Difference between revisions of "DB:Dark Side Compendium Abilities and Paths"

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Revision as of 15:03, 14 October 2025

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Abilities are skills members can obtain for their characters by investing Experience Points (EXP) Paths to unlock them. While some general abilities are available regardless of character type, most abilities come from a specific Path. Paths are used in the Secret Order to define the type of character a member is aspiring to become. Specifically, each Path offers a set of abilities unique to the particular skillset of the Path that members can invest in.

Character abilities can be assigned and tracked on a Secret Order Character Sheet.

General Abilities

At present, there are two different categories for general abilities:

Category Force-Sensitive? Short Description
Force Powers Yes General Force powers available to all Force-sensitive members regardless of Path-alignment
Lightsaber Combat Ideally Skills in different Lightsaber combat forms

These abilities are not considered to be aligned to any particular Path, and fall into the category of general skills a member might be expected to have regardless of the Path their character primarily aligns to. There is no requirement to obtain general skills before path skills, particularly as most General skills primarily align to Force-sensitive users, which will be of limited use to followers of the Collective.

Force Power Abilities

Force-sensitive members may unlock abilities commonly-known as Force powers. While three of the four Paths offer up their own unique Force powers, the Force powers described here are more general abilities that are available to any Force-sensitive member.

While some abilities may align more with the "Light Side" vs. the "Dark Side", there is no inherent alignment for any of these abilities - only the intentions of their users.

The table below lists each general Force Power ability available to all Force-sensitive members, along with their experience points (exp) requirements and tier.

Ability Ability Type Tier EXP Cost Description
Battle Strike N/A Tier 1 250 exp Increases accuracy and damage of your next attack.
Dark Rage Dark Side Tier 1 250 exp You allow your hate to flow through you, and use your aggressive feelings. Gain offensive prowess, in exchange for defensive ability
Inspire Light Side Tier 1 250 exp You fill your allies with hope and courage, allowing them to face even the most daunting of odds
Force Disarm Telekinetic Tier 1 250 exp You disarm an opponent using the Force
Ballistakinesis Telekinetic Tier 1 250 exp You use the Force to spray an area with dangerous debris
Combustion N/A Tier 1 250 exp You use the Force to agitate particles in the air to create a pyrokinetic spray of sparks
Force Slam Telekinetic Tier 1 250 exp A burst of kinetic Force energy impacts multiple opponents, and may knock them prone
Corruption Dark Side Tier 1 250 exp You use the Force to send a bolt of pure dark side vileness into an enemy, literally planting a seed of corruption within
Force Thrust Telekinetic Tier 1 250 exp You use the Force to push a target back several meters, potentially into a static obstruction or over a ledge
Drain Energy N/A Tier 1 250 exp You can draw the energy out of a powered object, such as a blaster's power pack or a portable power generator
Move Object Telekinetic Tier 1 250 exp You use the Force to hold, move, or crush one target
Blind Telekinetic Tier 1 250 exp You hurl dirt, dust, and debris at your foe, affecting its sight
Slow Telekinetic Tier 1 250 exp The Force enables you to slow your targets as if they are encumbered by an extremely heavy load, making it difficult for them to move
Malacia Light Side Tier 1 250 exp You create dizziness and nausea by disrupting your target's equilibrium
Surge N/A Tier 1 250 exp You use the Force to assist in a supernatural leap
Repulse Telekinetic Tier 2 500 exp You use the Force to blast outwards clearing an area around yourself
Energy Resistance N/A Tier 2 500 exp You use the Force to protect you from harm caused by elemental sources
Fear Dark Side / Mind-Affecting Tier 2 500 exp You summon the dark side of the Force to instil fear in your enemies
Obscure Mind-Affecting Tier 2 500 exp You use the Force to cloud an enemy's mind, making it harder for the enemy to see its target
Stagger Telekinetic Tier 2 500 exp You use the Force to lash out at a nearby enemy, causing it to stumble
Cryokinesis N/A Tier 2 500 exp You can use the Force to draw heat away from a target, causing its temperature to drop rapidly
Force Lightning Dark Side Tier 2 500 exp You project all the malice of the dark side as a torrent of lightning that electrocutes the target, dealing electrical burning damage and causing horrific pain. Often employed as a torture method
Resist Force N/A Tier 2 500 exp You use the Force to protect yourself from an opponent's Force Powers
Force Stun N/A Tier 2 500 exp You use the Force to stun an opponent, rendering them near helpless, temporarily
Force Grip Telekinetic Tier 2 500 exp You call upon your anger to choke or crush a target, you may hold the target in place for the duration of your grip
Mind Trick Mind-Affecting Tier 2 500 exp You influence the mind of a target by dominating their will
Inertia N/A Tier 2 500 exp You can use the Force to shift your body's inertia, allowing you to perform impossible stunts
Force Blast N/A Tier 2 500 exp You use the Force to create a ball of compressed air and debris that you can hurl at enemy targets
Force Shield Telekinetic Tier 2 500 exp You use the Force to create a bubble of telekinetic energy around yourself, protecting you from harm
Dark Transfer Dark Side Tier 2 500 exp You use the dark side of the Force to restore vitality to a living being, by siphoning it from another
Lightning Burst Dark Side Tier 3 1000 exp You call upon the dark side to cause Force Lightning to arc out from your body, striking nearby enemies
Ionize N/A Tier 3 1000 exp You call upon the Force to overload electrical systems and droids, damaging or even destroying the unit
Force Scream Dark Side Tier 3 1000 exp You create an intense sonic scream, amplified by the Force
Farseeing N/A Tier 3 1000 exp You use the Force to detect an individual over a long distance
Morichro N/A Tier 3 1000 exp You slow the vital functions of a target, causing them to slip into a deep sleep or even die
Vital Transfer Light Side Tier 3 1000 exp You heal another through the Force, using your own life-Force and vitality
Rebuke N/A Tier 3 1000 exp You deflect or reflect a Force Power used against you
Plant Surge N/A Tier 3 1000 exp You reach out with the Force to entreat the aid of the local flora, causing them to lash out at your opponents
Negate Energy N/A Tier 3 1000 exp You dissipate an energy attack harmlessly into your weapon.
Intercept Telekinetic Tier 3 1000 exp You use the Force to telekinetically hurl an object in the path of an incoming projectile, preventing it from striking you
Force Track N/A Tier 3 1000 exp You peer into the Force for guidance, picking up the trail of your quarry
Convection N/A Tier 3 1000 exp You alter your body chemistry, causing your skin to burn with incredible heat
Prescience N/A Tier 3 1000 exp The Force grants you a flash of insight into your enemy's greatest weakness
Enlighten Light Side / Mind-Affecting Tier 3 1000 exp You reach out to an ally telepathically, sharing visions of the near future to give the ally an edge or to protect the ally from harm
Technometry N/A Tier 4 2000 exp You can tap into and read technological devices and, in some cases, control them
Shatterpoint N/A Tier 4 2000 exp You can see the critical point of something, whether it is a person or object, that would shatter if struck at the right time
Rend Dark Side Tier 4 2000 exp You can move a single target, whether it is a creature or object, in two different directions simultaneously
Cloak N/A Tier 4 2000 exp You bend light around your body, rendering yourself invisible to anyone looking in your direction
Levitate Telekinetic Tier 4 2000 exp You can float up or down without anything or anyone to assist you
Wound Dark Side Tier 4 2000 exp You cause spasms in the internal organs of your target, painfully injuring them
Crucitorn N/A Tier 4 2000 exp You ignore the debilitating effects of physical pain, and focus despite great physical trauma
Valor Light Side Tier 4 2000 exp You call upon the strength of the Force, reaching out to your ally and sharing your strength with them
Memory Walk Dark Side / Mind-Affecting Tier 4 2000 exp You torment an enemy by causing them to relive their most horrible memories
Force Whirlwind Telekinetic Tier 4 2000 exp You call upon the Force to surround an enemy in a swirling vortex of Force energy. The whirlwind lifts them about half a meter off the ground, spinning them in the air and buffeting them with Force energy
Sever Force Light Side Force Tier 4 2000 exp You temporarily block a Force-User's access to the Force
Force Storm Dark Side Tier 4 2000 exp You can create a storm that draws upon the dark side of the Force, focusing its malicious intent on a certain area
Mind Shard Dark Side / Mind-Affecting Tier 4 2000 exp You use the Force to splinter the mind of a target, wracking it with pain. Another favoured torture method that will swiftly break the targets sanity if not allowed to recover after each use
Hatred Dark Side Tier 4 2000 exp You give yourself over to the dark side, letting your hate radiate out from your body in palpable waves, demoralising foes and filling them with dread
Detonate Telekinetic Tier 5 5000 exp You can perceive points of weakness within an object and use the Force to telekinetically press on one of those points, shattering the object
Kinetic Combat Telekinetic Tier 5 5000 exp You use the Force to manipulate your chosen weapon, allowing it to operate independent of your grasp
Rage Storm Dark Side / Telekinetic Tier 5 5000 exp You use the Force to create a swirling whirlwind of dark energy in an area around yourself, all but impenetrable yet exhausting to maintain
Fold Space N/A Tier 5 5000 exp You can use the Force to bend space, transporting an object almost instantaneously from one place to another
Force Light Light Side Tier 5 5000 exp You can draw the Force into yourself, turning you into a beacon of light that purges the taint of the dark side. Whilst this would almost certainly remove any dark side energy within the radius, it is just as dangerous to any dark side Force user
Phase N/A Tier 5 5000 exp You can pass through solid objects, such as walls and doors
Thought Bomb Dark Side / Mind-Affecting Tier 5 5000 exp You use the Force to radiate out harmful waves of telepathy, damaging the minds of nearby foes. (This power is nowhere near the same level as the great ritual utilised by Darth Bane a millennia ago.)

