Advanced Jedi
Disciplines
As an obvious statement, the Jedi had more than just the
Warrior, Investigator and what not, but they have more advanced, like
subclasses, for most of their disciplines.
These subclasses can only be learned when a Jedi has mastered their
initial discipline, look at the requirements for the Discipline and must have
made it to the rank of Adept.
For the Warrior, there are two disciplines, the
Battlemaster, the Sentry:
Battlemaster
For the
Battlemaster, war is the only thing they know how to do. These people must be careful not to get too
wrapped up in the slaughter, for the Darkside will grab them at that moment of
bloodlust. These are the very first to enter battle or a dangerous area and the
very last ones to leave, and maybe stay to make sure nothing happens when the
Jedi leaves.
Skills: Brawling
at 5D, (Ad) Jedi Martial Arts, (sp) Jedi Martial Arts: Battlemaster Martial
Arts, (Ad) Lightdagger
Powers:
Control: Enhance
Attribute, Jump, Calm, Enhance Skill, Force of Will, Speed
Sense: Magnify
Senses, Blind Sense
Alter: Haste,
Resonate
Control/Sense: Anticipation,
Advanced Lightsaber Combat, Daisho Combat (or) Duel Lightsaber Combat,
Jedi Martial Combat, Unarmed Combat
Control/Alter: Lightsaber Mediation
Sense/Alter: Greater Force Shield,
Blinding, Dim Other’ s Senses, Force Wave
Control/Sense/Alter:
Affect Mind
Minimum: Control-
8D, Sense- 7D+2, Alter- 3D+2
Recommended
Studies: All “Healing” powers, Enhance
Coordination, Resist Stun, Remove Fatigue, Transfer Force, Battle Meditation
Sentry
“For over a thousand generations the Jedi Knights have
been the guardians of peace and justice in the Old Republic.” --Obi-Wan
Kenobi. The Sentry caste of the Warrior
discipline is exactly that. They are
more along the lines of defenders, not aggressors. They still have their place in the battle plans, guarding the
head quarters, or in non-war times, jumping into buildings and pulling out
little kids. They are the protectors of
men and most of that which is man made, as long as it has not been corrupted by
the Darkside. They are less in tuned
with the art of war, but they still must be proficient. Upon a rescue, however, it is also the job
of the Sentry Jedi to calm the people down and make sure no one panics. Being a Sentry requires a lot more time and
effort than it does to be a Battlemaster as you are almost ready for your
journey into being a Jedi Master, with the Council’s approval.
Skills: Brawling
at 5D, (Ad) Jedi Martial Arts, (Ad) K’thri Martial Arts
Powers:
Control: Adrenaline
Adjustment, Control Kinetic Energy, Deflect Energy, Enhance Attribute, Enhance
Skill, Hammerhand, Jump, Reduce Injury, Resist Stun, Speed
Sense: Blind
Sense, Danger Sense, Combat Sense, Magnify Senses, Shift Sense, Truth Sense
Alter: Haste,
Project Force, Strengthen Object
Control/Sense: Advanced
Lightsaber Combat, Farseeing, Death Sense, Jedi Martial Combat
Control/Alter: Acc. Another’s Healing, Control Another’s
Pain, Control Breathing, Lightsaber Mediation, Transfer Force
Sense/Alter: Affect Emotions,
Blinding, Deflect Laser/Projectile, Dim Another’s Senses, Force Wave, Greater
Force Shield, Precipitate
Control/Sense/Alter:
Doppelganger, Force Unity, Field of Defense, Mirror, Projected Fighting
Minimum: Control-
11D+2, Sense- 11D, Alter- 7D+2
Recommended
Studies: All “Healing” powers, Enhance
Coordination, Remove Fatigue, Battle Meditation, Unarmed Combat
For the Naturalist, there are a few: Druids and Beast
Master:
Druids
The Druids are one with the plants and environment. They do not utilize the animals in the
surrounding area like the Beast Master, but they are the most like the Healers
then anything. They are always ready to
pull out some of their herbs and do some healing. They are usually seen
carrying a staff, which may be a Lightweapon in disguise or just a staff, and
they look like hermits.
Skills: Scholar:
Plant Lore, First Aid: Herbs, (sp) Melee Combat: Staff, (sp) Melee Parry:
Staff, (Ad) Lightsaber
Powers:
Control: Adrenaline
Adjustment, Absorb/Dissipate Energy, Heal, Meditative Trance, Regeneration,
Wisdom
Sense: Blind
Sense, Direction Orientation, Direction Sense, Postcognition, Sense Element,
Sense Plant, Sense Weakness
Alter: Empower
Weapon, Raise/Lower Temperature, Strengthen Object, Telekinesis
Control/Sense: Staff
Combat,
Control/Alter: Control Another’s
Pain, Acc. Another’ s Healing, Detoxify Poison in Another, Heal Another,
Regenerate Another, Transfer Force
Sense/Alter: Remove Force Imprint,
Control/Sense/Alter:
Force Melt, Darkside Dissipation
Minimum: Control-
9D+1, Sense- 8D, Alter- 5D+2
Recommended
Studies: Danger Sense, Lightsaber
Combat, Predict Natural Disaster, Thermogenesis, Transmutation, Weather
Control, Weather Sense
Beast Master
Beast Masters live up to what their name implies, they
master the beasts. They control them to
do their fighting, and work. Not saying
the Beast Master doesn’t do any work, he protects the beasts from danger in the
ways he can and guides them to a better life.
