treatment time are increased slightly compared to if {{gender:he,she,it,they}} was working on {{gender:his,her,its,their}} own species.
EQ Xenobiology II {{member}} has become intricately familiar with a larger scale of known alien Species in the Galaxy. This allows {{gender:him,her,it,them}} to work, treat, and diagnose alien physiology when implementing medical aid without the need of a Lore Topic, but treatment time is increased slightly compared to if {{gender:he,she,it,they}} was working on {{gender:his,her,its,their}} own species.
ELD Xenobiology III {{member}} has become intricately familiar with every known Species of the Galaxy’s biology, allowing them to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.
Xenobiology, a unique ability for Field Medics



Weapons Specialist

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

Weapons Specialists are the swiss army knife of Non-Force-Users. They have trained extensively with their Primary Weapon type of choice, and as they grow in strength gain proficiency over a Secondary Weapon type. Beyond that, they can use their edict knowledge of the varying types of weapons used across the Galaxy to efficiently utilize weapons of any kind when engaged in combat. For a Specialist, any Weapon Type can become deadly, making them valued in both the Loyalist ranks and the Mercenary muscle.

Weapons Specialists gain:

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

Feats

Medley
Rank Tier Description
JRM Medley I The Weapons Specialist is able to temporarily use any weapon as if {{gender:he,she,it,they}} had +1 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.
EQ Medley II The Weapons Specialist is able to temporarily use any weapon as if {{gender:he,she,it,they}} had +2 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.
ELD Medley III The Weapons Specialist is able to temporarily use any weapon as if{{gender:he,she,it,they}}had a +3 Skill in that weapon type during combat. This Feat does not grant increased knowledge or experience with that weapon type, just the ability to effectively utilize the weapon.
Medley modifies the Primary and Secondary Weapon Skills



Proficiency
Rank Tier Description
JRM Proficiency I {{member}} has spent years training and honing {{gender:his,her,its,their}} skills with his favourite weapons. This allows him to use {{gender:his,her,its,their}} chosen Primary Weapon’s associated Skill at one Skill Point higher (+1), to a maximum of +4.
EQ Proficiency II {{member}} has spent years training and honing {{gender:his,her,its,their}} skills with his favourite weapons. This allows him to use {{gender:his,her,its,their}} chosen Primary and Secondary Weapon’s associated Skills at one Skill Point higher (+1), both to a maximum of +5.
ELD Proficiency III {{member}} has spent years training and honing {{gender:his,her,its,their}} skills with his favourite weapons. This allows him to use {{gender:his,her,its,their}} chosen Primary Weapon’s associated Skill at two Skill Points higher (+2), and his chosen Secondary Weapon’s associated Skill at one Skill Point higher (+1), both to a maximum of +5.
Proficiency is a unique ability for Weapons Specialists



Scavenger

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

In a Galaxy where conflict over the varying methods and ideologies of government rage alongside the ongoing battle between the Dark and the Light, there is still room for the average sentient to make a living and survive without getting too involved. Smugglers, Brokers, and Bounty Hunters alike are forced to find ways to survive in a multitude of harsh and constantly changing environments. As a result of this adaptive lifestyle, these Scavengers develop a unique relationship with the wide range of technology used across the Galaxy.

Examples:
Chewbacca, Sabine Wren, Ohn Gos

Scavengers gain:

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

Feats

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



Hotfix
Rank Tier Description
JRM Hotfix I {{member}} can keep a cool head under pressure when working to repair malfunctioning technology. {{gender:He,She,It,They}} can make lightning-quick repairs to small, active machinery such as speeders while under duress, and can even tackle larger machinery found on starfighters as long as they are powered-down or not in flight.
EQ Hotfix II {{member}} can keep a cool head under pressure when working to repair malfunctioning technology. {{gender:He,She,It,They}} can make lightning-quick repairs to active machinery in the middle of a minor crisis such as offline machinery or damaged components. This can range from anything as small as the components on a speeder to larger machinery found on starfighters.
ELD Hotfix III {{member}} has become so attuned to the mechanical technology of the Galaxy that {{gender:he,she,it,they}} can make lightning-quick repairs to any kind of active machinery even in the middle of a full-on crisis like critical engine failure or self-destruction. Even when surrounded by danger, {{member}} can keep a level head while employing a hotfix to anything as small as a speeder to larger machinery found on starfighters.
Hotfix is a unique ability for Scavengers



Director

"It’s a trap!"

