Character Sheet Reference

Displaying disciplines 61 - 80 of 118 in total
Discipline Description Granted Feats Created / Updated
Sith Fleshweaver

"The corporeal form begins as an empty canvas, we paint and sculpt the body until it unlocks the spirit's full potential."

Sith Fleshweavers are arcane witches that focus their will upon the corporeal in order to assume control and manipulate tissues down to the cellular level. They have such mastery over the body that they can conjure an aegis of Force energy that wards off attacks and are able to push themselves until the very brink of death.

Sith Fleshweavers gain:

  • Surge
  • Arcane Shield
Equite: Surge II Arcane Shield II
Elder: Surge III Arcane Shield III
Grand Master: Surge III Arcane Shield III
Journeyman: Surge I Arcane Shield I
Novitiate:
2025/05/05 / 2025/05/05
Weaponsmith

"Remember the first rule of gunfighting... 'have a gun.'"

To survive in a Galaxy ripe with violence, the right weapon in the right situation may mean the difference between life and death. For that, you can turn to the Weaponsmith. An expert of crafting and mechanics, he can supply you with all the firepower you need and outfit you with the right armor to ensure you come out the other end still breathing. Ships. Speeders. Droids. Equipment. You name it. Need something fixed? Ask. Just make sure you’ve got credits on hand.

Equite: Smooth Operator II Proficiency II
Elder: Proficiency III Smooth Operator III
Grand Master: Proficiency III Smooth Operator III
Journeyman: Proficiency I Smooth Operator I
Novitiate:
2025/05/13 / 2025/05/13
Timber Equite: Proficiency II Duelist II
Elder: Proficiency III Duelist III
Grand Master: Proficiency III Duelist III
Journeyman: Proficiency I Duelist I
Novitiate:
2025/05/13 / 2025/05/13
Hyōbao Vilissës

"The bells’ toll for each lost soul, we come to their chime."

Honoring the souls of the past and embodying their echoes within the Living Force, the Hyōbao Vilissës, or Ghosts of Omwat, are a sentinel sect within the Omwati Force Order. The Hyōbao seek to overwhelm and confuse their foes to swiftly subdue them, often utilizing Illusions to trick the senses as they blink in and out of a Trakata-esque Force Cloak technique among other abilities.

Equite: Channel II Ghosting II
Elder: Ghosting III Channel III
Grand Master: Ghosting III Channel III
Journeyman: Ghosting I Channel I
Novitiate:
2025/05/15 / 2025/05/15
Temporal Operative

"The outcome isn't controlled. It's curated."

A Temporal Operative is a strategist in shadow, the hand that moves before the blade falls. They serve as both field agent and spymaster, threading sabotage through silk and shaping outcomes with precision and purpose. They don’t just predict what’s coming; they plan for it and erase it when needed. In politics or combat, they act without hesitation, executing with silence, elegance, and violence in that order.

Temporal Operatives gain:

  • Clairvoyance
  • Battle Mind
Equite: Ghosting II Clairvoyance II
Elder: Ghosting III Clairvoyance III
Grand Master: Ghosting III Clairvoyance III
Journeyman: Ghosting I Clairvoyance I
Novitiate:
2025/05/21 / 2025/05/21
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
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:

  • Clairvoyance
  • Battle Mind
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
Lifeweaver

"Bacta can heal the body, but the Force can heal the soul."

Lifeweavers combine knowledge from several Force-wielding traditions to become masters of manipulating the ambient flows of energy to heal and augment themselves and their allies.

Lifeweavers gain:

  • Ichor Grenades, which modifies the Force Power: Ichor
  • Synergy, A unique ability
Equite: Synergy II Ichor Grenades II
Elder: Synergy III Ichor Grenades III
Grand Master: Synergy III Ichor Grenades III
Journeyman: Synergy I Ichor Grenades I
Novitiate:
2025/06/01 / 2025/06/01
Peacekeeper

"Peacekeeping is not a job for soldiers, but only soldiers can do it."

A guardian and protector, Peacekeepers are champions for those that they defend, serving as white knights with a lightsaber in their hands for those who cannot defend themselves. They become seemingly unstoppable on the field of battle, using their unique senses and power in the Force to turn the tide and confront any opposition.

Peacekeepers gain;

  • Battlefield Awareness

  • Surge

Equite: Battlefield Awareness II Surge II
Elder: Surge III Battlefield Awareness III
Grand Master: Surge III Battlefield Awareness III
Journeyman: Surge I Battlefield Awareness I
Novitiate:
2025/06/03 / 2025/06/03
Wookiee Grease Monkey

The Wookiee Grease Monkey has over a century of experience when it comes to fixing and repairing machines. From blasters to starfighters, if it is in need of repairs, he can fix it.

The Wookiee Grease Monkey gains:

  • I Can Fix That, a unique ability.
  • Hotfix, a unique ability.
Equite: Hotfix II I Can Fix That II
Elder: I Can Fix That III Hotfix III
Grand Master: I Can Fix That III Hotfix III
Journeyman: I Can Fix That I Hotfix I
Novitiate:
2025/06/11 / 2025/06/11
Soaring Songbird

"I feel the need for speed."

The Soaring Songbird augments her considerable skill in the cockpit with her innate connection to the Force. If it can be flown, she wants to push it to its limit. Skill alone won’t be enough to keep up with her.