They usually live alone with their animals, perfecting how to build a
Lightsaber out of wood and other organic parts. Until they complete the arduous task of constructing an organic
Lightsaber, they fight with sticks, stones, and animals. (This is the closest to the Warrior that any
aspect of the Naturalist can achieve; it should also bring the character to the
rank of Master-with the Council’s approval.)
Skills: (sp)
Design: Organic Light(weapon), (sp) Construct: Organic Light(weapon), Beast
Handling, Melee Combat, Melee Parry, Brawling, Brawling Parry, (Ad) Jedi
Martial Arts, Thrown Weapons
Powers:
Control: Adrenaline
Adjustment, A/D Energy, Biocombustion, Enhance Attribute, Hammerhand, Jump,
Reduce Injury, Speed, Voice Amplification
Sense: Blind
Sense, Danger Sense, Predict Natural Disaster, Time Sense, Sense Element
Alter: Cell
Burst, Telekinesis, Empower Weapon, Project Force, Strengthen Object, Warp
Matter
Control/Sense: Acclamation,
Beast Link, Farseeing, Death Sense, Jedi Martial Combat, Staff Combat
Control/Alter: Control Breathing,
Control Weather, Induce Tranquility
Sense/Alter: Thermogenesis, Beast
Soother, Group Mind, Lesser Force Shield, Sensory Overload
Control/Sense/Alter:
Affect Mind, Beast Rider, Beast Master, Projected Fighting
Minimum: Control- 11D+2, Sense- 12D+1, Alter- 7D+2
Recommended
Studies: Danger Sense, Lightsaber
Combat, Predict Natural Disaster, Thermogenesis, Transmutation, Weather
Control, Weather Sense
For the Investigator there are a few:
Researcher, Spy:
Researcher
A Researcher researches the mysteries
of the Sith and other mysteries of the Force.
However, the Researcher may not be in as many duels, they are still in
danger of death or falling to the Darkside.
Reading ancient Sith text can taint the soul, so the Researcher better
beware.
Skills: Scholar:
Jedi Lore, Scholar: Sith Lore, (Ad) Lightsaber,
Powers:
Control: A/D
Energy, Enhance Attribute, Perceptive Trance, Calculate, Cognitive Trance,
Perceptive Trance, Short-Term Memory Enhancement, Speed Reading, Wisdom
Sense: Sense
Force Potential
Alter: Light,
Telekinesis, Strengthen Object, Wall Crawling
Control/Sense: Dream,
Farseeing, Mask Force Sensitivity
Sense/Alter: Remove Force Imprint,
Storytelling,
Control/Sense/Alter:
Darkside Dissipation
Minimum: Control- 8D+1, Sense- 6D+1, Alter- 3D+1
Recommended
Studies: Combat Sense, Cyber Sense, CyberLocke, Doppleganger, Eyes of the
Eagle, Force Bolt, Force of Will, Induce Sleep, Lesser Force Shield, Lightsaber
Combat, Mental Translocation, Remain Conscious, Speak with Machines
Spy
The Spy infiltrates the dark hideouts,
seeking information on illegal activities and perhaps finding anything about
the Sith. The Spy can infiltrate a Sith
hideout (if one exists) and pretend to be one.
The Spy is in danger of the Darkside because he is around those types of
people all the time. Many Spies have
fallen because of the people around them.
This should almost bring the Jedi to the rank of Master, with the
Council’s approval.
Skills: (Ad)
Lightsaber, Con, Persuasion
Powers:
Control: A/D
Energy, Calm, Dim, Force of Will, Enhanced Attribute, Contort/Escape, Imitate,
Short-Term Memory Enhancement, Speed Reading
Sense: Blind
Sense, Danger Sense, Direction Sense, Electronic Sense, Alert Sense, Truth
Sense,
Alter: Telekinesis,
Warp Matter, Wall Crawling
Control/Sense: Farseeing,
Death Sense, Lightsaber Combat
Control/Alter: Intangibility,
Control Another’s Pain, Transfer Force
Sense/Alter: Sensory Overload,
Blinding, Lesser Force Shield, Storytelling,
Control/Sense/Alter:
Force Unity, Field of Defense,
Projected Fighting, Purify
Minimum: Control- 10D+1, Sense- 10D+1, Alter- 5D+2
Recommended
Studies: Combat Sense, Doppleganger, Eyes of the Eagle, Force Bolt,
Induce Sleep, Mental Translocation, Remain Conscious, Speak with Machines