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

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

Directors gain:

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

Feats

Checkmate
Rank Tier Description
JRM Checkmate I {{member}} has a knack for thinking outside the box when matching wits against an opposing leader’s strategies. This grants {{gender:him,her,it,them}} a +1 Skill Point bonus to Intellect when formulating a plan or strategy against a familiar adversary (to a maximum of +4).
EQ Checkmate II {{member}} has become clever at thinking through more complex scenarios when matching wits against an opposing leader’s strategies. This grants {{gender:him,her,it,them}} a +2 Skill Point bonus to Intellect when formulating a plan or strategy against a familiar adversary, but only a +1 Skill Point bonus against an unfamiliar one (to a maximum of +5).
ELD Checkmate III {{member}} has become adept at thinking through scenarios of any kind when matching wits against an opposing leader’s strategies. This grants {{member}} a +2 Skill Point bonus to Intellect whenever {{gender:he,she,it,they}} formulates a plan or strategy against any adversary, familiar or alien (to a maximum of +6).
Checkmate modifies the Skill: Intellect



Silver Tongue
Rank Tier Description
JRM Silver Tongue I {{member}} is comfortable when speaking in front of others, and has a knack for picking up on subtle shifts in the crowd to suit {{gender:his,her,its,their}} direction. This allows {{gender:him,her,it,them}} to use any one of {{gender:his,her,its,their}} Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing a small group or crowd (to a maximum of +4).
EQ Silver Tongue II {{member}} is comfortable when speaking in front of others, and can deftly maneuver and adjust {{gender:his,her,its,their}} speeches to the subtle shifts in a crowd to suit {{gender:his,her,its,their}} desire. This allows {{gender:him,her,it,them}} the ability to use any combination of two of {{gender:his,her,its,their}} Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing a large crowd or stadium (to a maximum of +5).
ELD Silver Tongue III {{member}} is comfortable when speaking in front of others, and can instinctively maneuver and adjust {{gender:his,her,its,their}} speeches to the subtle shifts in a crowd to suit {{gender:his,her,its,their}} desire. This allows {{gender:him,her,it,them}} the ability to use all three of {{gender:his,her,its,their}} Leadership, Intimidation, or Charm Skills at +1 Skill Point higher when addressing any kind of audience, from a small crowd to a gathered legion (to a maximum of +5).
Silver Tongue is a unique ability for Directors



Infiltrator

"What guards?"

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

Examples:
Agent Kallus, Zare Leonis

Infiltrators gain:

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

Feats

Chameleon
Rank Tier Description
JRM Chameleon I Benches, shops, alleyways, dumpsters and even cardboard boxes are not just garbage or distractions, but a means of cover. {{member}} has learned to become one with {{gender:his,her,its,their}} surroundings, and gets a +1 Skill bonus to {{gender:his,her,its,their}} Stealth Skill when blending into a crowd or environment, provided they are prepared and ready for the task at hand (to a maximum of +4).
EQ Chameleon II {{member}} has learned to be more subtle when becoming one with {{gender:his,her,its,their}} environment. {{gender:he,she,it,they}} can change the way {{gender:he,she,it,they}} walks and talks while making use of wardrobe, lighting, and demeanor. {{member}} gets a +1 Skill point bonus to {{gender:his,her,its,their}} Stealth Skill when blending into a crowd or environment, even when not prepared or ready for a mission (to a maximum of +5).
ELD Chameleon III A wisened Infiltrator is only detected when they choose to be. {{member}} has learned to seamlessly become one with {{gender:his,her,its,their}} surroundings, and gets a +2 Skill point bonus to {{gender:his,her,its,their}} Stealth Skill when blending into a crowd or environment when prepared, or a +1 Skill Point bonus when forced to improvise (to a maximum of +6).
Chameleon modifies the Skill: Subterfuge



