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The Mother tipped a cup of knucklebones into Sira's palm and closed her fingers around them. "Listen first," she said. The canyon breathed in the gaps of her words; bone‑charms clicked where the wind cut the Red Teeth. Karo traced soot‑thin cords at the lintel with a scarred knuckle. Jessa held a tally braid beside the web and watched the beads still.
"Throw when you mean it," the Mother went on. "Know what you can carry in a breath and what you must hold for the next." Sira felt the weight of the bones—odd and familiar, like a promise she'd made as a child. She opened her hand, let them fall: a six, another six, a one. "What does it say?" the Mother asked.
"That the road opens… and asks a price," Sira said.
They walked the rim and named what they saw: a pass strung with clan beads; a drum‑finger of rock where sound carried clean; a bowl fused with ash on the lair's roof. "Each place, each token, each word is a thread," the Mother said. "You will learn to take hold without tangling. You will learn to stop before the web sings. You will learn to count how many things you can do before your breath runs out."
Sira nodded. The canyon answered with a hush like a held roll. "Then we'll work," she said. "When it matters." A tally bead tapped once against her palm, as if remembering a doorway that would hush to the right sign.
This supplement is best run using Star Wars the Roleplaying Game 2nd Edition Revised and Expanded and REUP.
Coercive/necromantic rites may flag the Dark Side (see specific entries). Respect table consent for fear/possession imagery. Counterplay: see Blood Knot and Funerary Warding.
This short transcript shows REUP-paced play using Dathomir procedures without changing the math. It features Sira (witch adept), Karo (nightbrother scout), and Jessa (tracker-scholar) approaching a warded lair and lighting a beacon.
GM: The canyon wind carries ash and the faint click of bone-beads. A soot-black lintel spans the pass ahead.
Karo: "Trap?" I scan the opening and the floor. (Search 4D = 16 vs. Moderate 15 — success.)
GM: Hair-fine cords tie bead to bead across the throat of the pass — a ward‑web. You spot two low runs and one at knee height.
Sira: I listen for its tone. (Sense 4D+1 = 13 vs. 15 — miss.)
Jessa: I point out soot-scratches where people step. (Qualified Assistance +1 pip.)
Sira: Retry. (Sense 4D+2 pips = 16 vs. 15 — success.)
GM: The key is a bone‑tally tribute; present the braid with a simple rite to pass.
Sira: I offer our braid and whisper the names. (Simple rite Sense 15 → 15 — success.)
GM: The beads still. One at a time, please.
Karo: I go first, light on the feet. (Moves through; no roll needed.)
(A rustle below the ledge.)
GM: Something large shifts under the rock outcrop; two yellow eyes blink.
Jessa: "Easy." I try Beast‑Mindspeech. (Sense 4D = 14 vs. Orneriness 3D = 10 — success.)
GM: Hunger and a sore foreleg. It'll hold for food.
Karo: I toss ration meat far from the pass.
GM: The shape lumbers after it, giving you room.
(At the lair's threshold.)
GM: Crossing without the keyed sign weighs on you — Willpower 15 or take −1 pip to your first action inside.
Sira: (Willpower 3D+2 = 11 — fail.) "Cold tongue." (marks −1 pip next action)
Karo: (Willpower 3D+1 = 15 — success.) "She's listening."
(Beacon bowl and ichor pool inside.)
Sira: Plain beacon first. (Sense 15 → 14 — fail.)
GM: The fire gutters.
Karo: Drink the Sister's Tonic first. (Applies +1D Stamina vs fatigue/pain; crash later −1 pip Stamina.)
Sira: Retry. (Sense 15 → 19 — success.)
GM: A thin, steady green climbs into the night.
Jessa: We take the roof niche and wait.
GM: Dawn finds you — and the patrol. Scene ends.
Twilight turned the stone black and the ash white. The patrol came in by the narrow way, tapping the drum-beat for kin and no pursuit. At the threshold, Sira crossed braid over palm and offered a small bone-bead with three shallow cuts. The ward-web hushed; cords trembled once, then went slack—exactly as the Mother had promised on the rim.
Inside, law was a low drum and a patient voice. The Matriarch unrolled a strip of hide with tally marks and knot-threads: debts paid, hunts owed, bones yet to be returned to ground. A boy recited the oath for keeping—water for the thirsty, meat for the hungry, no hands on the dead without the right words. Karo pressed a horned brow to a carved sigil and spoke his clan's watch-words. Jessa laid a bead from her mother's braid into a bowl of water and waited for the ripples to say yes.
"Law is a path you draw each day," the Mother said. "Culture is the mark your feet leave when you think you're walking light." The drum beat a final pattern—kin safe; debt waiting. Sira remembered the bones falling—six, six, one—and felt how the price might come due. "We will pay it," she said. "With the right coin." Outside, smoke stitched the northern sky; somewhere in the grit lay a name waiting to be taken into wax.
An ancient extragalactic witch civilization centered on Peridea, the end of the purrgil's last migration. They framed the Force as the work of "spirits," weaving power through threads, rites, talismans, and funerary magicks. Over long ages the Kingdom waned; its last matriarchs—later known as the Great Mothers—entered hibernation. During their sleep a vast war left Peridea and much of the far galaxy barren, turning Peridea's orbit into a graveyard ring of purrgil bones.
Klothow, Aktropaw, and Lakesis awoke when Grand Admiral Thrawn discovered their mountain fortress. They allied to escape Peridea, reading "threads of fate," working dream-callings across galaxies, and commanding catacomb rites tied to sealed "cargo." Through their agency—and the Eye of Sion—they returned with Thrawn to Dathomir (9 ABY), bringing relics and remains that rekindled Nightsister magicks at scale.
Peridea's Dathmiri culture functions as the taproot for Nightsister-style talismanry, spirit-cosmology, and burial magicks. Later Dathomir covens inherit, adapt, and localize those practices rather than inventing them anew.
Dathomirian Nightsisters describe the living current as ichor—a green, visible power shaped by chant, gesture, and focus. Great Mothers from Peridea frame the same current as threads to read, knot, and cut. Both views point at the Force without adopting Jedi/Sith binaries. A weave is a spell's pattern carried on breath and voice; a ward-web is a persistent net hung across thresholds that tingles when disturbed. Death is a veil rather than an ending—voices may be hailed, bargained with, or bound. Clan law and teaching codify ethics and discipline; later matriarchs unify practice into a pragmatic, survival-first tradition while elder thread-reading remains an honored root.
Origins By c. 600 BBY, the wilderness world of Dathomir already hosted scattered human populations (penal exiles, older settlers with Paecian linguistic traces) and folk-shamans. The Jedi Allya, exiled to Dathomir, codified the clans' ethics and training in the Book of Law, forged a rancor symbiosis, and organized the women into fortified, matriarchal covens. Independent threads—Sith activity in the late New Sith Wars, and later off-world contacts—left faint strata but no lasting institutions. Over subsequent centuries, Zabrak arrivals and interbreeding produced Dathomirian lineages; males were organized as Nightbrothers.
Peridea supplies the deep magickal heritage; Allya supplies law, discipline, and the clan system that defines Dathomir.
Clans & Law Villages named for local landmarks (Singing Mountain, Red Hills). Eldest women lead. Exile is the prime sanction—especially for "night spells" (dark use). Most clans uphold the maxim: "Never concede to evil."
Dathomiri society is clan-matriarchal. A Mother governs survival and law—training, travel, judgment, and mercy—and presides over major rites. Shamans tend the spirit boundary and steward dangerous workings; other ranks (hunters, warriors, beast-wardens, scouts) are duty paths, not castes. Law is sung and remembered: oaths marked on skin and cords; taboos against grave theft and misuse of funerary tools; strict stewardship of communal relics. Justice aims to be restorative (reparation, service, scar-vows), yet the lair defends itself with wards, exile, or binding when survival demands. Hospitality is formal—guests are fed and washed, then questioned under charms that compel truth without cruelty. The chorus is the clan's voice; the Mother speaks with it, not over it.
Combat drill married to chant-based "spells" (structured words, gestures, setting, and talismans). Rancors are allies and mounts.
Days are divided by chorus bells and work beats: foraging, tanning, carving, weaving, and drill with bow and blade. Apprentices learn stitches before spells—loom-logic translates to chant meter. Alchemy works with ichor-laced waters, resins, and minerals to produce draughts; talisman-craft fixes intent into bone, bead, and wire; attunements bring a bow or blade into the coven's grammar. Hunts are rites: rancor alliances are brokered with gifts, scent, and song; quarry is taken clean; bones are tallied and repaid to the land. Potions are brewed at marked hours; tools rest on stone plates to drink in breath; ward-webs are reset at dusk. The lair is half monastery, half armory—quiet industry interrupted by sudden drills when bone-bells sing.
Women hold leadership, lore, talisman-craft, and most ritual authority. Men (primarily Dathomirian Zabraks) are Nightbrothers—hunters, guards, shock troops; under Nightsister rule they may be breeding caste and retainers.
"Nightsister" names Dathomirian women of the coven; "Nightbrother" names Dathomirian Zabrak men organized in parallel fraternities under matriarchal law. Brothers train as hunters, fighters, and scouts; selections and pairings are formal rites. Formal witchcraft training is traditionally reserved to women, though covens may temporarily empower chosen warriors for a task, and rare male adepts have channeled the Force through rigorous body-practice. Bonds among brothers are fierce; bonds between coven and village range from protective to extractive depending on era. Outsiders often misread the asymmetry as simple slavery; in practice it is oath and obligation within a legal frame enforced—sometimes harshly—by Mothers.
Low native tech; selective trade and occasional off-world contracts as trackers or enforcers. Even in New Republic times many clans prefer isolation.
Dathomir is low-tech by preference, not ignorance. Covens adopt tools that suit their grammar: energy bows for silent projection; bone targets and war-vests for mobile cover; spears, knives, and clubs that carry ichor cleanly. Repulsors, comlinks, and basic sensors appear when dealings demand. Star travel is rare and purposeful—vendettas, rescues, relic-work. Trade flows as favors and objects with provenance—beads marking chains of custody. Taboos include selling ancestor-bound relics, raising the dead without mandate, and spilling ichor brews in unclean places. Outsider tech that breaks the meter—sonics, roaring engines, indiscriminate explosives—is taken as insult; it's met with misdirection, wards, and night raids rather than open formations.
340 BBY — Chu'unthor & Rell Crash of the Chu'unthor; Yoda barters knowledge for peace with Rell (Legends strand preserved as local history).
Nightsister ascendancy under Talzin; Sith/Jedi entanglements (Maul taken as a child; Infinity Gate intrigues remain a Legends regional episode).
Ventress returns; Savage Opress chosen and transformed. Battle of Dathomir: Grievous massacres the Nightsisters; Old Daka raises the dead; coven nearly annihilated; Talzin survives in spirit and later falls during conflicts tied to Maul's Shadow Collective.
Taron Malicos seizes the Nightbrother village; Merrin survives and eventually departs off-world. Maul uses the ruined lair as a reliquary and base.
Great Mothers + Thrawn relocate to Dathomir with catacomb cargo, catalyzing a new Nightsister presence.
A quick index of major Dathomirian covens, villages, and related factions. Where available, entries follow Overview / Economy / Customs / Sites.
Overview. River–reef foragers who dive for blue coral nodules used in dyes, poultices, and comb-teeth.
Economy. Quiet trade with neighboring clans; eel-hide cords; pale helms lacquered in coral milk.
Hazards. Avoid the Strangled Cliffs where red mist eats rope and lung.
Overview. Plateau-dwellers who mark solstices with mirror-stone circles and keep heliograph beacons along dry ridgelines.
Economy. Trade sun-dried meats, salt-lichen parchment, and polished signal plates; guide caravans across high country above the red mist.
Customs. Dawn oaths and noonday judgments; faces painted with ray-lines—light read as omen for travel and war.
Sites. The Sun Gate—a ring that throws a blade of light across the altar at equinox; beacon-steps linking ridges for warning and wayfinding.
Overview. Matriarchal line who keep the long song-paths between lairs.
Customs. Rites favor veiling, wayfinding, and memory; novices "sleep-walk" the current and surface at omen-stones with answers on their tongues.
Overview. Canyon-hunters who net fish in flood season and drive river-beasts with bone rattles and green smoke.
Reputation. War-trained, quick to form hunt-circles; famed for thorn-barb spears that turn a charge.
Overview. Cliff-dwellers who raise slat goats on ledges and harvest wind-threshed lichens.
Religion/Law. Stone-cut altars answer best when drums echo down the fault. Hospitality is strict; blood feuds stricter.