Lightsaber Combat Abilities

Lightsaber combat refers to several schools of martial arts focused on fighting with a Lightsaber. The most prominent Lightsaber-oriented combat styles were the seven forms of the Jedi Order, with the various combat forms having their own unique focuses and methods.

While Lightsaber Combat abilities are ideally best used by a Force-sensitive members, there is technically not a restriction in place that requires this trait to obtain these abilities.

The table below lists each Lightsaber Combat ability, along with their experience points (exp) requirements and tier.

Regime / Form / Technique Training Ability Lightsaber Tier EXP Cost Description
Dulon Training Regimen Tier 1 250 exp A solo Lightsaber training exercise in which a trainee practiced sequences of moves against imaginary opponents
Attack Associated Technique/s Tier 1 250 exp Attack with a Lightsaber in a fashion that does not put oneself at risk
Block Associated Technique/s Tier 1 250 exp Block an incoming melee attack with your Lightsaber
Deflect Associated Technique/s Tier 1 250 exp Deflect an incoming ranged attack with your Lightsaber
Velocities Training Regimen Tier 2 500 exp Two students practicing sequences of attacks and parries against each other, repeating the same patterns over and over, while constantly increasing the speed of the movements until one opponent got hit, or decided to yield
Shii - Cho (Form I) Associated Form/s Tier 2 500 exp Shii-Cho was specialized towards engaging multiple opponents, the wide, sweeping motions being ideally suited towards attacking numerous adversaries
Makashi (Form II) Associated Form/s Tier 2 500 exp Makashi relied on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, and a heavy focus on protecting one's weapon to avoid being disarmed, the primary goal of Form I
Soresu (Form III) Associated Form/s Tier 2 500 exp Soresu utilised tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire
Ataru (Form IV) Associated Form/s Tier 2 500 exp Ataru was an aggressive combat form relying on a combination of strength, speed and agility
Djem So (Form V) Associated Form/s Tier 2 500 exp Created by Form III masters who desired a more offensive style, since the defensive nature of Form III could lead to prolonged combat, sometimes dangerously so. It evolved into an accepted style by combining the defensive maneuvers of Form III with the more aggressive philosophy and tactics of Form II
Niman (Form VI) Associated Form/s Tier 2 500 exp Form VI was a combination of older forms and all of them in moderation. In the blending, much of the individuality was lost, but the strengths were spread evenly, and there was little weakness in it
Juyo (Form VII) Associated Form/s Tier 2 500 exp Juyo was described as the most vicious form of Lightsaber combat and was said to be filled with both fury and "malignant grace." The form was both chaotic and erratic, with a heavy focus on offence
Twin Suns Training Regimen Tier 3 1000 exp In this form of practice, two practitioners would use the Force to rise and land like two suns crossing the sky. It required a great mastery in Lightsaber combat, high attunement with the Force and precise timing
Shien Associated Advanced Form/s Tier 3 1000 exp Shien practitioners were known to favour, or at least regularly utilise, reversed grips. Known as the "Perseverance Form", Shien was designed to protect against enemy blaster fire and strikes without compromising one's ability to launch powerful counterattacks. (Requires training in Form V, Djem So)
Trispzest Associated Advanced Form/s Tier 3 1000 exp combination of elements of Form VII and traditional S'kytri aerial duelling, Trispzest was a type of aerial Lightsaber combat originally developed by the airborne Force-sensitive Majestrix of Skye, Kharys. (Requires training in Form VII, Juyo)
Sokan Associated Advanced Form/s Tier 3 1000 exp Sokan was a principle of Lightsaber combat, rather than a true form. Sokan teaching revolved around using the environment itself to gain a tactical advantage in combat. (Requires training in Form IV, Ataru)
Disarming Slash Associated Advanced Technique/s Tier 3 1000 exp A strike directed at the opponent's weapon to rip it out of their grasp or destroy it. (Prerequisite: Form I, Shii-Cho)
Makashi Riposte Associated Advanced Technique/s Tier 3 1000 exp A defensive technique where the duelist slightly alters the angle of an opponent's attack before quickly retaliating with a counter strike. (Prerequisite: Form II, Makashi)
Circle of Shelter Associated Advanced Technique/s Tier 3 1000 exp A technique where the duelist creates a protected area around themselves and their allies, making it difficult for enemies to penetrate. (Prerequisite: Form III, Soresu)
Saber Swarm Associated Advanced Technique/s Tier 3 1000 exp Numerous short strikes aimed at the adversary to wear down their defences quickly. (Prerequisite: Form IV, Ataru)
Falling Avalanche Associated Advanced Technique/s Tier 3 1000 exp You raise your Lightsaber above your head and then bring it crashing down on your opponent with incredible Force. (Prerequisite: Form V, Djem So)
Pushing Slash Associated Advanced Technique/s Tier 3 1000 exp The duelist would slash an opponent before blasting him aside with a Force push.(Prerequisite: Form VI, Niman / Requires training in at least two telekinetic Force powers.)
Assured Strike Associated Advanced Technique/s Tier 3 1000 exp Trading sheer power for a near-certainty of landing a hit. (Prerequisite: Form VII, Juyo)
Barrier of Blades Associated Advanced Technique/s Tier 3 1000 exp This complex flourish efended the user from blaster-fire and redirected ome of the incoming blasts. (Prerequisite: Form V, Djem So > Form, Shien)
Spinning Attack Associated Advanced Technique/s Tier 3 1000 exp The flying duelist would hover in one spot and spin wildly, lashing out at multiple opponents. (Prerequisite: Form VII, Juyo > Form, Trispzest)
