Character Sheet Reference

Displaying disciplines 101 - 104 of 104 in total
Discipline Description Granted Feats Created / Updated
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
Arcane Infiltrator

“Get in, get out, leave no trace behind. The best thing to do is make it look like you were never there. They'll never know what hit them.”

The Arcane Infiltrator is a master of getting into places others would rather keep them from. They weave together and balance conventional stealth methods with creative use of the Force to bypass whatever obstacles they find in their way in order to get the job done. They can wrap themselves in the Force to disappear from view and move about or use it to disable various computer systems. No secured space is safe from their talents.

Arcane Infiltrators gain:

  • Ghosting, which modifies the Force power: Force Cloak
  • Hexing, which modifies the Force power: Telekinesis
Equite: Ghosting II Hexing II
Elder: Ghosting III Hexing III
Grand Master: Ghosting III Hexing III
Journeyman: Ghosting I Hexing I
Novitiate:
2025/08/01 / 2025/08/01
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
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