A coven rooted in Dathomir's traditions with distinct territory, customs, a signature rite, one adventure hook, and one notable site for trials. (Full write-up forthcoming.)
Overview. Keepers of rain-stairs and hanging gardens; brew mists into medicine.
Sites. Lairs sit behind veils of spray where voices carry oddly.
Notable. First to teach outsiders that a waterfall can be a door.
A coven rooted in Dathomir's traditions with distinct territory, customs, a signature rite, one adventure hook, and one notable site for trials. (Full write-up forthcoming.)
Overview. A regional coven bound to the Nardithi Cluster's ichor-amplifying "hex spikes." They adopt the Nightsister name without being a Talzin administrative branch.
An Imperial Inquisitor grooms Jerserra, who later betrays her master; Freff's Nightbrothers serve the coven post-war. By mid-Empire, the coven is scattered; shards and lone practitioners remain.
Practice & Artifacts. Geomantic focus on Cluster shards to boost rites at lethal ecological cost; talisman shards and prognostication are signature tools.
Definition & Scope. Dathomirian Zabrak men allied to (and often governed by) Nightsister clans. Hunters, fighters, scouts, and heavy labor when covens need endurance. Tattoos mark clan and ordeal; fraternities are tight, led by a war-leader and lieutenant. Magick is taboo for most; rare male adepts channel the Force into body mechanics and shock tactics.
Origins. Human witches interbred with Zabrak males brought by raiders (often via Rattatak), creating Dathomirian Zabraks; males organized apart as Nightbrothers under witch rule. Maul was taken young by Sidious; the village later produced Savage Opress and Feral.
Clone Wars. Ventress's Selection (Fury, Night, Elevation); Kenobi & Skywalker confront the village; Viscus orders a stand-down. Purge of the Nightsisters devastates the planet; the main village later falls and is rebuilt in the cliffs.
Shadow Collective & the Village of Power. At Talzin's summons, Nightbrothers aid Maul; Viscus's cadre crosses blades with Dooku and bears him to Dathomir for Talzin's possession rite; Confederacy counterattacks; Talzin perishes.
Fallen Jedi Taron Malicos kills Viscus and seizes the village with Merrin; brothers bend—grimly—to their rule; settlement relocates deeper into the Upper Strangled Cliffs. Some bands (e.g., Freff's) serve Nardithi survivors. Cal Kestis & Merrin later depose Malicos.
Leadership by a Nightbrother Leader & Lieutenant; rites of passage (tattoos, ordeal hunts, arena trials). Brothers paint glyphs with hydraatis acid; master calligraphers prized. Outsiders met with suspicion but can earn respect. Covens may bathe select brothers in ichor; male adepts trained as shock specialists.
Relations with the Nightsisters. Asymmetrical pact: coven commands, brothers obey. Roles range from guardians and hunters to breeding partners chosen by rite. Enforcement cruelty varies by era; bonds among brothers are fierce.
Champion (Berserker). Champions are the coven's elite front-line fighters and bodyguards. Chosen from the strongest Nightbrothers, they're conditioned for endurance, shock assault, and close protection of Nightsister leaders during rites and parley. Champions are proven by trials of strength, pain tolerance, and discipline. Sparring in armor, weapon drills, and endurance runs are everyday work. Selection often follows public contests so the choice is respected by village and coven alike. Guard matriarchs and shamans during ceremonies; anchor the line when threats press the lair; lead small warbands on punitive raids or escorts. In peace, enforce coven law without excess—obedience to the Mother's word matters more than personal pride.
Nightbrother Champion
All stats 2D except for:
Dexterity 4D+2, dodge 5D+1, melee combat 6D, melee parry 6D, brawling parry 6D, climbing/jumping 5D+1, thrown weapons 4D+1
Knowledge 2D, tactics 3D
Mechanical 2D, beast riding 3D
Perception 3D, intimidation 5D, search 4D
Strength 5D, brawling 7D, lifting 5D, stamina 6D
Technical 2D
SA: Cranial Horns (headbutt STR+1D); High Pain Threshold (+1D to stamina vs. pain/fatigue); Ritual Bearing (+1D intimidation when markings visible)
Move: 10
Equipment: hooked axe or heavy knife (STR+2D+1); spiked knuckles (+1 brawling damage); reinforced bracers; war-vest; trail cloak
Taboo: personal talismans or self-worked magick (use only coven-bestowed rites)
Hunter (Stalker). Hunters range beyond the village to feed the clan and warn of danger. They read tracks, wind, and ground, and know the ravines, swamps, and caves where rancors and off-worlders alike can vanish. Scouting, tracking, stealth, and route-finding. Hunters maintain caches, mark safe paths, and learn when to observe rather than engage. They coordinate with beast-handlers when herds or rancors must be moved. Provide meat and materials; scout approaches to the lair; shadow intruders; guide coven parties between landmarks. Their reports are plain and practical—what was seen, counted, and heard—so Mothers can act with clear information.
Nightbrother Hunter
All stats 2D except for:
Dexterity 4D+1, dodge 5D, melee combat 5D, melee parry 5D, brawling parry 4D+2, climbing/jumping 5D, thrown weapons 5D, missile weapons (energy bow) 5D+1
Knowledge 2D+1, tactics 3D, survival 4D
Mechanical 2D+2, beast riding 4D
Perception 3D+1, intimidation 4D, search 4D+1, sneak 4D+2
Strength 4D, brawling 5D+1, lifting 4D, stamina 5D
Technical 2D
SA: Cranial Horns (headbutt STR+1D); High Pain Threshold (+1D to stamina vs. pain/fatigue); Tracker's Sense (+1D to search or survival when tracking in the wild)
Move: 10
Equipment: energy bow or hunting javelins (javelin STR+1D+1); skinning knife (STR+1D); light travel kit; reinforced bracers; trail cloak
Taboo: personal talismans or self-worked magick (use only coven-bestowed rites)
Smith-Armorer (Warden). Smith-Armorers keep the war-gear working. They shape local materials and salvage into practical weapons and protection, maintain village defenses, and prepare equipment for Nightsisters and Nightbrothers alike when authorized. Repair before replace: edge work, hafts, bowstrings, plates, and straps. Salvage from wrecks or trade is refitted to Dathomir's needs. Records of who carries what matter—gear is assigned for fitness and duty, not status. Before a march or battle, Smith-Armorers adjust fits, redistribute weight, and ensure blades and bows are ready. In emergencies they can hold a line with tools at hand while others regroup. Sacred or ancestor-tied items are handled with permission from coven leaders; the Smith-Armorer answers for custody and condition. Off-world technology is adopted only when it serves clan needs without undermining established practice.
Nightbrother Smith-Armorer
All stats 2D except for:
Dexterity 3D, dodge 3D+2, melee combat 4D+1, melee parry 4D, brawling parry 4D, climbing/jumping 4D, thrown weapons 3D+1
Knowledge 3D, tactics 3D, scholar (metallurgy/engineering) 3D+1
Mechanical 2D+1, beast riding 3D
Perception 3D, intimidation 4D, search 3D+2
Strength 4D+1, brawling 5D+1, lifting 4D+1, stamina 5D
Technical 4D, armor repair 5D+1, melee weapon repair 5D, tools (craft) 4D+2
SA: Cranial Horns (headbutt STR+1D); High Pain Threshold (+1D to stamina vs. pain/fatigue); Forge Mastery (+1D to
Technical when crafting/repairing melee weapons or armor)
Move: 10
Equipment: smith's hammer (as club, STR+1D); tool bundle (armorer's kit); reinforced bracers; leather forge apron (counts as padded clothing at GM discretion)
Taboo: personal talismans or self-worked magick (use only coven-bestowed rites)
Adept. Rare Nightbrothers selected by a coven to channel power into body mechanics, not formal witchcraft. Adepts are conditioned for shock entry, clinch fighting, and line anchoring; they use breath, pain control, and explosive footwork to overmatch heavier foes. Custom forbids talisman use; any ichor rites used on them are external coven augmentations, not self-casting.
Nightbrother Adept
All stats 2D except for:
Dexterity 4D+1, dodge 5D, melee combat 5D+2, melee parry 5D, brawling parry 5D, climbing/jumping 5D, thrown weapons 4D
Knowledge 2D+2, tactics 3D
Mechanical 2D+1, beast riding 3D+1
Perception 3D, intimidation 4D+1, search 4D
Strength 4D+1, brawling 6D, lifting 4D+1, stamina 5D+1
Technical 2D+1
SA: Cranial Horns (headbutt STR+1D); High Pain Threshold (+1D to stamina vs. pain/fatigue); Ritual Bearing (+1D intimidation when markings visible)
Move: 10
Equipment: hooked axe or heavy knife (STR+2D); spiked knuckles (+1 brawling damage); reinforced bracers; trail cloak
Taboo: personal talismans or self-worked magick (use only coven-bestowed rites)
Definition & Scope. A sisterhood of magick-wielding women centered on Dathomir, organized into covens under a ruling Mother/Matron. In the late Republic, "Nightsisters" most often refers to Mother Talzin's unified clan, though the name is also used by splinters (e.g., Spiderclan, Nardithi). Most members are Dathomirian Zabraks (Human–Zabrak hybrids), but off-world Humans (e.g., Morgan Elsbeth) are attested. Their praxis channels green ichor and chorus rites; outsiders usually classify them as dark side users, though the Nightsisters themselves frame magick as practical, ancestral craft.
The Dathomirian witch-tradition begins extragalactically on Peridea—the taproot of thread-reading, talismanry, and funerary magicks. A branch of that culture reached the known galaxy via purrgil routes and settled the world they named Dathomir, where their praxis persisted in covens and lairs. Centuries later, the Jedi Allya entered that existing current not as the inventor of magick but as its law-giver and reformer. Her Book of Law codified ethics, clan discipline, and training; she brokered the rancor symbiosis and set the maxim "never concede to evil." In short: Peridea provides the power-grammar; Allya supplies the rulebook and civic order for Dathomir. Jedi archives lack a clean paper trail for Allya's exile, but Dathmiri oral history preserves her role as organizer and conscience, while the Great Mothers embody the elder Peridean root. This manuscript adopts a layered timeline as single continuity: Peridean heritage → Dathomirian planting → Allyan codification → Nightsister unification under Talzin → modern resurgence with the Great Mothers' return.
Life on Dathomir (pre–22 BBY). On arrival/ascendancy, witches contested the tech-exploiting Fromprath, allied with rancors, and secured the world; weaponry modernized in places (energy bows). Lore remembers witch Pelopy Vus opposing Darth Caldoth; lightwhips attested in the High Republic. A "Golden Age" of multiple covens drifts toward schism until Mother Talzin unifies a dominant clan; she bargains with Darth Sidious, who betrays her by taking Maul. Ventress is traded away in youth (Hal'Sted), later returns; minor threads include Falta/Yenna and the Arzo Suun theft with Nightbrothers.
Downfall & Collapse (Clone Wars, 22–19 BBY). After failed moves against Dooku, Talzin's witches transform Savage Opress and provoke retaliation. Grievous sacks the fortress; Old Daka's undead army collapses when she's slain; most sisters die. Survivors include Talzin, Ventress, Merrin, Yenna, Jerserra, Shelish (and her daughter Deathstick), and Morgan Elsbeth. Talzin later restores Maul's body/mind, plots against Sidious/Dooku, and is ultimately destroyed.
Survival & Adapting (Imperial Era, 19 BBY–4 BBY). With covens shattered, Merrin commands Nightbrothers for a time; Taron Malicos briefly usurps them until Cal Kestis and Merrin cast him down. The Nardithi coven rises and falls (Jerserra survives); Shelish trains a rebel leader in the Anoat sector. Maul and Ezra later rouse lair spirits; the altar is destroyed to end the haunting; by late Imperial years, off-worlders often call Dathomir "dead" of sentient life.
The "Return" (New Republic, 5–9 ABY). Morgan Elsbeth seeks Thrawn and Peridea. In 9 ABY she, Baylan Skoll, and Shin Hati reach Peridea, ally with the Great Mothers, and load coffin-cargo from catacombs. Empowered (Talzin's blade; Gift of Shadows), Elsbeth buys Thrawn time to escape on the Eye of Sion; she falls to Ahsoka Tano. Thrawn and the Great Mothers return to Dathomir with their cargos—re-seeding Nightsister presence in canon.