High Ground Defence Associated Advanced Technique/s Tier 3 1000 exp Usually involves environment, combatants made use of large amounts of terrain, trying to manoeuvre their opponents into vulnerable areas during battles that involved Sokan techniques. (Prerequisite: Form IV, Ataru > Form, Sokan / Requires training at least two acrobatic Force powers.)
Faalo’s Cadences Training Regimen Tier 4 2000 exp In each of Vo'ren Faalo's cadences, the primary practice is to stand in a circle of candles with ball bearings atop them and attempt to strike the ball bearings without hitting the candles. As the duelist proceeds through each of the cadences, the number of candles would be incrementally increased
Vaapad Associated Mastery Form/s Tier 4 2000 exp A state of mind that led through the penumbra of the dark side, requiring the user to enjoy the fight, and relish the satisfaction of winning. (Requires training in Form VII; Juyo, one other Lightsaber Form and both associated Adv/ Mastery Techniques of each)
Tràkata Associated Mastery Form/s Tier 4 2000 exp The Tràkata style was based around the unique ability of Lightsabers to turn on and off, activating and deactivating the blade in the heat of combat to slip past enemy defences. (Requires training in any two Lightsaber Forms and both associated Adv/Mastery Techniques of each)
Jar’Kai Associated Mastery Form/s Tier 4 2000 exp "Jar'Kai tactic", which was to simply employ two blades in combat, regardless of whether one had received training in any dual-blade fighting style. (Requires training in any two Lightsaber Forms and both associated Adv/Mastery Techniques of each)
Saberstaff Combat Associated Mastery Form/s Tier 4 2000 exp (Style name unknown). The primary purpose of the double-bladed Lightsaber was to allow for a faster rate of attack, unleashing a rapid assault with only a minimum of movement. (Requires training in any two Lightsaber Forms and both associated Adv/Mastery Techniques of each)
Sarlacc Sweep Associated Mastery Technique/s Tier 4 2000 exp A wide sweeping attack in which the duelist strikes out against multiple enemies. (Prerequisites: Form I, Shii Cho > Adv Technique, Disarming Slash)
Contentious Opportunity Associated Mastery Technique/s Tier 4 2000 exp A tactic based upon recognising and exploiting an opening in the opponent's defence before swiftly moving to strike the exposed enemy. (Prerequisites: Form II, Makashi > Adv Technique, Makashi Riposte)
Deflecting Slash Associated Mastery Technique/s Tier 4 2000 exp A technique where the duelist redirects the momentum generated by deflecting an enemy projectile into a slashing attack at an adjacent target. (Prerequisites: Form III, Soresu > Adv Technique, Circle of Shelter)
Hawk - Bat Swoop Associated Mastery Technique/s Tier 4 2000 exp An acrobatic engagement intended to allow a combatant to quickly strike their opponent without giving them a chance to react. (Prerequisites: Form IV, Ataru > Adv Technique, Saber Swarm / Requires training at least two acrobatic Force powers.)
Fluid Riposte Associated Mastery Technique/s Tier 4 2000 exp A smooth transition from parrying an attack to a counterstrike. (Prerequisites: Form V, Djem So > Adv Technique, Falling Avalanche)
Draw Closer Associated Mastery Technique/s Tier 4 2000 exp This combination technique consisted of the duelist telekinetically seizing an opponent and pulling the enemy into the path of their blade. (Prerequisites: Form VI, Niman > Adv Technique, Pushing Slash / Requires training in at least two telekinetic Force powers.)
Swift Flank Associated Mastery Technique/s Tier 4 2000 exp The combatant leaps or dashes around an opponent to make a quick strike. The speed of the manoeuvre is intended to catch opponents off guard.* (Prerequisites: Form VII, Juyo > Adv Technique, Assured Strike / Requires training at least two acrobatic Force powers.)
Shien Deflection Associated Mastery Technique/s Tier 4 2000 exp Simultaneously deflect weapons fire and leap towards an opponent. (Prerequisites: Form V, Djem So > Form, Shien > Adv Technique, Barrier of Blades)
Soaring Sai Cha Associated Mastery Technique/s Tier 4 2000 exp The flying duelist would descend on their opponent like a bird of prey, breaking the dive to decapitate the opponent in a single swipe. (Prerequisites: Form VII, Juyo > Form, Trispzest > Adv Technique, Spinning Attack)
Unhindered Charge Associated Mastery Technique/s Tier 4 2000 exp The combatant utilizes rapid movement towards the opponent, ignoring difficult terrain and obstacles.* (Prerequisites: Form IV, Ataru > Form, Sokan > Adv Technique, High Ground Defence / Requires training at least two acrobatic Force powers.)
Faalo's Final Cadence Training Regimen Tier 5 5000 exp The duelist will have achieved such a state of mastery that the candles are unnecessary, as the duelist will simply know when he has performed the sequence correctly.
Vornskr’s Ferocity Elite Mastery Technique/s - Vaapad Tier 5 5000 exp Involves "ferocious" and “relentless” attacking of an opponent
Tempered Aggression Elite Mastery Technique/s - Vaapad Tier 5 5000 exp Used to describe the ferocity of the Vaapad form, but with more control against succumbing utterly to the dark side in the heat of battle, where it might make one careless
Pass the Blade Elite Mastery Technique/s - Trakata Tier 5 5000 exp The duelist deactivates his blade as he attacks, bypassing the opponent's block before igniting it into the hapless foe
Unbalancing Block Elite Mastery Technique/s - Trakata Tier 5 5000 exp The duelist catches the opponent's blade with his own before momentarily deactivating it, causing the opponent to stumble and leave himself open
Twin Strike Elite Mastery Technique/s - Jar’Kai Tier 5 5000 exp A dual-wielding strike that the character simultaneously swings both Lightsabers to act as a strong-attack. Both Lightsabers meet the target or object
Rising Whirlwind Elite Mastery Technique/s - Jar’Kai Tier 5 5000 exp A duelist swings his Lightsabers about his body, creating a brilliant whirlwind