Keen Eye
Rank Tier Description
JRM Keen Eye I When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, {{member}} can spot patterns or oddities {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} across such as patrol routes, door-key sequences, or potential traps. This awareness triggers rarely and unreliably, but functions without having to rely on {{member}}’s Investigation or Perception Skills.
EQ Keen Eye II When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, {{member}} can spot patterns or oddities {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} across such as patrol routes, door-key sequences, or potential traps. This awareness triggers more consistently and without having to rely on {{gender:his,her,its,their}} Investigation or Perception Skills.
ELD Keen Eye III When breaking into someplace they don’t belong, Infiltrators have developed an eye for detail that functions like a sixth-sense and allows them to pick up on clues or details that others would overlook. When infiltrating an objective, {{member}} can spot patterns or oddities {{gender:he,she,it,they}} {{gender:comes,comes,comes,come}} across such as patrol routes, door-key sequences, or potential traps. This awareness triggers instinctively and consistently without having to rely on {{gender:his,her,its,their}} Investigation or Perception Skills.
Keen Eye is a unique ability for Infiltrators



Ace

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

Whether flying for a cause or just flying for themselves, Aces are more than just “pilots”. Their understanding of the technology that they use to set a machine into motion allows them to apply their aptitude to a wide range of vehicles found in the Galaxy. This can be anything as small as a speeder bike to as large as a capital ship. Knowledge pairs with instinctive, seemingly inherent talent that allows an Ace to pull off incredible stunts without any intervention from the Force.


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

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

Aces gain:

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

Feats

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



I Can Fix That
Rank Tier Description
JRM I Can Fix That I {{member}}’s knowledge of ship and vehicular technology is veteran enough that {{gender:he,she,it,they}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Mechanic Skill when fixing or tweaking anything from swoops and speeders to starfighters and capital ships — so long as {{gender:he,she,it,they}} is familiar with the vessel (to a maximum of +4).
EQ I Can Fix That II {{member}}’s knowledge of ship and vehicular technology is savvy enough that {{gender:he,she,it,they}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Mechanic Skill when fixing anything from swoops and speeders to starfighters and capital ships — even if the vessel is alien or unfamiliar (to a maximum of +5).
ELD I Can Fix That III {{member}}’s knowledge of ship and vehicular technology is veteran enough that {{gender:he,she,it,they}} gains a +2 Skill Point bonus to {{gender:his,her,its,their}} Mechanic Skill when fixing anything from swoops and speeders to starfighters and capital ships — but only at a +1 Skill bonus when the vessel is alien or unfamiliar (to a maximum of +6).
I Can Fix That is a unique ability for Aces



Scoundrel

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

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

Examples:
Han Solo, Hondo Ohnaka, Lando Calrissian

Scoundrels gain:

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

Feats

Fly Casual
Rank Tier Description
JRM Fly Casual I {{member}} has always had a knack for wheeling and dealing, ranging from small time cons to larger gambits. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Deception Skill when making or setting up a deal between parties by bluffing, selling, buying, or improvising (to a maximum of +4). {{member}} can struggle when dealing with unfamiliar species, cultures, or gangs, or unseen variables that make a deal go south quickly.
EQ Fly Casual II {{member}} has gotten a lot of experience wheeling and dealing in everything from small time cons to larger gambits. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Deception when making or setting up a deal between parties while bluffing, selling, buying, or improvising (to a maximum of +5). {{member}} is more at ease when surrounded by unfamiliar species, cultures, or gangs, and can generally adapt to unseen variables with mixed results.
ELD Fly Casual III {{member}} has been in countless deals, cons, and gambits of every flavor. {{gender:He,She,It,They}} gains a +2 Skill Point bonus to Deception when making or setting up a deal between parties in regards to bluffing, selling, buying, or improvising (to a maximum of +6). {{member}} is unfazed by the various species, cultures, and gangs and can use {{gender:his,her,its,their}} experience alone to adapt effortlessly to unseen variables.
Fly Casual modifies the Skill: Subterfuge



