remove one set of setback dice per level of this talent to move through outdoor terrain or to manage environmental effects, also decrease overland travel time
Witchcraft
1
+1 force rating
Sense advantage
1
once per session, add 2 black die to NPC skill check
Summon Item
1
as a maneuver, the character can summon or dismiss a ritually peppered item.
Ichor Blade
1
The character chooses one Brawl or Melee weapon they possess, which gains Cortosis and Pierce 2 qualities and reduces its critical rating by 1 to a minimum of 1. If the weapon is ever destroyed or lost, the character can apply Ichor Blade to a new weapon
Improved Ichor Blade
1
add sunder, defensive 1 and +2 damage
Ichor Transfusuion
1
1 per encounter, change strain to stress or vice versa and add 1
Force Powers
Force Rating
1
Power
Infuence
Description
The ability to influence the minds of others is not something to take lightly. Misuse of the ability, colloquially known as a "mind trick", is a sure step on the path to the dark side. A powerful Force user can manipulate the minds of others to the point where he can convince them to believe things that are untrue, or calm an angry crowd. Conversely, he can rile the crowd into a murderous frenzy, or frighten a single soul into gibbering madness. This is where the danger of Influence lies.
However, Influence is not inherently evil. Many Force users have used Influence to protect the helpless or to deal with a threat in a way that avoids violence. It is much better to convince a guard to return to his post than to have to kill him.
Influence's most basic and arguably crudest ability allows the user to inflict strain on a living target, stressing his mind until he passes out. However, upgrades allow the Force user who specializes in Influence to perform much more subtle and impressive feats.
Upgrade
Effect
Basic
The character may attempt to guide, shape, and even twist the thoughts and feelings of others,
Special Rule (White/Black use): When guiding and shaping thoughts, only (Black/White) generated from (Black) may be used to generate negative emotions such as rage. fear,
and hatred. Only (Black/White) generated from (white) may be used to generate positive emotions such as peace, tranquility, and friendliness.
Other emotions such as confusion can be created from (Black/White) either or.
The character may spend (Black/White) to stress the mind of one living target he is engaged with, inflicting 1 strain
Background
Motivation
Expertise: Charm
This social skill measures the character's ability to make just the right compliments and say just the right things to bring people onto their side. Rolls for this skill may be used in regards to;
Obligations
Dutybound: The PC has a deep sense of duty that he feels compelled to fulfill, such as military service,
making good on a contract, or following some sort of thieves’ code. Unlike the Oath Obligation (see below),
a Dutybound character has some legal or ritualistic bind to an organization or cause making it extremely
difficult or detrimental if he fails to live up to that commitment.
Amount: 10
Betrayal: This Obligation can work in one of two ways: either the character is the target of a deep and
personal betrayal, or the character is the one who betrayed others. Whether it’s as simple as a betrayed
confidence or broken promise or as serious as treason or mutiny, the betrayal eats away at the character
and affects his everyday life. The target of the betrayal may seek answers, compensation, or simply revenge.
Amount: 20