Paths

At present, each member of the Secret Order can unlock abilities from the following four paths:

Path Force-Sensitive? Short Description
Secret Order Yes Intended for members who wish to generalize in Sith abilities
Orbalisk Yes Intended for members who wish to focus on melee and Sith abilities that enhance physical capabilities
Krath Yes Intended for members who wish to focus on the study of the Force and Sith abilities of the mind
Collective No Intended for non-Force sensitive members who focus on more practical skills involving stealth, subterfuge, firearms, and cunning.

While the Secret Order (as Sith), Orbalisk, and Krath are pre-existing sects from earlier iterations of the Dark Brotherhood, the Collective opens up the organization to members without force abilities that, nevertheless, are vital to the Secret Order's operations.

Each Path confers its own unique Titles that are awarded to members as they progress through the standard ranks. However, more importantly, each Path offers unique abilities that are available to members, which they can unlock over time as they advance in the Secret Order and earn experience points (EXP).

Abilities fall under a specific type, with each type having increasing tiers of abilities. Members must unlock at least two abilities at a lower tier in order to unlock the next tier ability.

Each path's abilities and powers are detailed in the following sections.

Secret Order Path Abilities

The Path of the Secret Order contains general skills and abilities all Sith may need to survive in the wider galaxy. Everything from lineage to leadership skills to luck can be found in this path.

Examples of followers of the Path of the Secret Order include contemplative battleship commanders, shrewd politicians, and skillful traders. Noted strengths of followers of this path include general survival skills, leadership, and a persuasive and/or inspiring personality, regardless of whether or not those skills were obtained using wealth, education, or practical life experience.

This path is well suited for members who desire command and seek to use power as a tool to be used and wielded, and are willing to utilize others in the pursuit of their goals.

Each ability in the Path of the Secret Order falls under one of the following types:

Ability Type Short Description
Awareness You are exceptionally good at noticing things and avoiding perilous situations
Expert Pilot The Ace Pilot relies on finely honed instincts and years of pilot training to outmaneuver and destroy enemy Starships
Fortune Many scoundrels like to gamble with destiny, putting everything on the line and trusting fate (or The Force) to bring them fortune, fame, and success
Fringer You're especially skilled at "getting by" on backwater worlds
Gunner Many Starship Gunners are skilled both in and out of the cockpit and are deadly with ranged weapons of any kind
Inspiration You can often get results out of their friends, allies, and followers that other leaders cannot
Leadership A born leader, you know how to change and lead your companions and followers to success
Lineage You lead a privileged life and reap the benefit of an upbringing beyond most citizens of the galaxy
Military Tactics You are an expert at leading troops into battle and using the battlefield to your advantage
Misfortune Your mother always said you were trouble. Now your enemies know it, too
Spacer You prowl the space lanes seeking wealth, fame, adventure, or something more. You're also pretty good with vehicles in general
Survivor As an explorer of dangerous places, you are trained to react to danger swiftly and adroitly, as well as navigate difficult terrain and reduce damage

The table below lists each ability available to followers of the Path of the Secret Order, along with their experience points (exp) requirements and tier.

