Character Sheet Reference

Displaying disciplines 41 - 53 of 53 in total
Discipline Description Granted Feats Created / Updated
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
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
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.

Scavengers gain:

  • Hotfix, a unique Ability for Scavengers
  • Junker, which grants a bonus to Crafting
Equite: Hotfix II Junker II
Elder: Junker III Hotfix III
Grand Master: Junker III Hotfix III
Journeyman: Hotfix I Junker 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
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 Specialist gain:

  • Medley, which modifies Primary and Secondary Weapon Skills
  • Proficiency, a unique ability for Weapons Specialist
Equite: Medley II Proficiency II
Elder: Medley III Proficiency III
Grand Master: Medley III Proficiency III
Journeyman: Medley I Proficiency I
Novitiate:
2015/08/31 / 2016/08/02
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
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
Equite: Mechu-deru II Hexing II
Elder: Mechu-deru III Hexing III
Grand Master: Mechu-deru III Hexing III
Journeyman: Mechu-deru I Hexing I
Novitiate:
2015/08/09 / 2016/08/02
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
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
Equite: Faceless II Ghosting II
Elder: Faceless III Ghosting III
Grand Master: Faceless III Ghosting III
Journeyman: Ghosting I Faceless I
Novitiate:
2013/07/20 / 2016/08/02
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
Equite: Seeking II Force Interrogation II
Elder: Seeking III Force Interrogation III
Grand Master: Seeking III Force Interrogation III
Journeyman: Seeking I Force Interrogation I
Novitiate:
2013/07/20 / 2016/08/02
Sorcerer

“...I shot it with Force lightning 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 ranged Force Power
  • Battle Mind, a unique Force Power for Sorcerers.
Equite: Primed II Battle Mind II
Elder: Primed III Battle Mind III
Grand Master: Primed III Battle Mind III
Journeyman: Battle Mind I Primed I
Novitiate:
2013/07/20 / 2021/12/16
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
Equite: Battlefield Awareness II Battle Haste II
Elder: Battle Haste III Battlefield Awareness III
Grand Master: Battle Haste III Battlefield Awareness III
Journeyman: Battle Haste I Battlefield Awareness I
Novitiate:
2013/07/20 / 2024/06/18
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