Religion & Philosophy. Nightsister magick channels ichor for conjuration, transformation, necromancy, and veiling; Force-adjacent ichor magick (per on-screen depictions). Unlike Jedi/Sith binaries, covens treat power as tool and duty—pragmatic, clan-survival ethics that often skew dark without embracing Sith passion doctrine. Many revere the Winged Goddess (life, fertility, divination) and Fanged God (hunt, death); death is a veil to be crossed, not an end.
Overview. Matriarchal coven structure; Nightbrothers are subordinate warriors/breeding partners living apart. Fortresses/lairs stand by swamps and carved halls; outsiders once mislabeled them "peaceful," but covens are disciplined, territorial, and war-trained.
Funerary Practice. The dead are mummified in skin-pods, hung on bone/branch frameworks that echo Dathomir's flora forms. Cloth is washed in magicked water, hand-braided with protection chants; bodies are anointed with oils before sealing.
Skills & Training. Initiates learn chants, discipline, and ethics, then face the Sleeper to harvest flesh for the Water of Life—a rite that punishes fear and tests control. Covens brew medicines and poisons, scribe talismans, and use augmentation rites to field "transformed warriors." Training sites include the Witches' Horn (potions) and the Crucible (Trials of Fury, Night, Elevation).
Test of Fury. Arena combat trial. Passing shows decisive aggression without collapse into rage; restraint on command earns regard. Variants: Pair-Work Fury, Beast-Edge.
Test of Night. Darkness, silence, nerve. Navigate and strike by breath and echo (Ears of the Chiroptix). Variants: Moon-Hush, Chorus Blind.
Test of Elevation. Crucible of moving stone—balance & improvisation. Saving a rival while winning marks leadership. Variants: Burdened Rise, Chorus Cut.
Triad Sequence. Fury → Night → Elevation. Allied clans emphasize mercy; Nightsister trials prize decisive outcomes and obedience to signals. Even non-warriors may take one or more for standing.
Mother/Matriarch. Coven head who governs training, travel, justice, and major rites; balances clan survival, diplomacy, and when to reveal or conceal power.
Nightsister Mother/Matriarch
All stats 2D except for:
Dexterity 3D+1, dodge 4D, melee combat 4D, melee parry 4D
Knowledge 4D+1, bureaucracy 5D, intimidation 5D, languages 4D+1, scholar (Nightsister Lore) 6D
Mechanical 3D, beast riding 3D+1
Perception 4D, persuasion 4D+1, bargaining 4D+2, command 6D, search 4D, willpower 5D
Strength 3D, brawling 3D+2, lifting 3D+1, stamina 4D+1
Technical 3D, first aid 4D
SA: High Pain Threshold (+1D to stamina vs. pain)
Force Skills: Control 6D, Sense 6D, Alter 5D+2
Move: 10
Equipment: war-vest (+1D physical, +1 energy, –1 DEX), bone targe (+1D melee parry), talisman-bound dagger (STR+2D), scrying basin or Great Mothers' Orb
Typical Spells: Control Web, Veil of Night, Ichor Ward, Threadreading, Weave of Restoration
Shaman. Spirit-medium, artifact keeper, and coven law-voice. Chosen by signs/ordeals, she bridges living and spirit realms, stewards communal talismans, leads conjurations, and speaks for the ancestors.
Nightsister Shaman
All stats 2D except for:
Knowledge 4D, intimidation 4D+1, languages 4D, scholar (Nightsister Lore) 6D, willpower 5D
Perception 4D
Technical 3D+2, alchemy (ichor) 6D
SA: High Pain Threshold (+1D to stamina vs. pain)
Force Skills: Control 5D, Sense 5D+1, Alter 4D+2
Move: 10
Equipment: talisman-bound dagger (STR+2D; lightsaber parry safe vs. auto-sunder on failed parry; Wild 1 flicker 1 round), Talisman of Finding (+1D to first relevant Sense roll every 10 minutes for Blood Trail or Threadreading with proper link), ritual beads and inks, access to scrying basin (Focus; +1 to initial Threadreading; ≥25 may carry sound/allow one Sense-based skill at GM discretion)
Typical Spells: Threadreading, Ichor Ward, Weave of Restoration, Funerary Warding, Illusory Apparition, Control Web
Beastwarden. Broker of coven–beast alliances (rancors, howlers, lesser fauna): trains mounts, calms frenzies, tends breeding grounds, heals wounds of flesh and spirit. Their authority makes living engines of war obey chorus tempo.
Nightsister Beastwarden
All stats 2D except for:
Dexterity 3D, melee combat 3D+2
Knowledge 3D+1, survival 5D
Mechanical 3D+2, beast riding 5D
Perception 3D+2, search 4D+2
Strength 3D
Technical 2D+2, first aid 3D+2
SA: High Pain Threshold (+1D to stamina vs. pain)
Force Skills: Control 3D+2, Sense 4D, Alter 3D
Move: 10
Equipment: whisper-lash handler's staff (STR+1D; on hit may attempt opposed brawling or DEX to entangle; entangled target –1D until they spend an action and beat attacker's brawling), hunter's spear (STR+2D melee or 3D thrown; Range 3–10/25/40), calming powders (GM: +1D to beast handling to soothe non-sapient fauna)
Typical Spells: Spell of Creature Understanding, Mindspeech to familiar beasts, Control Web to set tempo, Funerary Warding for lair bounds
Hunter. Tracker and outrider caste: follows blood/sympathetic trails, scouts, sets traps, and chooses ground. In export work they wear red robes/hoods and black wrist wraps; earnings tithed to the coven.
Nightsister Hunter
All stats 2D except for:
Dexterity 4D, dodge 5D, melee combat 5D, melee parry 5D, missile weapons (energy bow) 4D+1, thrown weapons 4D
Perception 3D, intimidation 4D, willpower 4D
Strength 3D+2, brawling 4D+2, lifting 3D+2, stamina 5D
Technical 2D+2
SA: High Pain Threshold (+1D to stamina vs. pain)
Force Skills: Control 3D+2, Sense 3D, Alter 3D+1
Move: 10
Equipment: Nightsister war-vest (+1D physical, +1 energy, –1 DEX; may be inscribed as Focus during downtime), bone shield targe (+1D to melee parry while used, off-hand), talisman-bound dagger (STR+2D), Nightsister energy bow (4D+2; Range 3–25/50/100; Ammo 25; silent)
Typical Spells: Ichor Ward (personal aegis), Stone Bind, Ichor Blast, Gift of Shadows usually received from a Shaman, Control Web local debuff
Warrior. Front-line war-witch, blending hex, shield, and steel. "Transformed warriors" are ritual-augmented champions created by a coven's alchemic chorus (Savage Opress is the archetype).
Nightsister Warrior
All stats 2D except for:
Dexterity 4D, dodge 5D, melee combat 5D, melee parry 5D, missile weapons (energy bow) 4D+1, thrown weapons 4D, intimidation 4D, willpower 4D
Perception 3D
Strength 3D+2, brawling 4D+2, lifting 3D+2, stamina 5D
Technical 2D+2
Force Skills: Control 3D+2, Sense 3D, Alter 3D+1
SA: High Pain Threshold (+1D to stamina vs. pain)
Move: 10
Equipment: war-vest (+1D physical, +1 energy, –1 DEX), bone shield targe (+1D melee parry), talisman-bound dagger (STR+2D), energy bow (4D+2; Range 3–30/100/300; Ammo 25)
Typical Spells: Ichor Ward (personal aegis), Stone Bind, Ichor Blast, Gift of Shadows, Control Web local debuff
Shadow Killer. Assassin cadre specialized in stealth, misdirection, and silent kills (daggers, darts, toxins). Shamans can shroud them in ichor-mist to step "between" realms for approach; Palpatine rated them on par with elite Defel operatives.
Nightsister Shadow Killer
All stats 2D except for:
Dexterity 4D, dodge 5D, melee combat 4D+2, melee parry 5D, thrown weapons 5D, climbing/jumping 5D
Knowledge 3D, streetwise 3D+1
Mechanical 2D+2
Perception 4D, hide 6D, search 4D+1, sneak 6D
Strength 3D, brawling 3D+1
Technical 3D, demolitions 3D+2, security 5D
SA: High Pain Threshold
Force Skills: Control 4D, Sense 4D, Alter 4D
Move: 10
Equipment: black wraps, poisoned darts (3D+1; typically toxin carriers), throwing knives (STR+1D), talisman-bound dagger (STR+2D), Dream-Sleep dust or Paralytic resin as issued, optional Veil talisman (+1D to initial Veil of Night at GM discretion)
Typical Spells: Veil of Night, Mindspeech, Ichor Blast, Stone Bind; Illusory Apparition (decoy/proxy)
Boneweaver. Custodian of the loom and boneforge who keeps talismans, foci, and weapons battle-ready. Boneweavers diagnose faults in ichor inscriptions, repair cracked wards, and tune tools so a single caster can "carry" a whole chorus. In peacetime they archive patterns; in war they are the difference between a shield holding and failing.
Nightsister Boneweaver
All stats 2D except for:
Dexterity 3D, melee combat 3D+1
Knowledge 3D+2, scholar (Nightsister Lore) 5D, value (ritual components) 5D
Perception 3D+1, search 4D
Strength 3D
Technical 3D+2, melee weapon repair 5D, armor repair 5D, alchemy (ichor) 5D, first aid 3D+2
Mechanical 2D+2
SA: High Pain Threshold
Move: 10
Equipment: ritual loom, scribe kit and inks, talisman-bound dagger (STR+2D), workbench Focus options
Typical Spells: Ichor Conjuration (tools), Weave of Restoration (objects), Ichor Ward (personal), Funerary Warding
Cantor Initiate. Apprentice cantor drilled in breath, meter, and hand-signs who learns to lock cadence for senior casters. They rotate through loom duty, infirmary support, and ring practice to build stamina and a steady "count." In crisis they keep retreat signals clear and the chorus breathing together.
Nightsister Cantor Initiate
All stats 2D except for:
Dexterity 3D, dodge 3D+1, melee combat 3D, melee parry 3D
Knowledge 3D+1, scholar (Nightsister Lore) 3D+2
Perception 3D+1, command 3D+1, willpower 3D+2
Strength 3D, stamina 3D+1
Technical 2D+2
SA: —
Move: 10
Equipment: ritual beads/inks, meter-drum or click-stones, simple dagger (STR+1D)
Typical Spells: Control Web (assist), Ichor Ward (personal practice)
Chorus Witch. The backbone of a war-chorus: she carries the pattern, locks the meter, and scales a lone caster into a tide. Chorus Witches maintain ward walls, feed power to anchors, and hand off phrases cleanly so effects never "drop." In small covens, one skilled cantor is worth a squad.
Nightsister Chorus Witch
All stats 2D except for:
Dexterity 3D, melee combat 3D+2, melee parry 3D
Knowledge 3D+1, languages 5D, scholar (Nightsister Lore) 5D, value (ritual components) 5D
Perception 3D+1, search 4D, willpower 5D+1
Strength 3D, stamina 3D+2
Technical 2D+2
SA: High Pain Threshold
Move: 10
Equipment: ritual kit & bone beads (Focus), carved dagger (STR+1D), meter-stones or drum
Typical Spells: Control Web (assist), Ichor Ward (personal practice), Veil of Night (assisted)
Death-Singer. Keeper of rites for the dead who secures tombs, tends ancestor altars, and—when sanctioned by the Mother—raises battlefield thralls. Death-Singers balance terror with mercy: their charge is to defend the living and ensure the honored dead are never profaned. Their chants set boundaries that even spirits heed.
Nightsister Death-Singer
All stats 2D except for:
Dexterity 3D, melee combat 3D+1, melee parry 3D+1
Knowledge 4D+1, intimidation 4D+2, scholar (Nightsister Lore) 7D
Perception 3D+2, search 4D, willpower 5D
Strength 3D, stamina 4D+2
Technical 3D+1, first aid 4D
SA: High Pain Threshold
Move: 10
Equipment: Talisman of Resurrection, talisman-bound dagger (STR+2D), ritual staff (STR+1D; Focus when declared)
Typical Spells: Chant of Resurrection, Funerary Warding, Ichor Ward, Siphon Life to Incarnate, Weave of Restoration, Stone Bind
Festering Shaman. Warden of the cisterns who steeps Waters of Life/Change/Truth and presides over ordeals. She guards taboos around contamination and misuse, mends bodies and spirits, and decides when a brew becomes a weapon. Many covens credit their survival to a Shaman's caution.