Ability Ability Type Tier EXP Cost Description
Acute Senses Awareness Tier 1 250 exp An increased ability to accurately perceive your surroundings
Keen Shot Awareness Tier 2 500 exp An increased ability to hit a partially obstructed target
Expert Tracker Awareness Tier 2 500 exp An increased ability to follow tracks while moving at pace
Improved Initiative Awareness Tier 3 1000 exp An increased ability to react to danger and be ready for battle
Uncanny Dodge Awareness Tier 4 2000 exp An increased ability to recover from hidden attackers and avoid being out flanked
Relentless Pursuit Expert Pilot Tier 1 250 exp An increased ability to engage in a dogfight
Full Throttle Expert Pilot Tier 2 500 exp An increased ability to push a ship beyond its normal speed limits
Vehicular Evasion Expert Pilot Tier 2 500 exp The ability to keep your ship out of danger and avoid damage
Keep it Together Expert Pilot Tier 3 1000 exp The ability to prevent your ship systems from taking damage
Elusive Dogfighter Expert Pilot Tier 4 2000 exp An increased ability to avoid enemy fire in a dogfight
Juke Expert Pilot Tier 5 5000 exp An increased ability to avoid incoming damage
Fool's Luck Fortune Tier 1 250 exp The passive ability to use the Force to improve your luck
Fortune's Favour Fortune Tier 2 500 exp The ability to push the advantage on an attack to a critical area
Gambler Fortune Tier 3 1000 exp An increased ability to Gamble
Knack Fortune Tier 4 2000 exp You are particularly well trained in a certain skill (purchased once per skill)
Lucky Shot Fortune Tier 5 5000 exp You are lucky enough to hit when you should probably miss
Barter Fringer Tier 1 250 exp An increased ability to haggle
Jury-Rigger Fringer Tier 2 500 exp You have an increased talent to fix things without the right components
Long Strider Fringer Tier 3 1000 exp The ability to move faster when in light/no armour
Fringe Savant Fringer Tier 4 2000 exp An increased ability to "get by" on backwater worlds
Expert Gunner Gunner Tier 1 250 exp An increased accuracy with vehicular weapons
Quick Trigger Gunner Tier 2 500 exp An increased accuracy when targeting fleeing vehicles
Dogfight Gunner Gunner Tier 3 1000 exp An increase accuracy when engaged in a dogfight
System Hit Gunner Tier 4 2000 exp An increased ability to hit vital systems
Bolster Ally Inspiration Tier 1 250 exp The ability to improve the morale of your allies
Inspire Confidence Inspiration Tier 2 500 exp The ability to make allies more confident
Inspire Haste Inspiration Tier 3 1000 exp The ability to help allies act faster
Ignite Fervor Inspiration Tier 4 2000 exp The ability to improve an ally's attacks
Inspire Zeal Inspiration Tier 5 5000 exp The ability to help allies damage an enemies morale
Born Leader Leadership Tier 1 250 exp The ability to take charge or a group
Coordinate Leadership Tier 2 500 exp The ability to get allies to work together
Distant Command Leadership Tier 3 1000 exp The ability to lead even when not in sight
Fearless Leader Leadership Tier 3 1000 exp The ability to prevent fear amongst allies
Trust Leadership Tier 4 2000 exp The ability to push an ally beyond their limits
Rally Leadership Tier 5 5000 exp The ability to bring back victory from the edge of defeat
Connections Lineage Tier 1 250 exp You can use your connections to acquire equipment without due process
Educated Lineage Tier 2 500 exp You had a well rounded education
Wealth Lineage Tier 3 1000 exp You were born into a wealthy family
Spontaneous Skill Lineage Tier 4 2000 exp The passive Force ability to have a mysterious competency in an untrained skill
Assault Tactics Military Tactics Tier 1 250 exp The ability to direct a military assault
Deployment Tactics Military Tactics Tier 2 500 exp The ability to direct the deployment of a military force
Tactical Edge Military Tactics Tier 2 500 exp Your tactical acumen is increased
Field Tactics Military Tactics Tier 3 1000 exp The ability to direct proper usage of cover
One for the Team Military Tactics Tier 4 2000 exp The ability to put yourself in harms way for the benefit of your allies
Outmanoeuvre Military Tactics Tier 5 5000 exp The ability to counter an enemies planned assault
Dastardly Strike Misfortune Tier 1 250 exp The ability to make a crippling targeted attack against a downed opponent
Disruptive Misfortune Tier 2 500 exp The ability to sow chaos and discord amongst enemies
Skirmisher Misfortune Tier 3 1000 exp The ability to engage in skirmish tactics
Sneak Attack Misfortune Tier 4 2000 exp The ability to attack an unsuspecting target
Walk the Line Misfortune Tier 5 5000 exp The ability to catch your enemies off guard
Hyperdriven Spacer Tier 1 250 exp You are more at home and accustomed to the insides of a starship than anywhere planet side
Spacehound Spacer Tier 2 500 exp You are accustomed fighting in low gravity environments
Starship Raider Spacer Tier 3 1000 exp You have an increased accuracy when aboard a starship
Stellar Warrior Spacer Tier 4 2000 exp An increased ability to "get by" on starships
Sprint Survivor Tier 1 250 exp The ability to run faster for longer
Surefooted Survivor Tier 2 500 exp The ability to traverse difficult terrain
Evasion Survivor Tier 3 1000 exp The ability to avoid the full damage from an AoE attack
Extreme Effort Survivor Tier 4 2000 exp The ability to push past your normal strength limitations

Orbalisk Path Abilities

The Path of the Orbalisk contains skills for melee combatants, covering everything from unarmed combat to melee weapon mastery to how well you wear your armour.

Examples of followers of the Path of the Orbalisk include Sith warriors with exceptional lightsaber skills, hardened battlefield troopers, arena champions, trained martial artists, and soldiers of fortune. Noted strengths of followers of this path include melee combat, battlefield survival, armor knowledge, weapon proficiency, and Force skills related to constitution.

This path is well suited towards members who prefer a focus on battle, and seek to use their powers to enhance their martial prowess and combat abilities.

