Character Sheet Reference

Displaying disciplines 1 - 20 of 47 in total
Discipline Description Granted Feats Created / Updated
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 load-out on the Character Sheet).

Aces gain:

  • Smooth Operator, which grants a bonus to Piloting
  • I Can Fix That, a unique Ability for Aces
Equite: Smooth Operator II I Can Fix That II
Elder: I Can Fix That III Smooth Operator III
Grand Master: I Can Fix That III Smooth Operator III
Journeyman: Smooth Operator I I Can Fix That I
Novitiate:
2016/08/02 / 2021/02/10
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
Equite: Dowsing II Channel II
Elder: Dowsing III Channel III
Grand Master: Dowsing III Channel III
Journeyman: Dowsing I Channel I
Novitiate:
2015/08/09 / 2016/08/02
Aviator

"The only time you have too much fuel is when you are on fire."

Big ships, small ships, and everything in-between, it matters not to an Aviator who knows how to operate any space-faring vehicle in the galaxy. They are a welcome addition to any crew, and are usually exceptional pilots in their own right.

Equite: Smooth Operator II Capital Commander II
Elder: Smooth Operator III Capital Commander III
Grand Master: Smooth Operator III Capital Commander III
Journeyman: Smooth Operator I Capital Commander I
Novitiate:
2024/09/30 / 2024/09/30
Balance Bringer

""Where there is life, there must be also death. The Force cannot exist without both sides of the coin. The Light and the Dark; I shall bring them into harmony.""

The Balance Bringer lives in the center, allowing the Light and Dark sides of the Force to flow through him. He is connected deeply, and finds both peace and ruthlessness available to him.

Equite: Primed II Battle Haste II
Elder: Primed III Battle Haste III
Grand Master: Primed III Battle Haste III
Journeyman: Battle Haste I Primed I
Novitiate:
2024/09/25 / 2024/09/28
Deathsworn

"For the Father and Daughter to fulfill their celestial roles, so too must the Son."

The Deathsworn are a sect of Sith cultists who believe that entropy, known as Bogun, is an essential aspect of the Force, complementing the Living Force (Ashla) and existing within the greater Cosmic Force (Bendu). Rather than seeing themselves as enemies of the Jedi, they view their role as counterparts. The Deathsworn sow destruction and reap suffering because they are necessary forces in the universe; for just as life grows and flourishes, it must also decay and perish.

Equite: Channel II Arcane Shield II
Elder: Channel III Arcane Shield III
Grand Master: Channel III Arcane Shield III
Journeyman: Channel I Arcane Shield I
Novitiate:
2024/09/28 / 2024/09/28
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
Equite: Synergy II Force Pulse II
Elder: Synergy III Force Pulse III
Grand Master: Synergy III Force Pulse III
Journeyman: Synergy I Force Pulse I
Novitiate:
2015/08/09 / 2022/05/18
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.

Directors gain:

  • Checkmate, which grants a bonus to Intellect
  • Silver Tongue, a unique Ability for Directors
Equite: Checkmate II Silver Tongue II
Elder: Checkmate III Silver Tongue III
Grand Master: Checkmate III Silver Tongue III
Journeyman: Checkmate I Silver Tongue I
Novitiate:
2016/08/02 / 2016/08/02
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 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 pHDs 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
Equite: Steady Hands II Xenobiology II
Elder: Xenobiology III Steady Hands III
Grand Master: Xenobiology III Steady Hands III
Journeyman: Steady Hands I Xenobiology I
Novitiate:
2015/08/31 / 2016/08/02
Force Lord

To fully harness the potential of the Force, one must not only perfect its practical application in combat, but also understand its arcane nature. This power is not granted to just anyone, but earned over a lifetime of study and the dedication to the pursuit of knowledge. By reaching beyond the binary boundaries of the dark side and the light side, a Force Lord can effortlessly bend the Force to their will, weaving it into the very fibers of their being.

Equite: Channel II Arcane Shield II
Elder: Channel III Arcane Shield III
Grand Master: Channel III Arcane Shield III
Journeyman: Channel I Arcane Shield I
Novitiate:
2024/09/26 / 2024/09/28
Force Warrior

“Investing in both the physical and the spiritual is critical and can allow one's power to reach new heights.”

The Force Warrior recognizes that synergy between the Force and physical action can yield surprising results, especially where combat is concerned. Through proper training, one can learn to leverage the Force and all that it has to offer in a variety of ways to gain the upper hand, whether for offense or defense. An adherent can tap into the mystical energy to track their opponents or even refill their own reserves. With mastery, few can stand in their way as they flow across the battlefield.

Force Warriors gain:

  • Battlefield Awareness, a unique ability.
  • Channel, a unique ability.
Equite: Battlefield Awareness II Channel II
Elder: Channel III Battlefield Awareness III
Grand Master: Channel III Battlefield Awareness III
Journeyman: Channel I Battlefield Awareness I
Novitiate:
2024/10/09 / 2024/10/09
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.

Hunters gain:

  • On The Trail, a unique Ability for Hunters
  • Tools Of The Trade, which grants a bonus to Miscellaneous Weapons
Equite: Tools Of The Trade II On The Trail II
Elder: Tools Of The Trade III On The Trail III
Grand Master: Tools Of The Trade III On The Trail III
Journeyman: On The Trail I Tools Of The Trade I
Novitiate:
2016/08/02 / 2016/08/02
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.

