Character Sheet Reference

Displaying disciplines 41 - 47 of 47 in total
Discipline Description Granted Feats Created / Updated
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
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
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
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
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
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
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