Difference between revisions of "DB:Dark Side Compendium Abilities and Paths"
Lockesetzer (talk | contribs) |
Lockesetzer (talk | contribs) |
||
| Line 1: | Line 1: | ||
{{CollectionHeader | {{CollectionHeader | ||
| − | |title=Compendium of the | + | |title=Compendium of the Secret Order |
| − | |titleImage= | + | |titleImage=EHSO-small.png |
|office=Grand Master | |office=Grand Master | ||
|homePage=Dark Side Compendium | |homePage=Dark Side Compendium | ||
| − | |rgbBgColor= | + | |rgbBgColor=25,82,205 |
|bgAlpha=.5 | |bgAlpha=.5 | ||
}} | }} | ||
Revision as of 15:03, 14 October 2025
| Dark Side Compendium | From the Office of the Grand Master | Last update: Lockesetzer (10/14/2025) |
|
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 |