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


+ Lore Topic: Underworld Contacts

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


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

Intergalactic is a unique ability for Scoundrels



Hunter

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

Hunters come in all shapes and sizes. Some choose to pursue careers as Bounty Hunters while others use their skills for Smuggling or simply to pursue their own hobbies. When tracking down an objective for either personal or monetary satisfaction, Hunters have a unique knack for spotting clues that others might miss. This, when combined with their inherent knowledge of the various gadgets and technologies of the Galaxy keeps them in high demand for a wide range of jobs or missions.

Examples:
Boba Fett, Cad Bane, Embo, Bossk

Hunters gain:

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

Feats

Tools Of The Trade
Rank Tier Description
JRM Tools Of The Trade I {{member}} has a knack for utilizing the various gadgets and tools that fall outside the range of conventional weapons training. {{member}} gains a +1 Skill Point bonus to Miscellaneous Weapons Skill when {{gender:he,she,it,they}} {{gender:has,has,has,have}} time to prepare for a hunt (up to a Maximum of +4).
EQ Tools Of The Trade II {{member}} has become proficient with using various gadgets and tools that fall outside the range of conventional weapons training. {{member}} gains a +1 Skill Point bonus to Miscellaneous Weapons Skill even when improvising on the fly and unprepared (up to a Maximum of +5).
ELD Tools Of The Trade III {{member}} has become a master of using various gadgets and tools that fall outside the range of conventional weapons training. {{member}} gains a +2 Skill Point bonus to Miscellaneous Weapons when prepared and a +1 Skill Point bonus when improvising on the fly (up to a Maximum of +6).
Tools Of The Trade modifies the Skill: Miscellaneous Weapons



On The Trail
Rank Tier Description
JRM On The Trail I When tracking or on the trail of a quarry {{member}} will pick up on clues to a target's whereabouts or direction that others might miss. This awareness triggers rarely and unreliably, but functions without having to rely on {{member}}’s Investigation or Perception Skills.
EQ On The Trail II When tracking or on the trail of a quarry, {{member}} will pick up on clues to a target's whereabouts or direction that others would miss. This awareness triggers more consistently and without having to rely on {{gender:his,her,its,their}} Investigation or Perception Skills.
ELD On The Trail III {{member}} has tracked down quarry from one side of the Galaxy to the other. {{gender:he,she,it,they}} will pick up on clues to a target's trail or whereabouts that even those gifted with the Force would miss. This awareness triggers instinctively and consistently without having to rely on {{gender:his,her,its,their}} Investigation or Perception Skills.
On The Trail is a unique ability for Hunters



Custom Disciplines

Custom Disciplines are a great way for members more familiar with the CS system to further and better define their characters. Rather than being limited to the specific “class” options we currently have as defaults, starting at Equite 3, members can begin to request a custom combination of discipline feats for their characters. This includes some unique discipline feats not currently attached to any of our default options.

There are some restrictions. You can only request as many custom disciplines as you have slots available. Once at max, you will have to inform us which discipline you would like to replace. Selected feats must still fall within the same Force-user or Non-Force-user categories for the character. This means no Force user can select the “Smooth Operator” feat for their character, just as no non-Force-user can select “Battlefield Awareness”.

The max level of the feats also depends on your current rank. While default disciplines fully unlock based on your rank tier (NOV/JM are level one, EQ is level two, EL is level three) this system scales a bit differently due to the powerful new builds you are capable of making.