Nightsister Festering Shaman
All stats 2D except for:
Knowledge 4D+1, intimidation 4D+1, scholar (Nightsister Lore) 6D, survival 4D, first aid 4D, value (ritual components) 5D
Perception 4D
Technical 3D+1, alchemy (ichor) 5D+1
Strength 3D
Dexterity 3D
Mechanical 2D+2
SA: High Pain Threshold
Move: 10
Equipment: ritual beads & inks, cistern ward-keys, cauldron Focus, scrying basin access
Typical Spells: Waters rites, Weave of Restoration, Ichor Ward (personal), Funerary Warding
Gatewarden. Threshold specialist who seeds ward-webs and alarms, deploys decoys, and buys time for chorus formation with screens and sudden binds. Gatewardens turn lairs into puzzles: enemies find themselves corralled, confused, and punished long before steel meets flesh.
Nightsister Gatewarden
All stats 2D except for:
Dexterity 4D, dodge 5D, melee combat 4D+2, melee parry 5D, thrown weapons 4D
Knowledge 3D
Perception 4D, hide 6D, search 5D, sneak 6D
Strength 3D, brawling 3D+1
Technical 3D+1, security 5D+1, demolitions 4D
Mechanical 2D+2
SA: High Pain Threshold
Move: 10
Equipment: bone targe (+1D melee parry), talisman-bound dagger (STR+2D), ward-strings & bone-bell alarms (Focus), threshold fetishes; smoke gourds
Typical Spells: Ichor Ward (personal/wall), Illusory Apparition, Funerary Warding, Veil of Night
Hex-Archer. Ambusher who marries silent bow fire to veils and binds, screening flanks and pinning lanes. Hex-Archers shape the approach: they force enemies into kill-corridors, stagger pursuits, and vanish before counters can form.
Nightsister Hex-Archer
All stats 2D except for:
Dexterity 4D+1, dodge 5D, melee combat 4D+2, melee parry 4D+2, missile weapons (energy bow) 4D+2, thrown weapons 4D
Perception 3D+1, hide 4D+1, sneak 4D+1, willpower 4D
Strength 3D+2, brawling 4D, stamina 5D
Technical 2D+2
SA: High Pain Threshold
Move: 10
Equipment: Nightsister energy bow (4D+2; Range 3–30/100/300; Ammo 25), veil cloak, war-vest (+1D physical, +1 energy, –1 DEX), talisman-bound dagger (STR+2D)
Typical Spells: Veil of Night, Stone Bind, Ichor Blast, Control Web
Initiate. Newly sworn member who learns chants, ethics, and survival craft while assisting at loom and infirmary. Initiates are taught restraint first and power second; they practice safe minor weaves under watch and carry messages between lairs.
Nightsister Initiate
All stats 2D except for:
Dexterity 3D, dodge 3D+1, melee combat 3D, melee parry 3D, thrown weapons 3D
Knowledge 3D, scholar (Nightsister Lore) 3D+1
Perception 3D, search 3D+1, willpower 3D+1
Strength 3D, stamina 3D+1
Technical 2D+2, first aid 3D
SA: —
Move: 10
Equipment: simple dagger (STR+1D), bead-string, field satchel
Typical Spells: Spell of Comfort, Spell of Creature Understanding (with guidance)
Spirit-Binder. Specialist in spirit law who invites, binds, repels, or bargains with revenants; she keeps lairs inhospitable to hostile shades. When hauntings break containment, Spirit-Binders lead the exorcism chorus or duel a shade with fetters and wards.
Nightsister Spirit-Binder
All stats 2D except for:
Dexterity 3D, dodge 3D+1, melee parry 3D+2
Knowledge 4D, intimidation 4D+2, investigation 4D, scholar (spirit law) 6D, survival 4D
Mechanical 2D+2
Perception 4D, con 3D+2, search 4D, willpower 5D
Strength 3D, brawling 3D+2, stamina 4D+1
Technical 3D, first aid 3D+2, security 3D
SA: High Pain Threshold
Move: 10
Equipment: spirit fetters & ward-knots (Focus), bone charm kit, talisman-bound dagger (STR+2D)
Typical Spells: Spirit Bind, Funerary Warding, Ichor Ward, Spirit-Ichor Projection, Illusory Apparition, Weave of Restoration
Stormcaller. Weather worker who reads pressure and iron on the wind, conjuring fog, rain, and lightning for concealment, travel, or terror. Stormcallers secure crossings, blind pursuers, and break sieges with timed thunder.
Nightsister Stormcaller
All stats 2D except for:
Dexterity 3D, dodge 4D, thrown weapons 3D+2
Knowledge 3D+2, survival 5D, scholar (Nightsister Lore) 4D+2
Mechanical 3D, beast riding 3D+1
Perception 3D+2, search 4D, willpower 4D+1
Strength 3D, stamina 4D
Technical 3D
SA: High Pain Threshold
Move: 10
Equipment: wind-knots & storm fetishes (Focus), war-vest (+1D physical, +1 energy, –1 DEX), talisman-bound dagger (STR+2D), hunter's spear (STR+2D melee or 3D thrown; 3–10/25/40)
Typical Spells: Spell of Storm, Ichor Ward, Ichor Blast, Light the Pyre, Veil of Night, Ichor Grip
Threadrunner. Long-range scryer and courier who fixes threads, reads omens, and projects apparitions to scout or parley. Threadrunners excel at target acquisition by sympathy—finding what the coven names and bringing news back across a continent in an hour.
Nightsister Threadrunner
All stats 2D except for:
Dexterity 3D+2, dodge 4D+2, melee combat 4D, melee parry 4D, missile weapons (energy bow) 3D+2, thrown weapons 3D+2
Knowledge 3D+1, scholar (Nightsister Lore) 4D, languages 3D+2
Mechanical 2D+2
Perception 3D+2, search 4D+1, search (tracking) 5D, sneak 4D, willpower 4D+1
Strength 3D, stamina 4D
Technical 2D+2
SA: High Pain Threshold
Move: 10
Equipment: scrying basin or Great Mothers' Orb, Talisman of Finding, talisman-bound dagger (STR+2D), travel fetishes
Typical Spells: Threadreading, Blood Trail, Mindspeech, Illusory Apparition, Veil of Night
Void-Witch. Astrogation savant who marries witchcraft to charts, ruins, and routes, threading ships through occult approaches and cloaking craft between stars. Void-Witches plot around sensor nets and "stitch" a convoy's signatures into the shadow of a single lead hull.
Nightsister Void-Witch
All stats 2D except for:
Dexterity 3D+1, dodge 4D
Knowledge 3D+2, scholar 4D+2, planetary systems 4D
Mechanical 4D+1, astrogation 6D, sensors 5D, communications 4D+1, space transports 4D+2
Perception 3D+2, search 4D, willpower 4D
Strength 3D, stamina 3D+2
Technical 3D+1, computer programming/repair 3D+2, space transports repair 3D+2
SA: High Pain Threshold
Move: 10
Equipment: star-threads kit & chart reliquary (Focus), scrying basin, talisman-bound dagger (STR+2D)
Typical Spells: Star-Shadow Cloak, Threadreading, Illusory Apparition, Mindspeech, Veil of Night
War-Chanter. Field conductor who sets tempo, calls transitions between warding and hexing, and rallies formations under pressure. War-Chanters read the battlefield like a score, pivoting the chorus to brace a flank or surge an opening; their hand-signs and drum cues keep many casters acting as one. A faltering line will steady if the War-Chanter keeps the count.
Nightsister War-Chanter
All stats 2D except for:
Dexterity 4D, dodge 5D, melee combat 5D, melee parry 5D, missile weapons (energy bow) 4D, thrown weapons 3D+2
Knowledge 3D+1, scholar (Nightsister Lore) 4D
Perception 3D+2, command 5D, willpower 4D+1
Strength 3D+2, brawling 4D+1, lifting 3D+1, stamina 5D
Technical 2D+2
SA: High Pain Threshold (+1D to stamina vs. pain)
Move: 10
Equipment: war-vest (+1D physical, +1 energy, –1 DEX), bone targe (+1D melee parry), talisman-bound dagger (STR+2D), Nightsister energy bow (4D+2; Range 3–30/100/300; Ammo 25); access to Chorus Ring focus
Typical Spells: Control Web (lead), Ichor Ward (wall/dome), Gift of Shadows, Ichor Blast
No information on this clan is currently available.
A coven defined by a formalized bond with rancors. Handlers serve as clergy-adjacent kin-keepers for the beasts; naming ceremonies mark adulthood for mounts and riders alike. Scar-threading on both witch and rancor records vows. Their lairs weave wide doors and reinforced floors—altars are set where claws cannot crack stone.
No information on this clan is currently available.
No information on this clan is currently available.
No information on this clan is currently available.
Highland witches famed for hymn-duels, oath-law, and tempered dealings with outsiders. Their book keeps Allya's strictest lines; necromancy is scorned, warding is revered. Singing Mountain blades are plain, perfect, and always clean.
A coven rooted in Dathomir's traditions with distinct territory, customs, a signature rite, one adventure hook, and one notable site for trials. (Full write-up forthcoming.)
No information on this clan is currently available.
For powers not defined here, SW2RE or REUP. This supplement overlays Dathomiri tradition without replacing core powers.
General Assumptions (Play Aids) Smoke wrote a crooked line from the north. They found a scorched tag half-buried in grit, the letters burned to iron ghosts. Sira pressed the warm scrap into a wax blank and spoke a name she didn't know she knew. The figure took it and softened. "Name taken," she said, feeling the tug of a thread she had not woven.
The pass ahead wore a black lintel like a frown. Hair-fine cords winked in soot. Jessa breathed and listened. "It wants a tally," she said. Karo frowned. "We have one." He cut a thin braid from his own wrist, the beads carved with small, careful notches. Sira held the braid to the web and murmured the word for "guest." The cords stilled. They passed single-file, careful not to brush what had been strung to sing—law and habit meeting in the narrow.
Later, pressure—bolts screaming white. Sira slipped between niches, one breath at a time, the world bending and unbending around her. No one saw her move; the dust told on her later. At the lair's bowl the ash was cold. A whisper clung to bead and would not let go, hungry to be more than a draft on stone. "Kindly," Sira told it. "And quick." Steady first, then listen, then press; the bowl woke.
A low green fire climbed the night. When the last spark settled, Sira's finger remembered the weight of her ring, and the knife's tiny bite asked to be fed a vow.
Ichor. The visible "green" expression of Dathomirian magick—condensed intent shaped by chant, gesture, and focus. Weave. The pattern a spell traces through voice, will, and space; complex weaves are stabilized by chorus and foci. Focus/Loom. Consecrated tools and workstations (altars, stelae, boneforges) that hold ritual charge. Ward-Web. Subtle, persistent weaves stretched over entries/approaches that tingle when disturbed. Tokens & Offerings (Bone‑Tally) for keyed signs and tribute braids. Matron/Mother. Ritual leader; Seer/Thread-reader keeps omens; Chorus-witches scale workings beyond one voice. Nightbrother Empowerment. Warrior-focused rites that transmute rather than teach sorcery. Usage Note: "Dathmiri" refers to the extragalactic Great Mothers' civilization; "Dathomirian" refers to the people and covens native to the planet Dathomir.
Ritual Focus (place, tools, time) Working inside a prepared ring/altar/loom and using proper tools/materials, taking ×10 time grants +1D to one activation roll (choose one). Stacks with Assistance; does not stack with other flat Focus bonuses unless explicitly stated.
Externalized. Components, inks, bone, and sites matter. Chanted & choreographed. Meter and breath cadence are part of the effect. Communal scaling. Chorus and witnesses amplify; many workings assume multiple participants. Ethic-gated. Book-of-Law clans reject coercive/necromantic variants per "Never concede to evil"; Nightsisters/Great Mothers keep the full "shadow" canon. Sympathetic links. Hair, blood, name-knots, and sigils substitute for line of sight.
Opposed Targeting (Higher-of Rule): If a weave lists a category TN and the target rolls resistance, the caster must beat the higher of the category TN (use top-of-band) or the resistance total. This prevents a low resistance roll from making the cast easier than the base task. Practically: roll vs. max(category TN, resistance total). If no category TN is listed, resolve as a normal opposed roll.
Tie Policy: If totals are equal, there is no change (the defender holds).
Who Resists: Sentients resist with Willpower. Creatures resist with Orneriness.
Name the weave → set locus → choose tools/focus → gather aid (optional) → declare Ritual Focus (optional) → roll listed Force skills → resolve effects/backlash. Maintaining a power that "may be kept up" costs an action each round unless a specific weave says otherwise.
