When the character purchases this talent, choose one item they own of encumberance 4 or less. As a maneuver, the character can summon this item to their hand or dismiss it from their hand back to the depths of Dathomir, regardless of the character's location. Once per session, the character can spend one hour to ceremonially prepare a different item to be summoned. The character can only have one item prepared this way at a time.
Ichor Blade
1
when the character purchases this talent, choose one Meele or Brawl weapon they possess that does not feature electrons or other high-tech parts. (For example, they chould choose a sword or staff, but not a vibroknife or electrostaff.) The weapon gains the Cortosis and Pierce 2 items qualities and reduces its critical rating by one to a minimum of 1. In addition, any other character adds ■ to checks they make to use this weapon. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon. if the weapon leaves the character's possession for longer than a single scene or encounter, it loses all effects of this talent until the character reacquires it.
Ichor Blade (Improved)
1
The weapon affected by the character's Ichor Blade talent also gains the Sunder and Defensive 1 item qualities, and increases its damage by 2.
Ichor Transfusion
1
Once per encounter, the character may perform the Ichor Transfusion maneuver. The character may heal any number of their current wounds by suffering that number of strain +1. The character may instead heal any number of their current strain by suffering that number of wounds +1.
Ichor Reserve
1
Force Talent. Once per session, the character may suffer 2 strain to perform the Ichor Reserve maneuver. Their Force rating increases by 1 until the end of the scene or encounter. At the GM's discretion, the character may need to occasionally return to Dathomir to replenish their supply of magickal Ichor.
Witchcraft
1
The character gains a Force rating of 1. If the character already has a Force rating of 1 or higher, there is no effect.
Toughened
1
Gain +2 wound threshold.
Grit
2
Gain +1 strain threshold
Enduring
1
Gain +1 soak value.
Force Powers
Force Rating
2
Power
Suppress
Description
FORCE POWER: SUPPRESS
By feeling the flow of the Force and seizing hostile currents in a mental grip, a Force sensitive can directly grapple with supernatural attacks, preventing harm and shielding allies from their strikes. Masters of this ability can even negate Force-based attacks completely, shrugging off gouts of supernatural energy or shattering mental assaults with strength of will and the power of the Force.
Some Force users punctuate this mental defense with physical motions or even weave it into their fighting style, while others stand perfectly still amid the chaos, twisting invisible currents with their minds to keep those around them safe from malign powers. By projecting force of will outward, the Force user can diminish the effects of enemies' Force powers or even cause their Force-based attacks to sputter out entirely before they strike.
The basic power of Suppress can be used in one way: to create a protective bubble around the Force user that dampens the effects of other Force powers meant to harm the user and nearby allies. The basic power has one way to spend force points:
The user may spend a Force Point to extend a dampening field around himself that shields him and all allies in short range. Until the end of the user's next turn, any hostile Force user who makes a skill check as part of a Force power check against the user or any affected ally adds automatic ▼ to the results. The user may not activate this multiple times.
Upgrade
Effect
Strength
Spend a Force Point to add additional ▼ equal to Strength upgrades purchased to hostile Force power checks.
Duration
Ongoing effect: Commit Force Die to sustain ongoing effects of the power on each affected target within range.
Range
Spend Force Point to increase power's range by a number of range bands equal to Range upgrades purchased.
Background
Bort was orphaned as a child and raised by outcasts from Dathomir, and taught to harness the powers of the Nightsisters. By virtue, he is essentially a Nightbrother only in name. He never stepped foot on Dathomir or even knows of its location. When the war came to his home, his Dathomirian outcast parents were killed, and that caused Bort to join the war effort to protect others.
Motivation
Bort is motivated to protect others in battle and provide his force abilities to assist in any way he can. He also wishes to see Dathomir one day and learn of the origins of his powers.
Morality
BRAVERY (STRENGTH)
The characters bravery is quite remarkable. Whether facing down a charging rancor or racing into a burning building to save innocents, he is always willing to take risks to help others.
EGOISM (WEAKNESS)
Confidence can turn into recklessness or stubbornness. When Bort think themselves invulnerable or correct at all times, they think the Force revolves around them. This egoism may cause Bort to make a fatal error and bring others to harm.
Description
A giant creature with two trimmed tusks jutting from his chin. He wears heavy battle armor into battle and wields a glowy green Pike infused with the magicks of Dathomir.