Equite 3 members get to use two level one feats. Equite 4 members get to use two level two feats. All Elder members get to use two level three feats.

This also depends on the rank of the character you are using. If you are an Elder creating a sheet for a JM4 ranked character, that one would still only get the level one feats out of it.

Requesting a Custom Discipline

To request a custom discipline please use this form here.

This process is entirely manual for the Voice staff. This means it takes time, along with and discussion and back and forth. This takes a lot longer than a sheet review to complete, please be patient we will process your request as fast as possible.

Custom Discipline Options

In addition to picking from any of the feats attached to the default disciplines listed above, there are additional unique feats available to pick from. The only way to use any of these feats is by creating a custom discipline for your character.

Suggesting a new Discipline Feat

We do accept requests for new tiered discipline feats. Please email the Voice staff with the following information: Force User/Non-Force user typing, what the feat should do and how you think it would scale between the three levels. It is encouraged but not required to have these feats prewritten in some form for easier discussion.

Unique Force User Feats

Primal Bond
Rank Tier Description
JRM Primal Bond I {{member}}'s affinity for reaching out to the minds of animals has been honed. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Creature Control power when handling any creature they find (up to a maximum of +4).
EQ Primal Bond II {{member}}'s natural draw to creatures has strengthed their ability to reach out to the minds of animals. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Creature Control power when handling any creature they find (up to a maximum of +5).
ELD Primal Bond III {{member}}'s mastery of touching the minds of creatures has strengthed to an extreme level. {{gender:He,She,It,They}} gains a +2 Skill Point bonus to {{gender:his,her,its,their}} Creature Control power when handling any creature they find (up to a maximum of +5).
Primal Bond, which modifies the Force Power: Creature Control


Beast Mode
Rank Tier Description
JRM Beast Mode I Working with animals has led {{member}} to discover the ability to channel some addition Force energy to bolster their creatures. can use Amplification on {{gender:his,her,its,their}} beast at twice the energy to use it for half the effect.
EQ Beast Mode II {{member}} has developed a deeper ability to channel some addition Force energy to bolster their creatures. {{gender:He,She,It,They}} can use Amplification on {{gender:his,her,its,their}} beast at twice the energy to use it for the full effect.
ELD Beast Mode III {{member}} has mastered the ability to channel additional Force energy to bolster their creatures. {{gender:He,She,It,They}} can use Amplification on {{gender:his,her,its,their}} beast at the same energy cost as using it on themselves, for the same full effect of the power.
Beast Mode, a unique ability for the Force Power: Amplification


Jedi Ace
Rank Tier Description
JRM Jedi Ace I {{member}}'s affinity for using the Force in dogfights has been honed. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Precognition Power when engaged in a space battle (up to a maximum of +4).
EQ Jedi Ace II {{member}} has strengthened their ability to use the Force to aid their piloting. {{gender:He,She,It,They}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Precognition Power when engaged in a space battle (up to a maximum of +5).
ELD Jedi Ace III {{member}}'s mastery of using the Force to aid their piloting has strengthed to an extreme level. {{gender:He,She,It,They}} gains a +2 Skill Point bonus to {{gender:his,her,its,their}} Precognition Power when engaged in a space battle (up to a maximum of +5).
Jedi Ace, which modifies the Force Power: Precognition


Force Shockboxing
Rank Tier Description
JRM Force Shockboxing I {{member}} has begun to learn to envelop their fists with Force Lightning while delivering unarmed strikes. With great effort, {{gender:He,She,It,They}} can throw one Force Lightning-enhanced strike before this ability expires. This ability does not work while wearing medium or heavy armor.
EQ Force Shockboxing II {{member}} has reached new levels in enhancing their unarmed strikes with Force Lightning. {{gender:He,She,It,They}} can throw one combination of Force Lightning-enhanced strikes before this ability expires, and experiences more fatigue than normal. This ability does not work while wearing medium or heavy armor.
ELD Force Shockboxing III {{member}} has mastered enhancing their unarmed strikes with Force Lightning. {{gender:He,She,It,They}} can envelop their unarmed strikes with Force Lightning for an entire fight, and fight as easily as they would normally. This ability does not work while wearing medium or heavy armor.
Force Shockboxing, a unique ability for the Force Power: Force Lightning