Sense as a reaction can pierce veils/illusions (costs an action). Absorb/Dissipate Energy blunts Ichor Blast/Pyre spill; Resist Stun/Detoxify counters many hex side-effects. Break the pattern (noise/off-meter; sunder focus) to impose penalties or end "kept up." Sanctity matters: crossing thresholds or smashing haunted altars can end bindings. Faraday cages and heavily shielded rooms impose Sense penalties on sympathetic work.
Token definitions: a weak token is a minor keyed object granting recognition but no bonus; a strong token carries a keyed shard/mark and qualifies for Focus-based interactions when stated (see item notes).
What this does: lets a witch target someone at any distance via a crafted effigy (poppet) + a sympathetic link (blood, hair, personal item), then route existing or new weaves through it.
Craft: alchemy (ichor) TN 15; Time: 10 minutes. Result = a valid Focus keyed to one target. It confers the usual Ritual Focus option (×10 time → either –5 TN or +2 pips to one activation roll for a weave routed through it). It's fragile—Body 1D; destroyed effigies end any "kept up" effects.
Bind a Link (once per target or to refresh)
Control Difficulty: Easy (10)
Sense Difficulty: Moderate (15)
Time to Use: 1 minute
Effect: Success "keys" the effigy to that specific link/target for one week (or until replaced). Option: taking ×10 time at a prepared locus can extend the keying to one month (same rolls)
Fresh blood, tooth, or tissue (≤24h): –10 Hair/nail/shed skin (≤7 days): –5 Worn personal item (carried/worn ≤24h): –3 Long-kept personal item/signature tool: –2 True name + birth-glyph (properly sanctified): –5 (requires a Seer to prep; stacks with one physical link)
Same planet +5; same system +10; interstellar +15. Heavy shielding/Faraday cages/warded sanctums: +5 to +15 at GM's call.
Quick Table:
| Range / Obstruction | Modifier |
|---|---|
| Short (3–30) | base |
| Medium (100) | base |
| Long (300) | base |
| Same planet | +5 |
| Same system | +10 |
| Interstellar | +15 |
| Light bulkheads | +5 |
| Shielded room | +10 |
| Faraday / warded sanctum | +15 |
Fail any required roll by 10+ or roll a Wild Die 1 on the leader's check: the caster suffers 2D Stun, the effigy's link burns out, and no further casts through that effigy work until the link is rebound.
The effigy's Focus bonus does not stack with other Focus bonuses granted from Ritual Focus; it does stack with Assistance. You can route an existing weave through an effigy only if the weave already supports non-line-of-sight targeting; when you do, apply the effigy's distance/link rules. Destroying an effigy ends any weaves sustained solely through it. Conditional effects or curses persist per their own durations. Effigies are objects. Standard Sunder/Break rules apply; wards that protect gear also protect effigies if encompassed by the ward.
Ritual Chorus: Leader rallies voices to empower one declared action on the following round.
Scope: A properly themed chorus may boost one declared roll (including Beast Handling) for that next action only; bonus dice never persist. GM approval required.
0D Rule: If modifiers reduce the action to 0D or less, it cannot be attempted this round.
Triune Chorus uses Combined Actions (REUP). Foci/sites provide the listed step/pip bonus; do not stack flat Focus bonuses beyond what an item/site states.
Assistants roll scholar (Nightsister Lore) vs. TN 15 (Moderate) to "keep the meter." Every full 3 successes grant +1D to the leader (cap +3D). (Count each assistant who passes as one success; 3/6/9 helpers → +1D/+2D/+3D.) Triune kicker: if exactly three succeed in lockstep, add +1 to the leader automatically. Any number may attempt to assist; the leader's bonus is capped at +3D.
Type: Sense (opposed)
Coven structure; sanctity/taboos (communal artifacts); burial & revenants; dialect & diaspora; ethic split (Allya vs. Nightsisters/Great Mothers).
Water of Life Signature ichor elixir used for healing/induction/restoration; potency bound to lair/altar where brewed. Ingredients include deep-pool water, minerals/saps, and a tithe from the Sleeper; brewed by chorus under a presiding Mother. Heals harms, steadies spirit, anchors revenants when paired with elder's chant; theft/misuse is a severe taboo. Craft: alchemy (ichor) TN 15; Time: 1 hour (ritual).
Transformation medium for war-forms, life-turnings, attunement. Guarded by a Festering Shaman at a sealed cistern. Overuse leaves stains (greening eyes, tremor, craving). Craft: alchemy (ichor) TN 20; Time: 1 hour.
Venom ordeal from Mataou's Kouhun society; induces visions at a bodily price. Rare Nightsister adoption for oaths/trials of outsiders; risky outside its native rite. Craft: alchemy (ichor) TN 20; Time: 1 hour.
Provenance matters; decanted flasks travel poorly. Stewardship is communal. Prefer function over nomenclature when reconciling canon/legends labels.
Spell of Comfort
Control Difficulty: Moderate (15)
Time to Use: 1 minute
This power may be kept up
Effect: Soothe pain/anxiety, granting +1D to the target's next willpower or stamina roll to resist fear/pain within 10 minutes. Stacks with no other flat Focus bonuses
Beast-Mindspeech (Beast-Whisper)
Sense Difficulty: Easy (10) for a familiar trained beast; Moderate (15) for an untrained but calm beast; Difficult (20) for agitated/wild; Very Difficult (25) for apex/panicked
Time to Use: 1 action
This power may be kept up
Effect: Establish simple, non-linguistic two-way impressions (fear, calm, hunger, friend, go or stop or hold, danger direction) with a non-sapient creature within line of sight (same planet +5; same system +10 if scry-linked; shielding adds per). Grants +1D to allied Beast handling with that beast while maintained. Does not compel actions by itself; pair with Spell of Creature Understanding for guidance
Blood Trail
Sense Difficulty: Moderate (15) baseline; apply Link Quality and Distance/Obstruction modifiers
Time to Use: 1 action to initiate
This power may be kept up
Effect: Track a target through sympathetic resonance (blood/hair/name-knot). Reveals direction/relative distance and flashes of terrain
Crystal Sight
Sense Difficulty: Moderate (15) nearby; +5 same planet; +10 same system; +15 interstellar; add +5–+15 for shielding
Time to Use: 1 minute
This power may be kept up
Effect: See distant places/targets through a scrying basin or orb; at totals ≥ 25, GM may allow faint sound carry or use of one Sense-based skill through the view
Threadreading
Sense Difficulty: Moderate (15) baseline; apply distance/obstruction per if scrying across range
Time to Use: 1 minute (longer readings may take 10 minutes)
This power may be kept up
Effect: Read "threads" of people/places/objects for omens, direction, or resonance; on high totals GM may permit a specific question answered obliquely
Beast-Mindspeech
Time to Use: 1 action (keep‑up allowed) Oppose with the creature's Orneriness. On success, exchange simple thoughts/feelings (hunger, pain, intent). Apply Link/Distance only when stretched (remote bond through an effigy or across terrain); riding through an effigy. While maintained, simple commands like "hold," "quiet," or "follow" are possible; complex orders require additional tests at GM's call
Unless a Sense entry says otherwise, Reaction: is not used; Sense is typically proactive or maintained, not instantaneous defense. Keep Sense entries concise at the table: set the scale, apply one environmental mod, and roll.
Ichor Blast
Alter Difficulty: Short (15); Medium (20); Long (25)
Time to Use: 1 action; may be charged
This power may be kept up
Effect: Project a bolt of green ichor force. Damage 5D. Caster may spend an extra action to "charge" before release for +1D Damage (cap +2D)
Counterplay: Cover, Absorb/Dissipate Energy, break line of sight
Ichor Grip
Alter Difficulty: Moderate (15) for a quick yank/hold; opposed by target's Lifting or Strength to break free
Time to Use: 1 action
This power may be kept up
Effect: Seize, tug, or briefly hold a target/object with ichor force. Treat as telekinetic grapple
Light the Pyre
Alter Difficulty: Easy (10) to ignite tinder; Moderate (15) for soaked fuel or to wreath a target/object in green fire (no oxygen needed for ignition)
Time to Use: 1 action
This power may be kept up
Effect: Ignite, cauterize, or create ritual flames; as an attack, treat as 3D fire damage the first round and 2D for 1–2 follow-up rounds unless extinguished.
Hazard Note: Green flame clings and smokes acridly; enclosed spaces may impose Stamina checks vs. 10 to avoid coughing/temporary –1 actions while exposed.
Stone Bind
Alter Difficulty: Moderate (15) base if ample loose soil/roots; add +5–+10 if little/no loose earth; opposed by target's Lifting or Strength to break free
Time to Use: 1 action
This power may be kept up
Effect: Seize ankles, raise rims of stone, or lash roots to immobilize/impede. On success, target is entangled (GM adjudication: lose actions to break free; reduce Move to 0 while bound)
Witch's Call
Alter Difficulty: Very Easy (<1 kg), Easy (1–10 kg), Moderate (11–100 kg), Difficult (101–1,000 kg), Very Difficult (1,001–10,000 kg). Modify for range/proximity (+5 per additional 10 meters beyond close; +10 if out of sight)
Time to Use: 1 round (reaction allowed with multi-action penalties)
This power may be kept up
Effect: The caster pulls a targeted object toward their hand or a chosen point. Unsecured items move smoothly to the caster by the end of the round. If the item is restrained/latched, the caster must also beat a GM-set difficulty using the restraint's Body (e.g., light latch = Moderate, mag-lock = Difficult). On success, the object breaks free and flies to the caster; on failure, it strains but remains secured. If intercepted mid-flight, resolve collisions using normal thrown-object rules at GM discretion
Personal Aegis
Control Difficulty: Moderate (15)
Sense Difficulty: Easy (10)
Time to Use: 1 action
This power may be kept up
Effect: Encase the caster (or a touched ally) in a green-tinged veil granting +2D "cover/soak" vs. incoming attacks. If a single attack exceeds the most recent activation total by 10+, the aegis collapses
Notes: Personal-only; does not impede movement/attacks
Mist-Walk
Control Difficulty: Moderate (15); +5 if injured; +10 if under duress (combat)
Sense Difficulty: Moderate (15), modified by distance/link (same planet +5; interstellar +15) and by relationship
Time to Use: 1 round to initiate; concentration to maintain
This power may be kept up
Effect: Project a visible/audible spirit-form (green mist) to communicate and use Sense powers; physical interaction not possible. Disruption to the body ends projection
Vision-Whisper
Control Difficulty: Easy (10)
Sense Difficulty: Moderate (15) for disembodied voice; Opposed by target's Control or Willpower for mind-echo. Add +5 to Sense to project through light cover; +10 through heavy cover
Time to Use: 1 action
This power may be kept up
Effect: Project a disembodied voice at a chosen point within line of sight or carry a whisper directly to a single mind
Disembodied Voice (area): Listeners resist with Perception or Search. Fail by 1–5: +5 to difficulties to pinpoint the source and –1 to coordination for 1 round. Fail by 6+: +10 to source-finding; a fooled listener may move up to ½ Move toward the false cue (GM discretion).
Mind-Echo (targeted): On success, the target "hears" internally; choose one: +1 to the caster's next con or intimidation vs. that target this round or –1 to the target's next Search (or Investigation).
Conjure Ichor Blade
Control Difficulty: Moderate (15)
Alter Difficulty: Difficult (20) to manifest/shape; Very Difficult (25) to throw/extend or to manifest at long range via projection
Time to Use: 1 action to conjure; concentration to maintain
This power may be kept up
Effect: Summon a saber-resistant green blade. Damage 5D; may parry lightsabers; for sunder checks treat as Body 6D while maintained. Wild 1 on attack/parry → blade flickers; counts as mundane for 1 round.
Gift of Shadows
Control Difficulty: Moderate (15)
Alter Difficulty: Moderate (15)
Time to Use: 1 action; duration 2 minutes (may be kept up)
This power may be kept up
Effect: Sheath self/ally in shadow. Grants +2D to hide and sneak; muffles steps/gear. Any attack action by the veiled target immediately ends the effect that round
Life-Drain Working
Control Difficulty: Difficult (establish conduit); +5 if not in contact; +10 if target is resisting violently
Alter Difficulty: Opposed by target's Control or Willpower each round (choose best)
Required Powers: Injure/Kill
Time to Use: 1 round to initiate; 1 round per continued drain
This power may be kept up
Warning: Dark Side use—coercive draining always calls for a DSP check on success
Note: Ritual anchors (circle, effigy, bound host) grant the usual focus option (×10 time → reduce one base difficulty one step)
Effect: On a successful Alter vs. defense, roll Alter as damage against the target's Strength; apply wounds normally. For every wound level inflicted (Stunned counts as ½), the caster may either heal one of their own wound levels (up to normal max) or bank a step of restoration toward reforming/empowering a body (GM pacing). Breaking line of effect, leaving the circle, or beating the caster's Control ends the conduit. (Talzin drains Dooku's life to re-manifest physically in Son of Dathomir.)
