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 |
Anchorite | “I can’t bear it for you. But I can bear you.” Anchorites are those who stand so others do not fall. They are empaths not only in feeling, but in action—guardians who place themselves between danger and the defenseless, shouldering what others cannot. By touching the lives of others, they glean insight into past wounds, present burdens, and future trials, allowing them to share the weight of pain not by easing it—but by enduring it. To walk the path of an Anchorite is to be still when others flee, to catch the blow meant for another, and to answer suffering with presence, not platitude. Whether holding a line or holding a hand, the Anchorite acts as a conduit of the Living Force—rooted not in might, but in resilience. The Anchorite gains: Presentiment, a unique ability that modifies the Force Power: Farsight |
Equite:
Iron Pillar II
Presentiment II
Elder: Iron Pillar III Presentiment III Grand Master: Iron Pillar III Presentiment III Journeyman: Iron Pillar I Presentiment I Novitiate: |
2025/06/24 / 2025/06/24 |
Arcane Shepherd |
Equite:
Channel II
Primal Bond II
Elder: Channel III Primal Bond III Grand Master: Channel III Primal Bond III Journeyman: Channel I Primal Bond I Novitiate: |
2025/04/07 / 2025/04/07 | |
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 |
Cloak and Flair | ”If you think I’m cornered, check the script again.” Cloak & Flair practitioners use presence, timing, and poise as their greatest weapons. Drawing on Clairvoyance to anticipate shifts in emotion, danger, or opportunity, and Battle Mind to maintain perfect composure under stress, they navigate conflict and conversation alike with theatrical precision. This Discipline favors those who rely on manipulation, misdirection, and dramatic control rather than brute strength. Ideal for illusionists, spies, diplomats, and tacticians, Cloak & Flair users don't overpower the room—they own it, with silence if necessary. Feat Access:
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Equite:
Battle Mind II
Clairvoyance II
Elder: Battle Mind III Clairvoyance III Grand Master: Battle Mind III Clairvoyance III Journeyman: Battle Mind I Clairvoyance I Novitiate: |
2025/05/31 / 2025/05/31 |
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 |
Cybermancer | A Cybermancer has trained to wield a variety of esoteric energies to achieve their own ends. They can call upon the Force to implant orders and control droids as well as weave the energy around themselves to protect against elemental damage. |
Equite:
Mechu-deru II
Arcane Shield II
Elder: Mechu-deru III Arcane Shield III Grand Master: Mechu-deru III Arcane Shield III Journeyman: Mechu-deru I Arcane Shield I Novitiate: |
2025/05/26 / 2025/05/26 |
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 |
Deceiver | "Never conquer by force what can be acquired through deception." The Deceiver knows that subtlety often triumphs where brute force fails. Their mastery of deception and manipulation is unrivaled, their ability to see through the lies of others just as keen. Through the Force, they can sense emotions, discern intentions, and, when necessary, bend another’s mind to their will. Yet, should cunning prove insufficient and violence becomes inevitable, the Deceiver does not hesitate to bare its fangs. |
Equite:
Seeking II
Duelist II
Elder: Seeking III Duelist III Grand Master: Seeking III Duelist III Journeyman: Seeking I Duelist I Novitiate: |
2025/04/30 / 2025/04/30 |
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 |
Director of Tactical Engineering | More than just an engineer, the Director of Tactial Engineering is a combat-tested specialist who personally pilots and field-tests their creations to ensure peak performance under live conditions. Their dual mastery of tactical design and real-world application allows them to turn battlefield feedback into lethal innovation. Whether calibrating the targeting algorithms of a TIE Fighter or testing an experimental blaster in hostile zones, the Director of Tactical Engineering leads from both the lab and the front line. |
Equite:
Smooth Operator II
Medley II
Elder: Medley III Smooth Operator III Grand Master: Medley III Smooth Operator III Journeyman: Medley I Smooth Operator I Novitiate: |
2025/06/20 / 2025/06/20 |
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 Crusader | The Force Crusader is a former Jedi Crusader who has lived multiple lives as part of the Jedi Order, Imperial Security Bureau, and Brotherhood Inquisitorius, taking the Barash Vow as recompense for their unwilling service to the former Galactic Empire. They use their extensive knowledge and skills in close-range combat and the Force to track and subdue the creatures and sentient beings they are contracted to hunt, defending those deemed worthy of their protection. A hunter of all things they are no typical Jedi, and a force to be reckoned with as lines between chaotic good and evil are frequently blurred both on and off the battlefield. The Force Crusader gains the following feats:
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Equite:
Battlefield Awareness II
Force Interrogation II
Elder: Force Interrogation III Battlefield Awareness III Grand Master: Force Interrogation III Battlefield Awareness III Journeyman: Battlefield Awareness I Force Interrogation I Novitiate: |
2025/03/24 / 2025/03/26 |
Forcejack | "You thought your secrets were safe. You were wrong." The Forcejack is a master of digital infiltration, fusing slicing expertise with the subtle power of the Force. Their mastery over technology allows them to control electronics like few others can. Unseen, unpredictable, guided by their penchant for mischief, the Forcejack ghosts through shadows both physical and digital, stealing data, credits, and secrets with quiet precision. |
Equite:
Channel II
Hexing II
Elder: Channel III Hexing III Grand Master: Channel III Hexing III Journeyman: Channel I Hexing I Novitiate: |
2025/06/13 / 2025/06/15 |
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 Prophet | Able to see between the lines of now and then, Force Prophet's are specialists in the use of Farsight. Peering into the past and the future, they are often one step ahead should they choose to take it. |
Equite:
Clairvoyance II
Presentiment II
Elder: Clairvoyance III Presentiment III Grand Master: Clairvoyance III Presentiment III Journeyman: Clairvoyance I Presentiment I Novitiate: |
2025/03/26 / 2025/03/26 |