Hivemind
Rank Tier Description
JRM Hivemind I {{member}} has begun to train in an advanced style of Battle Meditation, allowing them to use another person (who doesn't have to be a Force user) under their Battle Meditation effects to help offset {{member}}'s focus. This allows {{gender:him,her,it,they}} to not only move but also fight. Their ability to fight is limited to basic defense.
EQ Hivemind II {{member}} has trained an advanced style of Battle Meditation, allowing them to use two other people (who don't have to be a Force user) under their Battle Meditation effects to help offset {{member}}'s focus. This allows {{gender:him,her,it,they}} to not only move but also fight. Their ability to fight is limited to defensive measures and basic offensive capabilities.
ELD Hivemind III {{member}} has mastered an advanced style of Battle Meditation, allowing them to use two other people (who don't have to be a Force user) under their Battle Meditation effects to help offset {{member}}'s focus. This allows {{gender:him,her,it,they}} to not only move but also fight. Their ability to fight is as if they were not channeling Battle Meditation at all, while still suffering the tiring effects of the power.
Hivemind, a unique ability for the Force Power: Battle Meditation


Arcane Shield
Rank Tier Description
JRM Arcane Shield I {{member}} can wrap the Force around them like a shroud and use it to lessen the damage taken from energy attacks that strike them from Force Lightning or weapons inflicting shock, stun, or elemental damage while taking a hit to concentration.
EQ Arcane Shield II {{member}} can wrap the Force around them like a shroud and use it to absorb damage taken from energy attacks that strike them from Force Lightning or weapons inflicting shock, stun, or elemental damage with a temporary disruption to concentration.
ELD Arcane Shield III {{member}} can wrap the Force around them like a shroud and use it to absorb or redirect energy attacks that strike them from either Force Lightning, Stun, explosives, or blaster fire without losing concentration.
Arcane Shield, a unique ability.


Clairvoyance
Rank Tier Description
JRM Clairvoyance I {{member}}’s connection to the Living Force makes them aware of the branching futures before {{gender:him,her,it,them}}. Requiring full concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. The longer concentration is maintained, the more information is gleaned, but at this level, {{member}} experiences significant mental fatigue with extended use.
EQ Clairvoyance II {{member}}’s connection to the Living Force makes them aware of the branching futures before {{gender:him,her,it,them}}. With significant concentration, they can open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Information comes more rapidly at this level, and the fatigue {{member}} experiences with extended use is diminished.
ELD Clairvoyance III {{member}}’s connection to the Living Force makes them aware of the branching futures before {{gender:him,her,it,them}}. With little to no concentration, even in combat, they open their awareness to this ability and perceive the visions as images and sounds overlaying their natural sight. Both sides of time are revealed to them and understanding of the branching timelines comes rapidly and easily. At this level, the mental strain of perceiving these diverging paths is negligible.
Clairvoyance, a unique ability for the Force Power: Farsight


Presentiment
Rank Tier Description
JRM Presentiment I {{member}}’s sympathetic connection with all things linked within the Living Foce has opened their mind to the past and future. Through maintained skin-to-skin contact and intense concentration, {{member}} may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are disjointed and not so easily deciphered though small bits of useful information may be deciphered with considerable mental and emotional strain.
EQ Presentiment II {{member}}’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and a few moment’s concentration, {{member}} may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit {{gender:him,her,it,them}} to glean bits of information resulting in some mental and emotional strain.
ELD Presentiment III {{member}}’s sympathetic connection with all things linked within the Living Force has opened their mind to the past and future. Through maintained skin-to-skin contact and little concentration, {{member}} may perceive the recipient’s past and future in the form of mental sounds and images. At this level, the visions are clear and permit {{gender:him,her,it,them}} to glean substantial bits of information with very little mental or emotional toll.
Presentiment, a unique ability for the Force Power: Farsight


