Discipline | Description | Granted Feats | Created / Updated |
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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:
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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 |
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 |
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. Scoundrels gain:
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Equite:
Intergalactic II
Fly Casual II
Elder: Fly Casual III Intergalactic III Grand Master: Fly Casual III Intergalactic III Journeyman: Intergalactic I Fly Casual I Novitiate: |
2016/08/02 / 2023/11/17 |
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 |
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:
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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 |
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:
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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 |
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 |
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 |
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:
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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 |
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:
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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 |
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:
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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:
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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 |
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:
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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 |
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:
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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 |
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 |
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 |