Infiltrators gain:

  • Chameleon, which grants a bonus to Stealth
  • Keen Eye, a unique Ability for Infiltrators
Equite: Keen Eye II Chameleon II
Elder: Chameleon III Keen Eye III
Grand Master: Chameleon III Keen Eye III
Journeyman: Keen Eye I Chameleon I
Novitiate:
2016/08/02 / 2023/12/29
Inquisitor

"Nobody expects the Brotherhood Inquisition."

An Inquisitor is a weapon specialising in eliminating enemies of the Brotherhood. They specialise in combating Force Users and the extraction of information from their targets. Their skills in one on one duels against those that wield lightsabers are unmatched, whilst their ability to manipulate the mind with the Force are said to be unrivalled.

Equite: Force Interrogation II Duelist II
Elder: Force Interrogation III Duelist III
Grand Master: Force Interrogation III Duelist III
Journeyman: Force Interrogation I Duelist I
Novitiate:
2024/09/27 / 2024/09/28
Jedi Operative

"Handling assignments that our colleagues have written off as impossible is the sign of a Sentinel."

Within the Jedi Sentinel tradition, some further specialize in spycraft and espionage to become Jedi Operatives. These elite Sentinels hone their Force abilities to augment their mundane skills in tracking and infiltration. There is nowhere to hide and no secret is safe from a Jedi Operative.

The Jedi Operative gains:

  • Dowsing, a unique ability

  • Hexing, a unique ability

Equite: Dowsing II Hexing II
Elder: Dowsing III Hexing III
Grand Master: Dowsing III Hexing III
Journeyman: Dowsing I Hexing I
Novitiate:
2024/09/29 / 2024/09/29
Jedi Peacemaker

“You'll get more from being a peacemaker than a warrior.”

Conflict resolution is something Jedi Peacemakers understand more than anything else. They know that sometimes, it has to be done via any means necessary. It doesn't matter if it is on or off the battlefield. With a lightsaber and the Force in hand, they specialise in fighting against dissent and strife to bring a stop to needless bloodshed, whether it is wanted or not.

Equite: Battle Haste II Arcane Shield II
Elder: Battle Haste III Arcane Shield III
Grand Master: Battle Haste III Arcane Shield III
Journeyman: Battle Haste I Arcane Shield I
Novitiate:
2024/10/08 / 2024/10/08
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
Equite: Surge II Iron Pillar II
Elder: Surge III Iron Pillar III
Grand Master: Surge III Iron Pillar III
Journeyman: Surge I Iron Pillar I
Novitiate:
2013/07/20 / 2021/12/16
Kyatarun Dragoon

"The Wilds are no place for the faint of heart. Speed, skill and the will to survive are needed if you want any chance to be nothing more than prey."

The Kyatarun Dragoon is based on legends of old. Of mighty Drake slayers that took to the sky to slay their prey. Whilst the drakes of legend may not exist, the warrior certainly does. Fighting alongside his beastial companions he embodies the very drakes he was supposed to hunt. A true Apex Predator and Lord of the Skies.

Equite: Battle Haste II Beast Mode II
Elder: Battle Haste III Beast Mode III
Grand Master: Battle Haste III Beast Mode III
Journeyman: Battle Haste I Beast Mode I
Novitiate:
2024/09/25 / 2024/09/28
Legendary Mandalorian

"’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. I don’t want to be most of us."

The Legendary Mandalorian has been trained from birth in the ways of his people. A seasoned mercenary, bounty hunter, information broker, and lover, he has moved from one end of the Galaxy to the other, and seen everything in between. Reliable, deadly, and experienced there are few who have done the things he has done and seen the things he has seen.

The Legendary Mandalorian gains:

  • Proficiency, a unique ability.
  • Intergalactic, a unique ability.
Equite: Proficiency II Intergalactic II
Elder: Proficiency III Intergalactic III
Grand Master: Proficiency III Intergalactic III
Journeyman: Intergalactic I Proficiency I
Novitiate:
2024/09/24 / 2024/09/28
Librarian

A Librarian is a Force User trained to serve as an advisor to their clan. Through their usage of Farsight and learned knowledge they can provide useful perspective on a variety of issues. Librarian's are also trained to quickly recover from rapid or tiring usage of the Force so that they are able to serve their clan with a more consistent effort.

Equite: Channel II Clairvoyance II
Elder: Channel III Clairvoyance III
Grand Master: Channel III Clairvoyance III
Journeyman: Channel I Clairvoyance I
Novitiate:
2024/10/02 / 2024/10/02
Mandalorian Fly-Girl

"My flying skills are out of this world...like literally."

The Mandalorian Fly-Girl is most at home in a cockpit. She is an ace pilot whose skills bend space and skies to her will. No one can chain her down. She is graceful in flight and a deadly force with her armaments. Weapons are her Religion, but freedom is her Creed, and this is most certainly the way.

Equite: Smooth Operator II Proficiency II
Elder: Proficiency III Smooth Operator III
Grand Master: Proficiency III Smooth Operator III
Journeyman: Proficiency I Smooth Operator I
Novitiate:
2024/10/02 / 2024/10/02