Nightbrother Empowerment
Control Difficulty: Moderate (15)
Alter Difficulty: Difficult (20); +5 if not in physical contact; +10 if target is unwilling (opposed by Control or Willpower)
Time to Use: 1 minute; duration 1D+2 minutes; may be kept up (one action each additional minute)
This power may be kept up
Effect: Infuse a chosen Nightbrother (or GM-approved subject) with transmuting ichor vigor. Choose two benefits for the duration: +1D STR; +1 DEX; +1 Move; +1D to stamina vs. pain or fear; +1 to brawling damage. When the empowerment ends (or on a Wild 1 during maintenance), the subject suffers fatigue (–1D STR/DEX for 1 round)
Stacking: Does not stack with Enhance Attribute, Gift of Shadows, or Talisman of Age—apply only the single best bonus
Notes: This rite amplifies the body; it does not teach or grant Force powers. Backlash on fail-by-10+ or Wild 1 at initiation: the subject suffers 2D Stun and cannot benefit from this rite again for 24 hours
Counterplay: Disrupt the circle or focus; impose off-meter noise; strong sanctified thresholds may blunt initiation
Siphon Life to Incarnate
Control Difficulty: Very Difficult (25)
Alter Difficulty: Very Difficult (25); opposed by target's Control or Willpower each round
Time to Use: 1 action to initiate; 1 action per continued drain
This power may be kept up
Effect: Drain vitality from a restrained/linked target to heal caster (one wound level per wound inflicted; Stun counts as ½). Margin ≥ 10 on Alter may inflict 5D damage (GM pacing). This is the harsher, ritualized variant suited for anchored targets and sympathetic routing
Warning: Dark Side—coercive draining warrants a DSP check on success
Sympathetic mode: route through an effigy (apply link and distance modifiers)
Veil of Night
Control Difficulty: Moderate (15)
Alter Difficulty: Difficult (20); +5 to Alter per additional ally after the first; opposed by observers' Perception or Search
Time to Use: 1 action
This power may be kept up
Effect: Blur/suppress the caster or a small group (up to 3 close allies at +5 Difficulty per extra) from casual sight and sound. Attacking ends the veil for that subject for 1 round
Weave of Restoration
Control Difficulty: Difficult (20)
Alter Difficulty: Difficult (20); +5 per additional patient simultaneously
Time to Use: 1 minute (battlefield triage: 1 round at +5/+10 TN)
This power may be kept up
Effect: Knit flesh/nerve; downgrade Wounded → Stunned or remove 1 Stun. At high totals, may restore a limb/function at GM's discretion with extended time and focus
Control Web
Sense Difficulty: Moderate (15) to pattern the group; opposed by targets' Perception or Command to resist coordination penalties
Alter Difficulty: Moderate (15) to apply penalties; +5 per additional distinct enemy group after the first
Time to Use: 1 action
This power may be kept up
Effect: Weave ambient pressure lines that foul aim and tempo. Affected foes suffer –1D to ranged attacks and –1 to reactions while inside the web; leaders with strong command may test each round to shed the penalty
Creeping Dread
Sense Difficulty: Moderate (15)
Alter Difficulty: Opposed by target's Control or Willpower
Time to Use: 1 action
This power may be kept up
Effect: Instill a tide of dread in a single target. On success, the target suffers –1D to all actions for 1D rounds (first exposure every 10 minutes)
Margin: Beat the resistance by 10+ to either extend the duration to 1D+1 rounds or impose an additional –1 to Search during the effect (choose one)
Strong Resist: If the target beats the caster's total by 10+, they are immune to this caster's Creeping Dread for 10 minutes
Spam Guard: Each additional casting on the same target within 10 minutes is +5 Difficulty (cumulative)
Notes: Effective at typical encounter ranges (~20 meters) or line of sight inside a locus. For beyond line of sight targeting, route via scrying or effigy per (apply link and distance modifiers)
Counterplay: Rally with Command; counter with Courage-style effects; break line of sight; disrupt the locus
Illusory Apparition (Decoy or Proxy)
Sense Difficulty: Moderate (15) for a static decoy; Difficult (20) for simple motion or gesture; Very Difficult (25) for multi-sense embellishment (sight + sound)
Alter Difficulty: Opposed by observers' Perception or Search; +5 per additional distinct viewer group after the first
Time to Use: 1 action
This power may be kept up
Effect: Project a localized illusion of a person, beast, or omen within line of sight (or via scrying focus at +5–+15 per). No physical force; interacts believably only at the fidelity achieved by your margin. On failed defense, observers treat the apparition as present until they meaningfully test it (Investigation or Search) or are given contrary evidence, then may attempt a new defense at +1D next round
Counterplay: Direct testing (Search); focused Sense to pierce; disrupt focus or line of sight
Spell of Creature Understanding
Sense Difficulty: Moderate (15) for simple beasts; Difficult (20) for aggressive/panicked; Very Difficult (25) for apex predators
Alter Difficulty: Easy (10) to soothe; Moderate (15) to guide actions
Time to Use: 1 action
This power may be kept up
Effect: Comprehend intent and project calming/steering impulses. Works best with existing handler bonds
Spell of Storm
Sense Difficulty: Moderate (15) to read sky/pressure
Alter Difficulty: Difficult (20) to call wind/fog; Very Difficult (25) to call rain/lightning
Time to Use: 1 minute; weather shifts over minutes (GM pacing)
This power may be kept up
Effect: Coax fog/wind/rain; on exceptional totals GM may allow a single targeted lightning strike (Damage 5D; one target; severe narrative consequences in dry biomes)
Star-Shadow Cloak
Sense Difficulty: Difficult (20) to align the thread/route
Alter Difficulty: Difficult (20) to veil a craft's signature; +5 per size category beyond space transport
Time to Use: 1 minute; maintained during travel
This power may be kept up
Effect: Obscure a ship against conventional scans along a "shadow lane." Assists astrogation (+1D on the jump roll if both succeed). Failure can misjump (GM discretion)
Stationary Screen
Sense Difficulty: Easy (10)
Alter Difficulty: Wall (20) for 2×2 m; Dome (25) for 3×3 m
Time to Use: 1 action
This power may be kept up
Effect: Manifest a semi-rigid green barrier granting +2D cover/soak to those behind/inside. If any single attack exceeds the last Alter total by 10+, the screen collapses
Notes: Anchored; cannot move with caster. Multiple panels may be placed with separate actions; panels may edge-touch to form continuous lengths but overlapping panels do not refresh each other's "last Alter total."
Veils Mute the Step (Veil • Area • Kept Up or Anchored)
Description: Softens footfalls, gear-rattle, and fabric scrape so movement reads as a hush. It doesn't erase voices — just the tread and carry of gear/noise while moving
Activation — Mobile hush (follows the group): Sense vs. TN by group size (see table below)
Activation — Anchored hush (zone/ward on a path, doorway, or short corridor): Sense 15 to lay a short hush-line or circle (≈ 6×12 m zone)
Mobile Upkeep & Duration: May be kept up (costs 1 action each round by the leader); ends if the leader is stunned/incapacitated or drops the weave
Anchored Upkeep & Duration: No upkeep; lasts 10 minutes (or 1 hour if you took ×10 time during the setup). Only applies inside the marked zone
Effect (both apply; they stack): Movers gain +1D to Sneak (hearing-based detection only); listeners suffer −1D to Perception/Search checks to hear/locate those footsteps/gear (or to set ambush on sound alone)
Focus: Working in a prepared ring/altar/loom with proper tools and taking ×10 time grants +1D to the activation roll. Doesn't stack with other flat Focus bonuses unless stated
Triune Chorus: Assistants roll Scholar (Nightsister Lore) vs. 15; every 3 successes = +1D (cap +3D). If exactly three succeed in lockstep, add +1
Counterplay & Interference: Break the pattern (off-meter noise, sudden clang) → −1D to the weave this round (mobile) or ends an anchored hush if the marked line is scuffed/erased. Sunder focus: scouring the chalk, bead, or ash line ends an anchored hush immediately. Sanctity: crossing a hostile threshold or warded lintel can end a mobile hush at GM's call. Faraday/Shielded rooms: don't stop this, but may impose extra TN on sympathetic add-ons
Backlash: Wild Die 1 on activation or fail by 10+ — a single betraying click (or gear squeal) echoes; opponents get an immediate +1D to hear this round; anchored lines burn out (chalk goes dead) and require re-laying
Resistance: Generally no resistance — it's environmental. If an unwilling creature inside the zone must be hushed, allow Orneriness to oppose (use the Higher-of Rule: beat max(TN, Orneriness total))
Tools/Materia: Ash resin, bone-powder, and a soft bell or bead rattle to set the meter on the ground or on boot-soles/ankles
Quick table (mobile mode):
| Group Size | TN |
|---|---|
| 1 creature | 10 |
| Up to 3 | 15 |
| Up to 6 | 20 |
| Each additional +3 creatures | +5 |
Blood Knot (Counter-Hex)
Control Difficulty: Moderate (15)
Sense Difficulty: Moderate (15)
Alter Difficulty: Easy (10)
Time to Use: 1 minute (faster at +5/+10 Difficulty)
This power may be kept up
Effect: Bind a protective name-knot and smear to reduce incoming sympathetic hexes against the wearer: attackers routing weaves via effigy suffer +5 to their initial Sense check and lose 1 from the final effect margin while the knot remains intact (typically 24 hours or until cut/burned)
Notes: Stacks with sanctified ground and Funerary Warding; does not stack with other flat Focus bonuses
Chant of Resurrection
Control Difficulty: Heroic
Sense Difficulty: Heroic (modify by gravefield size/sanctity: +5 per doubling of area)
Alter Difficulty: Heroic (+5 per additional squad of corpses after the first; +10 if remains are damaged/dispersed)
Time to Use: 1 minute to raise; concentration each round to direct
This power may be kept up
Effect: Animate preserved sisters as battlefield auxiliaries under the leader's command (see narrative guidance for use and typical corpse stats). If the leading Mother is slain or loses concentration, the host collapses
Warning: Necromantic coercion—DSP check on success
Chant of the Dead
Control Difficulty: Heroic (leader); assisting chanters roll Control (Easy–Moderate) to grant help dice (normal caps; Triune Chorus rules apply)
Sense Difficulty: Heroic, modified by the gravefield's size and sanctity (+5 per doubling of area)
Alter Difficulty: Heroic, +5 per additional squad of corpses beyond the first; +10 if remains are damaged/dispersed
Required Powers: Funerary Warding, Control Web
Time to Use: 1 minute of chorus to raise; concentration each round to direct
This power may be kept up
Warning: Necromantic coercion; normally triggers a DSP check on success
Note: If the principal (Old Daka or a successor) is slain or loses concentration, the army collapses immediately. The rite requires a prepared locus (mummy-pods, reliquaries) and usually dozens of preserved sisters
Effect: Animates the coven's mummified dead as battlefield auxiliaries under the leader's Command. Typical corpse-stat suggestions: DEX 2D, STR 3D+1, Brawling 4D, Move 8, ignore Stun results; immune to fear; take –1D vs. fire/ion. Treat as mindless but responsive to simple chorus-orders ("Advance," "Hold," "Strike"). If the rite ends (principal down, locus broken), all undead fall inert. (Old Daka raises the Army of the Dead in "Massacre"; the host collapses when she is killed.)