Unique Non-Force User Feats

Well Trained
Rank Tier Description
JRM Well Trained I {{member}} has worked hard to train their creature of choice, and their hard work has paid off with the capability to issue commands to a Domesticated Creature that do not trigger for hours, or require long distances to accomplish. (Creature must be cited in Loadout Description)
EQ Well Trained II {{member}} reached new levels in the training of their creature of choice, and their hard work has paid off with the capability to issue commands to a Domesticated or Tameable Creature that does not trigger for hours, or require long distances to accomplish, and can even send them out on more complicated tasks than just fetching or attacking. (Creature must be cited in Loadout Description)
ELD Well Trained III {{member}} has mastered how to train their creature of choice, and their hard work has paid off with the capability to issue commands to a Domesticated or Tameable Creature that do not trigger for days or weeks, and can even send them out on more complicated tasks than just fetching or attacking. (Creature must be cited in Loadout Description)
Well Trained, a unique ability for the Skill: Creature Handling


Creature Speaker
Rank Tier Description
JRM Creature Speaker I {{member}} is no stranger to harsh environments and the creatures that call them home. {{member}} gains a +1 Skill Point bonus to Survival Skill when {{gender:he,she,it,they}} are out and interacting with wild creatures (up to a maximum of +4).
EQ Creature Speaker II {{member}} is well-trained in handling harsh environments, and the creatures that call them home. {{member}} gains a +1 Skill Point bonus to Survival Skill when {{gender:he,she,it,they}} are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of {{gender:his,her,its,their}} Creature Handling Skill.
ELD Creature Speaker III A master of wildlife, {{member}} knows how to handle the creatures that call the wilderness home. {{member}} gains a +2 Skill Point bonus to Survival Skill when {{gender:he,she,it,they}} are out and interacting with wild creatures (up to a maximum of +5) and may use it in place of {{gender:his,her,its,their}} Creature Handling Skill.
Creature Speaker, which modifies the Skill: Survival


Unarmed Specialist
Rank Tier Description
JRM Unarmed Specialist I Across many training sessions {{member}} has put in thousands of repetitions of the core moves of their chosen Martial Arts form. They gain a +1 Skill Point bonus to {{gender:his,her,its,their}} Stamina Skill while using their preferred form (up to a maximum of +4).
EQ Unarmed Specialist II {{member}}'s martial arts techniques have become quick and efficient, as well as energy-preserving. While fighting in their chosen martial arts form, {{member}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Stamina and Athletics Skills (up to a maximum of +5).
ELD Unarmed Specialist III Mastering a martial arts form hones not just the body, but the mind. While fighting in their chosen martial arts form, {{member}} gains a +1 Skill Point bonus to {{gender:his,her,its,their}} Stamina, Athletics and Resolve skills (up to a maximum of +5).
Unarmed Specialist, which modifies the Skills: Stamina, Athletics, and Resolve


Deflection Specialist
Rank Tier Description
JRM Deflection Specialist I {{member}} has begun the ultimate test in training their reflexes - deflecting blaster bolts without the use of the Force. {{member}} can use bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy) to deflect blaster weaponry, but this is limited to single shots from low-power weapons.
EQ Deflection Specialist II {{member}} has furthered their training in deflecting blaster weapons. {{member}} can deflect short flurries of blaster fire with their bladed or blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).
ELD Deflection Specialist III {{member}} has mastered the art of deflecting blaster weapons. {{member}} can deflect long torrents of fire from rapid-fire blaster weapons with their bladed/blunt weapons that are Lightsaber-resistant (Beskar, Phrik, Sith Alchemy).
Deflection Specialist, a unique ability for the Skills: Bladed and Blunt Weapons