The Soaring Songbird gains:

  • Jedi Ace, a unique ability.
  • Faceless, a unique ability.
Equite: Faceless II Jedi Ace II
Elder: Faceless III Jedi Ace III
Grand Master: Faceless III Jedi Ace III
Journeyman: Faceless I Jedi Ace I
Novitiate:
2025/06/11 / 2025/06/11
Neurodivergent Medic

"Let food be thy medicine and medicine be thy food."

The Neurodivergent Medic has a hyperfixation on cleanliness, health, and improving the well-being of everyone around her. With advanced training in medicine and the OCD tick for sanitation, there is no patient she isn’t willing to attempt to heal.

The Neurodivergent Medic gains:

  • Xenobiology, a unique ability.
  • Steady Hands, a unique ability.
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:
2025/06/11 / 2025/06/11
Legendary Mandalorian

"’Tis a big and beautiful galaxy. Most of us live and die in the same corner where we were born and never get to see any of it. I don’t want to be most of us."

The Legendary Mandalorian has been trained from birth in the ways of his people. A seasoned mercenary, bounty hunter, information broker, and lover, he has moved from one end of the Galaxy to the other, and seen everything in between. Reliable, deadly, and experienced there are few who have done the things he has done and seen the things he has seen.

The Legendary Mandalorian gains:

  • Proficiency, a unique ability.
  • Intergalactic, a unique ability.
Equite: Proficiency II Intergalactic II
Elder: Proficiency III Intergalactic III
Grand Master: Proficiency III Intergalactic III
Journeyman: Intergalactic I Proficiency I
Novitiate:
2024/09/24 / 2025/06/11
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
Oracle Equite: Clairvoyance II Presentiment II
Elder: Clairvoyance III Presentiment III
Grand Master: Clairvoyance III Presentiment III
Journeyman: Clairvoyance I Presentiment I
Novitiate:
2025/06/18 / 2025/06/18
Lyctor

"Lyctor? I barely knew her!"

Although many Disciplines seek immortality through dark rituals, the Lyctor takes a more direct approach. Like Arcanists, they learn to quickly replenish themselves from the ambient Force energy around them. But like Defenders, they focus on channeling that energy into traditionally defensive powers like Control Self or Healing.

Lyctors gain:

  • Synergy, a unique ability shared with Defenders
  • Channel, a unique ability shared with Arcanists
Equite: Synergy II Channel II
Elder: Channel III Synergy III
Grand Master: Channel III Synergy III
Journeyman: Channel I Synergy I
Novitiate:
2025/06/22 / 2025/06/22
Wayseer

“I’ve walked paths so old they forgot they were roads. That’s where the real teaching begins.”

Wayseers are pilgrims of the Living Force—wandering mystics who walk the galaxy in search of insight, clarity through solitude, and wisdom not written in archives. Through visions of what may come and communion with the wild, they navigate the galaxy’s neglected corners with the patience of a sage, the presence of a guardian, and the instincts of a traveler. Where others see wilderness, Wayseers find meaning: they turn any forgotten sanctuary into a living refuge—or a silent bulwark against the uninvited, guarded by fang, claw, and the will of the world itself.

The Wayseer gains:

Clairvoyance, a unique ability which modifies the Force Power: Farsight
Primal Bond, which modifies the Force Power: Beast Control

Equite: Primal Bond II Clairvoyance II
Elder: Primal Bond III Clairvoyance III
Grand Master: Primal Bond III Clairvoyance III
Journeyman: Primal Bond I Clairvoyance I
Novitiate:
2025/06/24 / 2025/06/24
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
Iron Pillar, a unique Force Power for Anchorites

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
Pirate Broadcaster

"Not everyone wants the signal. But the ones who need it? They’re always listening."

Pirate Broadcasters are outlaw oracles of the void—rogue communicators who hijack comm arrays, splice into black-market frequencies, and beam forbidden signals into the cracks of galactic order. Whether calling from a derelict satellite, a bombed-out relay station on a prison moon, or the belly of a freighter skimming the edge of the Core, their voices slip past censors and suppression to reach the forgotten, the angry, and the curious.

Some speak in riddles, others in fire. Some just need to be heard. Their signals spread like an infection, spreading messages that ignite rebellion, unravel secrets, or comfort the damned. They might be ghost-story tellers, propaganda prophets, anonymous agitators, or just someone with a mic and a vendetta—but one thing is certain: if their voice reaches you, you’re already part of the story.

Pirate Broadcasters gain:

Intergalactic, a unique ability for Pirate Broadcaster
Silver Tongue, a unique ability for Pirate Broadcasters

Equite: Intergalactic II Silver Tongue II
Elder: Intergalactic III Silver Tongue III
Grand Master: Intergalactic III Silver Tongue III
Journeyman: Intergalactic I Silver Tongue I
Novitiate:
2025/06/24 / 2025/06/24
Nightslinger

"When you see the green flash, it's too late. I'm already gone, and I've already dumped three slugs in your chest."

The Nightslinger is a marksman who uses Dathomirian magick, instinct, and wicked feats of athleticism to deadly effect. Drawing on the use of sacred ichor to augment their physical attributes, they move with speed that borders on the preternatural to overwhelm foes, cover distance quickly, and to make tactical retreats. Green flames dance around every slug fired, and the battlefield becomes a deadly web with which the Nightslinger can traverse with teleportive grace.

Equite: Battle Haste II Ichor Grenades II
Elder: Battle Haste III Ichor Grenades III
Grand Master: Battle Haste III Ichor Grenades III
Journeyman: Battle Haste I Ichor Grenades I
Novitiate:
2025/06/26 / 2025/06/26