Each ability in the Path of the Orbalisk falls under one of the following types:

Ability Type Short Description
Armour Specialist You can maximise the benefits of wearing Armour while reducing or eliminating some of its drawbacks
Brawler You like to get "up close and personal" with your enemies and engage them in melee combat
Duelist Through rigorous training and experience, you become one of the greatest sword-fighters in the galaxy
Guardian Those that follow the path of the guardian are more combat-oriented than others, honing their skills to become deadly combatants
Lightsaber Combat The Lightsaber is the chosen weapon of the Sith. Not as clumsy or random as a blaster, the Lightsaber is an elegant weapon for a more civilized combatant
Sentinel Those that follow the path of the sentinel are the true hunters of the Dark Side, hunting down other Force users wherever they go
Weapon Specialist You are highly trained at using specific weapons
Weapon Master You are skilled at wielding a variety of weapons and can wield choice Weapons with deadly precision and Force

The table below lists each ability available to followers of the Path of the Orbalisk, along with their experience points (exp) requirements and tier.

Ability Ability Type Tier EXP Cost Description
Armoured Defense Armour Specialist Tier 1 250 exp Competency with light and medium armours
Improved Armoured Defense Armour Specialist Tier 2 500 exp Competency with battle and heavy armours
Juggernaut Armour Specialist Tier 3 1000 exp You are not staggered by hits to your armour
Second Skin Armour Specialist Tier 4 2000 exp You move unhindered in armour, as if you were not wearing any
Armour Mastery Armour Specialist Tier 5 5000 exp You are a master of your chosen suit of armour. Upgrades and repairs cost half as much
Unbalance Opponent Brawler Tier 1 250 exp You are able to keep a single melee opponent unbalanced, so that they cannot bring their full strength to bear.
Gun Club Brawler Tier 2 500 exp You are adept at using your firearms as melee weapons
Melee Smash Brawler Tier 3 1000 exp Your melee attacks do increased damage
Stunning Strike Brawler Tier 4 2000 exp You can use your melee attacks to non-lethally subdue your opponents
Expert Grappler Brawler Tier 5 5000 exp A mastery of grappling martial arts
Force Fortification Duelist Tier 1 250 exp The ability to react through the Force to avoid/evade crippling strikes
Greater Weapon Focus (Lightsabers) Attack Duelist Tier 2 500 exp Your Greater Focus in Lightsaber training increases your ability to attack and defend with this elegant weapon
Greater Weapon Specialisation (Lightsabers) Damage Duelist Tier 3 1000 exp Your Greater Specialisation in Lightsaber training increases your ability to deal damage with this elegant weapon
Multiattack Proficiency (Lightsabers) Duelist Tier 4 2000 exp The ability to attack multiple times in quick succession
Severing Strike Duelist Tier 5 5000 exp The ability to end a duel by severing a limb at the first or second major joint. (beheading is just not cricket Mr. Windu)
Acrobatic Recovery Guardian Tier 1 250 exp You are able to quickly leap back to your feet if you're knocked prone
Resiliance Guardian Tier 2 500 exp You are resilient to debilitating effects in combat
Elusive Target Guardian Tier 3 1000 exp When fighting an opponent in melee, other opponents are unable to target you with ranged attacks
Force Intuition Guardian Tier 4 2000 exp You trust the Force to guide your reactions
Battle Meditation Guardian Tier 5 5000 exp Allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force
Lightsaber Throw Lightsaber Combat Tier 1 250 exp The ability to make a ranged attack with your Lightsaber, and call it back to your hand.
Weapon Focus (Lightsabers) Lightsaber Combat Tier 2 500 exp Your Focus in Lightsaber training increases your ability to attack and defend with this elegant weapon
Weapon Specialisation (Lightsabers) Lightsaber Combat Tier 3 1000 exp Your Specialisation in Lightsaber training increases your ability to deal damage with this elegant weapon
Redirect Shot Lightsaber Combat Tier 4 2000 exp When you Deflect a blaster bolt, you may "return to sender" or other specified target within range
Impenetrable Lightsaber Defence (Almost) Lightsaber Combat Tier 5 5000 exp You are capable of switching to an almost impenetrable defensive stance for a short time. This stance is broken if you attack in any way
Clear Mind Sentinel Tier 1 250 exp You are adept at disguising your Force "signature," appearing as non-Force sensitive or far weaker with the Force than you are
Sense the Dark Side Sentinel Tier 2 500 exp You are adept at sensing the presence and location of Dark Side Force users in your vicinity
Force Haze Sentinel Tier 3 1000 exp You can create a "Haze" that hides you and your allies from the perception of others
Scourge Sentinel Tier 4 2000 exp You deal increased damage against other Dark Side Force users
Resist Dark Side Spirits Sentinel Tier 5 5000 exp You are better able to resist the Force abilities and possession attempts of Dark Side Spirits
Disarming Attack Weapon Specialist Tier 1 250 exp The ability to use a weapon to disarm an enemy (Choose One Weapon Type)
Penetrating Attack Weapon Specialist Tier 2 500 exp The ability to better penetrate an enemy's armour with a weapon (Choose One Weapon Type)
Devastating Attack Weapon Specialist Tier 3 1000 exp The ability to deal more damage with a weapon (Choose One Weapon Type)
Crushing Assault Weapon Specialist Tier 4 2000 exp The ability to utilise bludgeoning weapons to open up greater attack opportunities
Impaling Assault Weapon Specialist Tier 5 5000 exp The ability to utilise piercing weapons to slow advancing enemies
Two-For-One Throw Weapon Master Tier 1 250 exp You can throw two weapons simultaneously. Both weapons target the same enemy or target
Exotic Weapon Mastery Weapon Master Tier 2 500 exp The ability to use exotic weapons (Choose One Weapon Type)
Ferocious Assault Weapon Master Tier 3 1000 exp The ability to attack a wider area with auto-fire weapons

Krath Path Abilities

The Path of the Krath contains skills focusing on the mysteries of the Force, covering Dark Side abilities involving control, sense, alteration, and even the Sith alchemy of legends.

Examples of followers of the Path of the Krath include scholars, archeologists, ritualists, witches, shamans, cultists, as well as Sith and other Dark Side devotees that are more interested in pursuing the promise of unlimited power over igniting their lightsaber.