Capital Commander
Rank Tier Description
JRM Capital Commander I {{member}} is proficient at the helm of a large capital ship. When in command of anything larger than a frigate, {{member}} gains a +1 Skill Point increase to their Operations Skill (up to a maximum of +4).
EQ Capital Commander II {{member}} is well-trained at the helm of a large capital ship. When in command of anything larger than a frigate, {{member}} gains a +1 Skill Point increase to their Operations Skill (up to a maximum of +5).
ELD Capital Commander III Not only is {{member}} a master at the helm of a capital ship, but their crew also operates with increased efficiency. When in command of anything larger than a frigate, {{member}} gains a +2 Skill Point increase to their Operations Skill, and all crew members on board gain +1 (up to a maximum of +5).
Capital Commander, which modifies the Skill: Operations


Masquerade
Rank Tier Description
JRM Masquerade I Using regular and technological means, {{member}} can cosmetically alter the perceived image of their basic facial features to sentient eyes including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their Deception Skill when attempting to deceive sentient eyes with their masquerade (up to a maximum of +4).
EQ Masquerade II Using regular and technological means, {{member}} can cosmetically alter the perceived image of their basic facial features to sentient and technological eyes like droids and cameras including the color tone of the skin, hair, and eyes; and the addition or subtraction of scars, marks, and blemishes. They get a +1 Skill Point bonus to their Deception Skill when trying to deceive sentient eyes or technological sensors with their masquerade(up to a maximum of +5)
ELD Masquerade III Using regular and technological means, {{member}} can cosmetically alter the perceived image of any facial features to sentient and technological eyes like droids and cameras including 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. They get a +2 Skill Point bonus to their Deception Skill when attempting to deceive sentient eyes or technological sensors with their masquerade (up to a maximum of +5).
Masquerade, which modifies the Skill: Deception


Mad Scientist
Rank Tier Description
JRM Mad Scientist I A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, {{member}} gets a +1 Skill Point bonus to their Medicine Skill (up to a maximum of +4).
EQ Mad Scientist II A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, {{member}} gets a +1 Skill Point bonus to their Medicine and Mechanics Skills (up to a maximum of +5).
ELD Mad Scientist III A mad scientist is just that, mad, using a mix of biological and technical apparatus' to conduct science experiments and medical procedures that others would deem morally wrong. When attempting to work on, create, or heal something using these methods, {{member}} gets a +2 Skill Point bonus to their Medicine Skill and +1 Skill Point bonus to their Mechanics Skill (up to a maximum of +5).
Mad Scientist, which modifies the Skills: Medicine and Mechanics


Unique Feats for Both

Given the unique nature of the Lightsaber Skill, there is a single feat set that can be selected by both Force users and non-Force users.

Duelist
Rank Tier Description
JRM Duelist I {{member}} has begun to specialise in one-on-one duels. The efficiency and timing of {{gender:his,her,its,their}} movements gives them an edge in speed, and {{member}} gains +1 Skill Points to {{gender:his,her,its,their}} Athletics Skill during a one-on-one duel (up to a maximum of +4) when using a Lightsaber, Bladed Weapon, or Blunted Weapon.
EQ Duelist II {{member}}'s continued development in one-on-one duels has deepened to an increased understanding of how to control the opponent's weapon. {{gender:He,She,It,They}} gains +1 Skill Points to Athletics and Might Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.
ELD Duelist III {{member}} is a master of one-on-one duels. Beyond their advanced technique, they also have an acute awareness of their opponent. They gain +1 Skill Points to Athletics, Might, and Perception Skills during a one-on-one duel (up to a maximum of +5) when using a Lightsaber, Bladed, or Blunt weapon.
Duelist, which modifies the Skill: Athletics, Might, and Perception