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:
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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:
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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 |
Concordant | A cleric and redeemer focused only on healing others, regardless of alignment or deed, at any cost to themselves. |
Equite:
Synergy II
Channel II
Elder: Channel III Synergy III Grand Master: Channel III Synergy III Journeyman: Channel I Synergy I Novitiate: |
2025/02/23 / 2025/02/23 |
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:
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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:
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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 |
Fence | "A thief sees what’s theirs for the taking. A fence sees how to make a fortune out of it." Fences are the silent architects of the underworld, the masterminds who turn chaos into profit. They operate in shadows, pulling strings from behind the curtain, ensuring stolen goods vanish and reappear with clean histories and heavier price tags. Guile is their weapon, deception their armor—while others take the risks, Fences reap the rewards. Every deal, every whispered word, every forged document consolidates their influence on the criminal economy and makes them indispensable to thieves, smugglers and syndicates alike. |
Equite:
Fly Casual II
Checkmate II
Elder: Fly Casual III Checkmate III Grand Master: Fly Casual III Checkmate III Journeyman: Fly Casual I Checkmate I Novitiate: |
2025/03/12 / 2025/03/12 |
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:
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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 Sage | "For my ally is the Force, and a powerful ally it is." Sages are a special kind of Force User. They are adept at using the Force offensively, chaining together a maelstrom of destruction whilst their connection to the Living Force allows them to refill their reserves. Deadly and devastating, Force Sages, to some, are considered the peak of Force knowledge and application. Force Sages gain:
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Equite:
Primed II
Channel II
Elder: Primed III Channel III Grand Master: Primed III Channel III Journeyman: Channel I Primed I Novitiate: |
2025/02/09 / 2025/02/09 |
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:
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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 |
Fury | " The body is fast. The blade is faster. But the mind—the mind is lightning. I strike before thought catches up." Furies are living conduits of the Dark Side’s most primal force: unrestrained aggression. They embody relentless motion, using bursts of blistering speed to shatter defenses before their victims can react. In battle, they fight as if possessed, blending supernatural reflexes with a berserker’s instinct, wielding their rage as both a weapon and a shield. But their wrath is not only physical—Furies invade the very essence of their enemies, tearing through fragile minds, ripping out secrets, and leaving nothing but broken psyches in their wake. Furies gain:
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Equite:
Battle Haste II
Elder: Force Interrogation III Battle Haste III Grand Master: Force Interrogation III Battle Haste III Journeyman: Battle Haste I Force Interrogation I Force Interrogation II Novitiate: Force Interrogation II |
2025/02/27 / 2025/03/09 |
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:
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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 |
Immortal | Empowered by a lifetime of relentless study, honed by decades of ruthless conquest, and bolstered by rituals that saw the destruction of entire worlds, perhaps one can ascend to immortality. Even if not, the legends of what they have done will certainly live forever. |
Equite:
Channel II
Battle Haste II
Elder: Channel III Battle Haste III Grand Master: Channel III Battle Haste III Journeyman: Battle Haste I Channel I Novitiate: |
2025/02/13 / 2025/02/13 |
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:
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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 Battlemaster | "Your lightsaber is an invaluable tool. Even when inactive, it can defuse a potentially volatile situation. Trust me on that.” Historically serving as the Jedi Order's primary lightsaber instructor, Jedi Battlemasters are expert duelists both on and off the battlefield. Their keen senses allow them to not only excel in one-on-one duels, but pinpoint enemy locations and intentions. Jedi Battlemasters gain:
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Equite:
Battlefield Awareness II
Duelist II
Elder: Battlefield Awareness III Duelist III Grand Master: Battlefield Awareness III Duelist III Journeyman: Battlefield Awareness I Duelist I Novitiate: |
2025/02/01 / 2025/02/01 |
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:
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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 |