Noted strengths of followers of this path include many powers some might consider unnatural, such as domination of the Force, scholarship, life extension, illusions, control of the elements, mental manipulation, and power.

Each ability in the Path of the Krath falls under one of the following types:

Ability Type Short Description
Alter The Force grants you considerable power over your environment as well as others around you
Consular Those that follow the path of the consular are skilled negotiators and talented ambassadors
Control You have learned how to regulate your own body systems, control your emotions, and channel the Force
Dark Side The path to the Dark Side of the Force is the quick and easy path, granting amazing power but forever dominating the destines of those in its grasp
Dark Side Devotee Your powerful negative emotions allow the Dark Side to flow through you, giving you great power
Force Adept Force Adepts use The Force to survive on fringe worlds, and they often have signature Force Powers that they use particularly well
Force Item You can imbue Weapons and objects with the power of The Force
Sense Your attunement to The Force grants you uncanny powers of perception
Sith The Sith believes in order through tyranny, conspiring to annihilate The Jedi and everything they stand for

The table below lists each ability available to followers of the Path of the Krath, along with their experience points (exp) requirements and tier.

Ability Ability Type Tier EXP Cost Description
Disciplined Strike Alter Tier 1 250 exp You have the ability to avoid hitting allies when utilising an AoE Force power
Telekinetic Power Alter Tier 2 500 exp You can use your telekinesis on more than one target
Telekinetic Savant Alter Tier 3 1000 exp Your ability to use telekinesis has become like second nature, requiring no concentration
Adept Negotiator Consular Tier 1 250 exp You have the ability to weaken the resolve of one person you are negotiating with
Skilled Advisor Consular Tier 2 500 exp You have the ability to improve the abilities of your allies
Force Persuasion Consular Tier 3 1000 exp You can passively use the Force to improve your persuasive capabilities
Master Negotiator Consular Tier 4 2000 exp When using the Adept Negotiator ability you can also weaken the morale of that opponent
Damage Reduction Control Tier 1 250 exp You can use the Force the reduce incoming damage
Equilibrium Control Tier 2 500 exp You can use the Force to remove debilitation conditions affecting you
Force Focus Control Tier 3 1000 exp You can spend some time meditating to rejuvenate your Force powers
Force Recovery Control Tier 4 2000 exp You can use the Force to heal yourself giving you a second wind
Power of the Dark Side Dark Side Tier 1 250 exp You can use your hatred and anger to empower your Force abilities, however this pushes you further towards the Dark Side of the Force
Swift Power Dark Side Tier 2 500 exp You can use your hatred and anger to use your Force powers faster
Dark Presence Dark Side Tier 3 1000 exp You can use your hatred and anger to improve your and your ally's defence
Revenge Dark Side Tier 4 2000 exp You can use the death of an ally to improve your Force abilities
Channel Aggression Dark Side Devotee Tier 1 250 exp You can use the Force to improve damage on an outnumbered and downed opponent
Crippling Strike Dark Side Devotee Tier 2 500 exp You can use the Force to reduce an enemies speed after critically damaging it
Channel Anger Dark Side Devotee Tier 3 1000 exp You can use the Force to enter a rage like state
Embrace the Dark Side Dark Side Devotee Tier 4 2000 exp You have an increased ability in using dark side Force powers, but you can no longer use light side Force powers
Force Power Adept Force Adept Tier 1 250 exp You are particularly trained in utilising one Force power
Force Treatment Force Adept Tier 2 500 exp You can use the Force to check others or yourself for injury, and to heal that injury
Fortified Body Force Adept Tier 5 5000 exp The Force has made you immune to Disease, Poison and Radiation
Attune Weapon Force Item Tier 1 250 exp You can use the Force to attune to one weapon, giving you a greater ability with it
Empower Weapon Force Item Tier 2 500 exp You can use the Force to empower a weapon, increasing its damage
Force Talisman Force Item Tier 3 1000 exp You can use the Force to turn a weapon or other object into a talisman, increasing your defences. This talisman last for 24 hours
Greater Force Talisman Force Item Tier 4 2000 exp You can use the Force to permanently turn a weapon or other object into a talisman, increasing your defences
Force Perception Sense Tier 1 250 exp You can use the Force to have a greater understanding of your surroundings
Force Pilot Sense Tier 2 500 exp You can rely on the Force when piloting a starship
Foresight Sense Tier 3 1000 exp You can use the Force to be better prepared for battle, and avoid being surprised
Gauge Force Potential Sense Tier 4 2000 exp You can sense how connected another individual is to the Force
Visions Sense Tier 5 5000 exp You can use the Force to see into a potential future
Dark Scourge Sith Tier 1 250 exp You have dedicated your life to wiping out the Jedi, and your hatred of them knows no bounds
Dark Healing Sith Tier 1 250 exp You heal wounds by drawing life energy from another creature within 30ft of you. They are equally drained of their life Force
Force Deception Sith Tier 1 250 exp You use the Force to cloak your vile conspiracy and/or treachery
Wicked Strike Sith Tier 2 500 exp You know where and how to strike with your Lightsaber to cause the most pain and humiliation to your opponent
Dark Side Adept Sith Tier 3 1000 exp Force Powers that are strongly tied to the Dark Side flow through you more easily. You may double one aspect of the ability (range, damage, effect, number of targets, etc.)
Sith Alchemy Sith Tier 3 1000 exp Your knowledge of Sith sorcery allows you to imbue talismans and other objects with the power of the Dark Side. - Sith Talisman that provides offensive strength to a Force Power or Lightsaber attack. - You can alchemically treat a properly prepared weapon to become a Sith Weapon
Improved Dark Healing Sith Tier 4 2000 exp You heal wounds by drawing life energy from another creature within 60ft of you. They are drained by only half of the life Force you consume
Dark Side Master Sith Tier 5 5000 exp Force Powers that are strongly tied to the Dark Side flow through you more easily. You may double two aspects of the ability (range, damage, effect, number of targets, etc.).

Collective Path Abilities

The Path of the Collective is presently the only path available for non-Force sensitive members. As a result, it contains skills more practical than mystical.

Examples of followers of the Path of the Collective include bounty hunters, commandos, slicers, gunslingers, criminals, spies, informants, smugglers and guns for hire.