Dread Vision
Control Difficulty: Very Easy for perceptions; Easy for memories; Moderate for conclusions (modified by proximity)
Sense Difficulty: Modified by relationship
Alter Difficulty: Very Easy (brief emotions/misperceptions), Easy (minor visible phenomena), Moderate (short hallucination or memory <1 minute), Difficult (two-sense hallucination or memory <1 day), Very Difficult (multi-sense/major change)
Time to Use: 1 round
This power may be kept up
Note: If attuned to a Nardithi shard focus, choose one when initiating: +1 to one roll (Control, Sense, or Alter) or take ×10 time to reduce the base difficulty one step; does not stack with other foci
Effect: Implants terror-laden images/emotions in a single target. Scale fear by Alter margin over defense:
+0–5 → Shaken (–1D) 1 round
+6–10 → Panicked (–1D for 1D rounds, –1 to defenses)
+11–15 → Break (drops item or loses next action; –1D for 1D rounds)
+16+ → Rout/Freeze (flee or freeze; new Willpower or Control test each round to act)
Dread Vision (Grand Rite)
Control Difficulty: Moderate (modified by proximity)
Sense Difficulty: Moderate (modified by proximity)
Alter Difficulty: Opposed by each target's Perception or Control
Required Powers: Affect Mind; Dim Another's Senses; Life Detection; Life Sense; Projective Telepathy; Receptive Telepathy; Sense Force
Time to Use: 1 round to initiate; concentration to maintain
This power may be kept up
Note: A Nardithi shard used as a focus may add +1 to one roll for this use or allow ×10 time to reduce the base difficulty one step (does not stack with other foci)
Effect: Conjures localized, multi-sensory nightmare phantasms (no physical damage). On failed defense: minor fail → –1D actions while inside (attackers inside –1 to parry/dodge first round); major fail (–6 to –10) → as above and lose 1 action first round; severe fail (–11 or more) → staggered (no reactions this round) and must pass Willpower or Control each round to act. Base area ≈ small room/alley; each doubling of area is +5 to Alter; each additional distinct target group is +5 Alter. A target who meaningfully assesses the area (Investigation or Search) may attempt a new defense next round at +1D.
Effigy Hex
Control Difficulty: Difficult (20)
Sense Difficulty: Difficult (20), modified by link/distance
Alter Difficulty: Opposed by target's Control or Willpower
Time to Use: 1 action after a bound effigy exists
This power may be kept up
Effect: Route pain/immobilization through an effigy: impose –1D actions (pain) or immobilize limb (GM adjudication) while maintained
Backlash: on a Wild 1 or fail-by-10+, apply Backlash (2D Stun and the link burns out)
Notes: At the GM's discretion, overt coercive pain routed through an effigy may warrant a Dark Side Point
Exile
Control Difficulty: Very Difficult (25)
Sense Difficulty: Difficult (20) to anchor to the site's threshold; +5–+10 if the subject carries a strong sympathetic link to the place (blood on the stones, oath-token)
Alter Difficulty: Very Difficult (25), opposed by target's Willpower or Control
Time to Use: 1 minute; duration "until broken" (ritual law)
This power may be kept up
Effect: Site-keyed banishment: target cannot cross a specific threshold/ground (altar ring, lair gate, clan boundary). Attempting to cross forces an opposed test; on failure they are repelled/stunned 1 round
Counterplay: Break the ward-web/focus object; atone and witness-cleared reversal; rival chorus can contest the binding in a formal rite
Funerary Warding
Control Difficulty: Difficult (20)
Sense Difficulty: Moderate (15)
Alter Difficulty: Moderate (15)
Time to Use: 10 minutes (battlefield seals 1 minute at +5 Difficulty)
This power may be kept up
Effect: Consecrate remains/ground to repel possession/necromancy. Attempts to raise or disturb the dead through this ward suffer +10 to their initial Sense/Alter difficulties; hostile spirits take –1D to possess across the threshold
Great Veil (Grand Veiling Rite)
Control Difficulty: Difficult (20) base; +5 if caster is injured; +10 if under duress
Sense Difficulty: Difficult (20) to pattern a group; +5 per additional distinct sub-group after the first
Alter Difficulty: Very Difficult (25); +5 per doubling of area beyond a small room; opposed by organized observers' Perception or Command to coordinate a search
Time to Use: 1 minute to establish; concentration to maintain
This power may be kept up
Effect: Enshroud a team or small encampment in deep veiling—muffling footprint, outline, and incidental sound. Treat as an area-scale Veil of Night: allies inside gain +2D to hide/sneak; ranged attacks from within suffer –1 (muffling/hesitation). Any attack by a subject drops the veil for that subject for 1 round. Breaks on a single overwhelming reveal (flare sweep, searchlight, major explosives) that beats the last Alter total by 10+. Pairs with decoy apparitions for misdirection
Shadow-Step
Control Difficulty: Moderate (15) — still the body and unmoor
Sense Difficulty: Moderate (15) — fix the destination's "tone"; +5 with no line of sight if the path of shadow is contiguous
Alter Difficulty: Moderate (15) — translate space
Time to Use: 1 action per step (to avoid MAPs) or all steps in one round at −2D to each
This power may be kept up
Distance Modifiers: Same chamber / up to ~10 m: +0; 10–25 m: +5; 25–50 m (same structure): +10
Payload: Carrying a willing creature (≤ human-sized): +5; dragging/unwilling target: opposed by Willpower or Strength (higher) each step; failure aborts the blink
Environment: Bright open sunlight between you and the destination: +10 or the rite fails (GM's call); keyed locus (warded niche, bone-marked perch): −5 to Sense; into/through a ward-web without key: the web rings
Chaining (keep-up): After a successful blink, you may keep up the pattern to chain another blink next round — spend 1 action to maintain; on the next blink you may skip the Control step (roll Sense and Alter only). Breaking keep-up ends the chain
Failure: Any failed step — you don't move and lose your next declared action (stagger). Wild Die 1 on Alter: lashback — take −1D for one round; if in open sunlight, also suffer a Stunned result on Strength vs. Moderate (15). Scattered landing (GM option on close failure): appear 1D meters off, nearest safe shadow
Notes: You cannot cross solid barriers (durasteel walls) unless a keyed locus spans both sides. You cannot bring targets that are actively warded against you unless you present the key. This rite is audible/visible only as a brief chill, dimming, or bead-rattle at the endpoints
Environment (GM guidance): Harsh glare/driving rain/dust squalls: ±5 to one of the tests (pick what makes sense); cramped tunnels/jagged niches: add +5 to Control to "fit" or require an extra action to position; slick stone/loose scree on arrival: Athletics/DEX 10 to stick the landing or take −1 to your next action
No Line of Sight: If you cannot see your destination, add +5 to Sense (already reflected in this power). You may "peek-step": step to a visible intermediate niche (kept-up) to avoid the no-LoS penalty
See also: Ring Ward (Reaction vs. lashback) and Ritual Implements & Foci
Shockwave (repulse). The caster emits a brief, expanding white-energy sphere centered on herself. All targets in radius resist the caster's final Alter total. The burst causes no direct physical damage; collisions or falls from knockback still inflict normal damage. Also called: Repulse, Force shockwave. See also: Barrier; Ring Ward (reaction vs. lashback).
Shockwave (repulse)
Control Difficulty: Moderate (15)
Sense Difficulty: Easy (10) to "shape" the burst (exclude seen allies); +5 if excluding multiple allies beyond 10 meters
Alter Difficulty: by radius (see table)
Time to Use: 1 action
Fatigue: Each time this power is called upon the character takes 1 stun
Alter Difficulty by radius:
| Radius | Difficulty |
|---|---|
| 0–5 m | Easy (10) |
| 6–10 m | Moderate (15) |
| 11–20 m | Difficult (20) |
| 21–30 m | Very Difficult (25) |
| +10 m thereafter | +5 |
Resistance — Humanoids & Creatures (Alter vs Strength):
| MoS | Result |
|---|---|
| 0–3 | Staggered (–1D to next action) |
| 4–8 | Stunned 1D rounds and knocked prone |
| 9–12 | Stunned 1D+1 rounds and knocked back 1D meters |
| 13–15 | Stunned 2D rounds and knocked back 2D meters |
| 16+ | Unconscious 1D minutes and knocked back 3D meters |
Resistance — Droids/Vehicles (Alter vs Strength/Body/Hull + Scale Modifiers):
| MoS | Result |
|---|---|
| 0–3 | Systems Flicker (–1D to all actions/piloting next round. Piloted craft: immediate control check vs Moderate to avoid veer/altitude loss) |
| 4–8 | Ionized (1D rounds; weapons/comms offline. Piloted craft: control check vs Difficult or lose control) |
| 9–12 | Shutdown (1D+1 rounds; piloted craft: control check vs Difficult+5 or stall/lose attitude; apply vehicle collision rules if altitude is lost) |
| 13–15 | Critical Overload (Shutdown 2D rounds; fragile externals may take 3D ion/concussive damage at GM's call. Airborne craft immediately lose control unless a Very Difficult recovery is made this round) |
| 16+ | Fused Logic Circuit/Blackout (Disabled until repaired; Moderate Droid/Vehicle Repair; ≥1D minutes to jury-rig reboot; parts may be required for full restore) |
Spirit Bind
Control Difficulty: Heroic (35+) — steady the body and cord the thread; at a consecrated locus or with explicit consent, apply −5 to this Control target (GM option)
Sense Difficulty: Opposed (Perception/Willpower for a sapient echo; Orneriness for a creature-echo) — read the whisper. Apply Link/Distance if worked via names/effigies
Alter Difficulty: Opposed by the vessel's Body (e.g., bone charm 2D; bowl 3D; mask/statue 4–5D) — bind into the vessel
Time to Use: 1 step per round (to avoid MAPs) or all three in one round at −2D to each
Effect: Bind a whisper to a vessel — a bowl, bead, or bone — so its murmur can be steadied, consulted, or set to keep a beacon
Outcomes: All succeed — the bind holds; the vessel can serve as a focus for a specific task (e.g., beacon bowl +5 km visibility, calm lair whispers, or grant +1 to a narrow Scholar/Lore topic) at GM discretion. Any step fails — the bind collapses; the whisper disperses or resists. You may not retry on that target until circumstances change significantly
Backlash: Wild Die 1 on Alter — lashback, take −1D for one round. If wearing an attuned Ring Ward, you may brace as a Reaction (Control Easy (10)) once every 10 minutes to ignore this penalty
Safeguards & Ethics: Consent — binding a willing, lucid spirit lowers Sense and Alter difficulties by one step. Taboos — attempting to bind a living sapient's animus is forbidden in most covens (GM adjudication). Release — a simple untying rite (Sense Difficult (20)) releases the whisper to rest; breaking the vessel also ends the bind (often with lashback)
Interactions: Ward-webs and personal wards nearby may add +5 to Sense/Alter if the bind would agitate the locus. Uses with beacons: a successful bind to a beacon bowl can promote a strong beacon
In this chapter: Focus kits, Armors, Weapons, Tools, Lore & Relics, Talismanry. On a flat of red stone they set out what they would trust when breath turned short: a ring wound with bead and wire, an energy bow with a pale, humming string, a bone knife sharpened enough to shave a vow to the marrow, a tonic steeping in a basin where the steam smelled of herb and iron. These were not favors; they were habits with shape.
Jessa counted the breaths between bubbles and said when to pull the pot. "Two hands steady a thing," the Mother said, "but one good name steadies it more." She turned the ring in Sira's fingers until it remembered her heat. "Attune in quiet. Keep it where it belongs. If you drop your own breath, it may drop you. That is fair." Sira slid it on. It seemed to shrug and say yes.
Karo braced a targes and leaned into the angle that meant a bolt would pass where he used to have a head, not where he kept it now. He plucked the bowstring softly; the air answered like someone tuning a throat. "Swap if you must," the Mother added. "Pay the price for that too."
Sira nicked her thumb on the bone knife and let a bead of blood fall to a small chalk circle. The knife was satisfied and would answer when called. Jessa poured the tonic into small cups—enough to keep a hand steady, not enough to fool a heart. "Carry little," the Mother said, "but carry what knows your name. If your tools shout, you brought the wrong ones." They packed light; the land ahead would test what they carried—ridge drums, webbed passes, orchards that watched with yellow eyes.
Compact tools and ritual kits used by covens and allies: reliquaries, mobility aids, metering tools, and threshold warding kits. Use these to move, measure, and prepare sites without calling attention to magick.
See Ritual Implements & Foci for attunement/stacking rules and Casting Procedure & Counterplay for action economy.
Catacomb Casket (reliquary). A heavy, sealable coffin built for travel and ritual use. Bone latches and ichor-etched seams keep contents insulated from casual scrying and scavengers. Used to recover honored dead or transport hostile remains safely. The interior accepts ward-knots and resin sigils that "prime" a body for funerary rites.
Catacomb Casket
Model: Catacomb Casket
Type: Ritual reliquary
Cost: Unique; Not for sale (estimated 1,200 cr)
Availability: 3, R
Game Notes: If a body is prepared within the casket, Chant of Resurrection on that body gains –5 difficulty. Durable and ward-ready for long conveyance. Body 4D.
Grapple Launcher, Magnetic (compact). A compact wrist/belt launcher that fires a magnetized grappling head and reels the user in with a quiet micro-winch. Favored for quick vertical insertions, skylight exits, and bridging small gaps without bulky climbing rigs.