Noted strengths of followers of this path include stealth, subterfuge, firearms, resourcefulness, and cunning.

Each ability in the Path of the Collective falls under one of the following types:

Ability Type Short Description
Bounty Hunter You are among the finest Bounty Hunters in the galaxy, relying on the element of surprise and your hunter's instincts to catch your prey
Camouflage You learn quickly how to blend in with your environment
Commando You use advanced combat tactics to take down enemies quickly, shield your comrades, and endure whatever challenges are thrown your way
Gunslinger You never travel anywhere without a blaster (or two), and you know how to handle yourself in a gunfight
Infamy You are wanted in multiple systems for criminal acts; and your manner of doing business has earned you an unsavoury reputation in the criminal underworld
Influence One of your greatest strengths is your ability to exert influence over your opponents
Mastermind You have the ability to attract loyal minions and are skilled at redirecting allies on the battlefield
Slicer You move like a ghost through The HoloNet and can hack into enemy mainframes and computer systems with astonishing grace
Weapon Specialist You are highly trained at using specific weapons
Weapon Master You are skilled at wielding a variety of weapons and can wield choice weapons with deadly precision and force

The table below lists each ability available to followers of the Path of the Collective, along with their experience points (exp) requirements and tier.

Ability Ability Type Tier EXP Cost Description
Hunter’s Mark Bounty Hunter Tier 1 250 exp You are particularly adept at wearing down your desired quarry
Nowhere to Hide Bounty Hunter Tier 2 500 exp You are particularly adept at finding your desired quarry
Hunter’s Target Bounty Hunter Tier 3 1000 exp You are particularly adept at damaging your desired quarry
Ruthless Negotiator Bounty Hunter Tier 4 2000 exp The ability to better haggle the reward for a bounty
Relentless Bounty Hunter Tier 5 5000 exp The ability to continually pursue your quarry, without harm
Improved Stealth Camouflage Tier 1 250 exp An increased ability to enter and maintain stealth
Hidden Movement Camouflage Tier 2 500 exp The ability to stay in stealth even when moving
Total Concealment Camouflage Tier 3 1000 exp The ability to fully hide yourself, even if the conditions are not optimal
Demolitionist Commando Tier 1 250 exp An increased ability to use and disarm an explosive
Draw Fire Commando Tier 1 250 exp The ability to goad an enemy into attacking you
Harm’s Way Commando Tier 1 250 exp The ability to put yourself in harms way for the benefit of your allies
Battle Analysis Commando Tier 2 500 exp An increase ability to understand a battlefield
Tough as Nails Commando Tier 3 1000 exp The ability to briefly push yourself past previous limits
Indomitable Commando Tier 4 2000 exp The ability to keep going despite life threatening injury
Cover Fire Commando Tier 5 5000 exp The ability to increase an allies defence by applying offensive pressure
Improved Quick Draw Gunslinger Tier 1 250 exp An increased ability to prepare pistol weapons for combat even when surprised
Trigger Work Gunslinger Tier 2 500 exp The ability to fire quickly without a loss in accuracy
Knockdown Shot Gunslinger Tier 3 1000 exp The ability to knock a target prone with ranged weapons
Debilitating Shot Gunslinger Tier 3 1000 exp The ability to hit vital areas with ranged weapons
Deceptive Shot Gunslinger Tier 3 1000 exp The ability to conceal attacks with ranged weapons
Ranged Disarm Gunslinger Tier 4 2000 exp The ability to disarm a target with ranged weapons
Multiattack Proficiency (Pistols) Gunslinger Tier 5 5000 exp The ability to attack multiple times in quick succession
Inspire Fear I Infamy Tier 1 250 exp The ability to inspire fear in an enemy
Inspire Fear II Infamy Tier 2 500 exp The ability to inspire fear in multiple enemies
Inspire Fear III Infamy Tier 3 1000 exp You have the passive ability to inspire fear in those around you
Notorious Infamy Tier 4 2000 exp You can use your reputation to persuade or intimidate others
Shared Notoriety Infamy Tier 5 5000 exp Your allies can utilise your reputation to persuade or intimidate others
Presence Influence Tier 1 250 exp An increased ability to persuade or intimidate others
Demand Surrender Influence Tier 2 500 exp The ability to Force a wounded enemy or crew of a damaged vehicle to surrender
Weaken Resolve Influence Tier 3 1000 exp The ability to injure an enemy in such a way that they flee. This effect will end if they take further damage
Improved Weaken Resolve Influence Tier 4 2000 exp As per Weaken resolve, but the enemy will continue to flee if damaged
Attract Minion Mastermind Tier 1 250 exp You can recruit a loyal minion
Impel Ally I Mastermind Tier 2 500 exp The ability to bolster an allies movement
Impel Ally II Mastermind Tier 3 1000 exp The ability to bolster an allies actions
Gimmick Slicer Tier 1 250 exp The ability to utilise a computer faster
Trace Slicer Tier 2 500 exp The ability to utilise a computer to gather information
Master Slice Slicer Tier 3 1000 exp The increased ability to slice into encrypted systems to gain greater access in a computer
Disarming Attack Weapon Specialist Tier 1 250 exp The ability to use a weapon to disarm an enemy (Choose One Weapon Type)
Penetrating Attack Weapon Specialist Tier 2 500 exp The ability to better penetrate an enemy's armour with a weapon (Choose One Weapon Type)
Devastating Attack Weapon Specialist Tier 3 1000 exp The ability to deal more damage with a weapon (Choose One Weapon Type)
Auto-fire Assault Weapon Specialist Tier 4 2000 exp The ability to better utilise and brace auto-fire weapons, that aren't auto fire only
Crushing Assault Weapon Specialist Tier 5 5000 exp The ability to utilise bludgeoning weapons to open up greater attack opportunities
Controlled Burst Weapon Master Tier 1 250 exp The ability to better utilise and brace auto-fire weapons, that are auto-fire only
Exotic Weapon Mastery Weapon Master Tier 2 500 exp The ability to use exotic weapons (Choose One Weapon Type)
Ferocious Assault Weapon Master Tier 3 1000 exp The ability to attack a wider area with auto-fire weapons