Grapple Launcher, Magnetic
Type: Grapple launcher (magnetic head, powered winch)
Skill: Missile weapons: grapple launcher
Cost: 600 cr
Availability: 3, R
Range: 3–10/25/50
Game Notes: Fire a magnetic grappling head as a normal ranged attack; on a hit roll 1D: 1–2 = unsuitable surface (no anchor), 3–6 = anchor set. Engaging the winch in the same round is a second action (multi-action penalties apply). Winch lifts ~100 kg at 2 m/round (double speed for light loads; halve for heavy). Emergency cut is 1 action (leaves head/line). Wild 1 (attack): head fouls—lose 1 round to clear or replace cartridge. Wild 1 (winch): brake slips—make a Moderate Dexterity or Climbing/jumping test or drop 1D×2 meters.
Mag-Grapple Clamps (pair). Palm-sized magnetic clamps with retractable micro-spikes and a line ring. Hunters clip, string a synthfiber line, and turn sheer walls or rooflines into a quiet, secured traverse without hauling a full launcher.
Mag-Grapple Clamps (pair)
Type: Climbing tool (magnetic clamps)
Skill: Climbing/jumping
Cost: 250 cr (pair)
Availability: 2, R
Game Notes: Each clamp locks to ferrous metal as a secure anchor (rip free STR vs 18). On rough non-ferrous (stone/duracrete) deploy micro-spikes (rip free STR vs 15); on smooth non-ferrous, seat carefully (GM may call for a Moderate Climbing/jumping test; rip free STR vs 12). Attaching or releasing a clamp is 1 action (free outside combat). Using two clamps to rig a traverse reduces Climbing difficulty one step (e.g., Difficult → Moderate). "Pulse" test-lock adds +5 difficulty to opposing Search checks to notice the setup. Wild 1 while weighting a fresh set: immediate Moderate Climbing/jumping test or slip (apply falling rules).
Meter-Drum & Click-Stones (chorus kit). A palm drum and paired click-stones etched with meter marks. Keeps cadence audible through wind and ward-hum, letting a leader set transitions and recover breaks without losing the weave.
Meter-Drum & Click-Stones
Model: Meter-Drum & Click-Stones
Type: Chorus metronome kit
Skill: Command (ritual chorus)
Cost: 150 cr (set)
Availability: 2
Game Notes: When used to lead a chorus at a prepared ring/altar and taking ×10 time, you may claim the Ritual Focus option for a single initiation roll (either –5 difficulty or +2 ). Does not stack with other flat Focus bonuses.
Ward-Strings & Bone-Bells Kit. Braided sinew lines with bead-knots, bone chimes, and resin sigil-tabs. Hung at doors, laid across graves, or strung through catacomb ribs to "teach" a site which forces to admit or resist.
Ward-Strings & Bone-Bells
Model: Ward-Strings & Bone-Bells
Type: Threshold warding kit (ritual)
Cost: 200 cr (kit)
Availability: 3, R
Game Notes: When used to prepare a threshold or locus for Funerary Warding or Spirit Bind, taking ×10 time grants the Ritual Focus option to one activation roll for that rite (either –5 difficulty or +2 ). Does not stack with other flat Focus bonuses.
Bone Shield. A carved rancor-bone targe rimmed with sinew and tooth. Sized for quick parries rather than full-body cover; engraved with trials and oaths. Often passed from mentor to pupil.
Bone Shield
Model: Carved rancor-bone targe
Type: Defensive off-hand
Cost: 200 cr
Availability: 1
Game Notes: +1D melee parry.
Brace-Targes. Paired forearm bucklers lashed with hide; held together and braced, they turn aside bolts long enough to close the gap.
Brace-Targes (paired bucklers)
Model: Nightbrother forearm shields
Type: Personal defense (braceable bucklers)
Cost: 300 credits (local craft)
Availability: 3, F
Game Notes: While braced and moving no more than half Move this round, gain +1D to Dodge vs. ranged attacks. The benefit ends if you break the brace or sprint. Does not stack with cover; take the single best of cover or brace.
Morgan Elsbeth's War-Plate (unique). A personal war-harness plated over a ritual underlayer, forged for a Nightsister moving among off-world powers. Balances mobility and intimidation; glyph-lines answer the Gift of Shadows. Treated as a relic of a single bearer.
Morgan Elsbeth's War-Plate
Model: Dathomirian war-plate (personal)
Type: Light armor (artifact-tier; unique)
Cost: Unique; Not for sale
Availability: 4, X
Protection: +1D physical, +1 energy; –1 DEX
Game Notes: Narrative tie to Gift of Shadows; rare NPC/plot item.
Nightsister Bone Targe. A forearm-strapped, 40–50 cm round shield made of layered bone plates and hide. Used to catch blades and give a sliver of cover against blaster fire; can double as a punching/bashing surface.
Nightsister Bone Targe
Model: Dathomiri Bone Targe
Type: Defensive shield (small)
Skill: Melee parry (shield); melee combat (shield bash)
Cost: 75 cr
Availability: 3
Game Notes: While readied, grants +1D to melee parry. Against frontal-arc ranged attacks, counts as roughly 1/4 cover (+1D to the attacker's difficulty); if the user declares a Full Dodge that round, increase this cover to +2D. May make a shield -bash attack as a separate action using melee combat (shield bash): Damage STR+1D. Body Strength 3D (use object damage rules; if destroyed it provides no bonuses). Occupies one hand; cannot fire two-handed blasters or wield two-handed melee weapons while equipped.
Nightsister Rancor-Bone Targe (Reinforced). A sturdier, bossed targe with studded edge and thicker lamination; can be braced for extra frontal cover when kneeling or using terrain.
Nightsister Rancor-Bone Targe (Reinforced)
Model: Nightsister Rancor-Bone Targe (Reinforced)
Type: Defensive shield (small, reinforced)
Skill: Melee parry (shield); melee combat (shield bash)
Cost: 250 cr
Availability: 3
Game Notes: As Bone Targe, plus sturdier build: Body Strength 4D. When braced behind the targe (GM: kneeling/using terrain) treat as up to 1/2 cover from the frontal arc (+2D); with a Full Dodge, cap total cover bonus at +2D (don't stack beyond this). Shield -bash Damage STR+1D+1 (bossed edge/studs). Occupies one hand; cannot use two-handed weapons while equipped.
Nightsister War-Vest (ritual light armor). A layered cuirass of hide, lacquered plates, and bone lacing built for mobility and resilience. Stitched with clan marks and often "tuned" at the loom to serve as a ritual focus. Usually shared down a line of proven sisters.
Nightsister War-Vest
Model: Clan-woven cuirass
Type: Light armor (ritual garment)
Cost: Unique; not for sale (estimated 900 cr)
Availability: 3, R
Protection: +1D physical, +1 energy; –1 DEX while worn
Game Notes: May be inscribed as a ritual focus during downtime (Ritual Focus option applies).
Hunter's Spear. A barbed, bone-shod spear balanced for the hunt; throws straight and bites deep.
Hunter's Spear
Model: Barbed hunting spear
Type: Melee/Thrown weapon
Skill: Melee Combat: spears; Thrown Weapons
Cost: 200 credits (common pattern)
Availability: 2, R
Range: 3–10/25/40 (thrown)
Damage: STR+2D (melee or thrown)
Nightsister Energy Bow. A laminated bone bow with an ichor-charged string that looses a hissing light-bolt. Ritual Bone Knife. A bead-hung knife used for offerings and close work; its edge is more vow than steel, and it carries a clan's scent.
Ritual Bone Knife
Model: Clan-carved ritual knife
Type: Melee weapon (implement)
Skill: Melee Combat: knives
Cost: Gift/trade; not sold
Availability: 3, F
Damage: STR+1D
Game Notes: When a rite explicitly requires an offering cut or marked circle, this knife qualifies; at a prepared locus the GM may reduce the listed difficulty one step once every 10 minutes at that locus. If the knife bears a keyed bead (made at crafting), it can count as a weak token for when presented; otherwise it is not a token.
Spiked Bracers. Knotted-iron or bone-spiked bands worn over the forearm, turning blocks into rakes and grapples into wounds. Popular where empty-handed bouts are common.
Spiked Bracers
Model: Knotted-iron bracers
Type: Unarmed augment
Skill: Brawling (for attacks)
Cost: 80 cr
Availability: 1
Game Notes: +2 brawling damage.
War Club. A dense nightwood cudgel with a weighted head and bone studs—easy to maintain and hard to break. Favored in tight tunnels or rain-slick roots. Some are inlaid with luck-knots for their owners.
War Club
Model: Nightwood Club
Type: Melee weapon
Skill: Melee Combat: clubs
Difficulty: Very Easy (5)
Cost: 50 cr
Availability: 1
Damage: STR+2D
Whisper-lash Handler's Staff. A flex-headed staff with braided thong and bone hooks used by beastwardens to snare limbs and redirect motion without maiming—equally at home clearing lanes or denying a charge.
Whisper-lash Handler's Staff
Model: Whisper-lash Staff
Type: Melee/entangle tool
Skill: Melee Combat: staffs
Difficulty: Easy (10)
Cost: 120 cr
Availability: 2
Damage: STR+1D
Game Notes: On a successful hit, the wielder may immediately attempt to entangle as a free action: opposed by target's Dexterity or Brawling (GM's call). On success, the target is entangled (–1D to actions) until they spend an action to test vs. the attacker's Brawling; on their success, they shed the entangle. Counts as a staff for parries; cannot entangle droids larger than character scale without GM approval.
(reserved)
Nightsister Energy Bow
Model: Nightsister light-bow
Type: Ranged weapon (implement)
Skill: Missile Weapons: energy bow
Cost: Not available for sale
Availability: 4, X (coven-craft)
Ammo: 25
Range: 3–30/100/300
Damage: 4D+2
300.Nightsister Throwing Darts. Slim, reed-shafted darts balanced for flick throws or wrist-launchers, often carried in a beadworked tube; many are prepped with sleep or paralytic toxins.
Nightsister Throwing Darts
Model: Nightsister dart set
Type: Thrown weapon
Skill: Thrown Weapons
Cost: 25 cr per 5 (typical clan lot)
Availability: 2, R
Range: 2–5/10/20
Damage: 3D+1
Game Notes: Designed to hold a single toxin dose each (apply per your poison rules). Coating a dart takes 1 action; on a Wild 1 during application or the attack, the user risks exposure (Stamina vs 10 to resist at –1 step).
Dream-Sleep Dust. Pulverized seed pods and webbing mixed to float on breath—folds foes without blood. Carried in thumb gourds for quick, quiet use. Short window, but enough to bind or flee.
Dream-Sleep Dust
Model: Dream-Sleep Dust
Type: Toxin (inhaled)
Cost: Unique; not for sale (estimated 500 cr)
Availability: 3, X
Game Notes: Target stamina vs. 15; fail: unconscious 1D minutes; success: –1D PER 1D minutes.
Paralytic Resin. Tree-sap concentrate cut with cave alkaloids—stiffens muscle before panic sets in. Hunters glaze snare-points with it; Shadow Killers smear a nail or needle. Antidotes are brewed by the same hands.
Paralytic Resin
Model: Paralytic Resin
Type: Toxin (contact/ingested)
Cost: Unique; not for sale (estimated 600 cr)
Availability: 3, X
Game Notes: Target stamina vs. 20; fail: immobilized 2D minutes (may breathe/speak); success: –1D DEX actions 1D minutes.
Invisibility Draught (Shadow-veil Elixir). A thin, bitter tincture that leaves cold breath on the skin as the outline blurs. Used for ambush rites, rescues, or taboo recoveries. Short-lived and fickle if you break cover to strike.
Invisibility Draught
Model: Shadow-veil Elixir
Type: Alchemical stealth potion
Cost: Unique; not for sale (estimated 1,000 cr)
Availability: 4, X
Game Notes: Effects as Veil of Night for 2D minutes without a Force roll. Any attack action ends the effect immediately.
Potion of Merging (Merging Draught). A paired draught taken in lockstep by two allies—breath, pulse, and intent sync for a brief window. Chorus-witches use it to stabilize complex rites; hunters use it to stalk as one mind. Aftertaste is mint and metal.
Potion of Merging
Model: Merging Draught
Type: Alchemical enhancer (synchronization)
Cost: Unique; not for sale (estimated 800 cr)
Availability: 3, R
Game Notes: For 10 minutes, two allies may combine one chosen skill each round (take higher die code, then +1D synergy; both still take MAPs). GM vetoes abusive cross-platform uses.
(vial). Signature green draught brewed from deep-pool water, sap, minerals, and a tithe from the Sleeper. A rite to make and a vow to drink—heals body, steadies spirit. In chorus it can be tuned for veiling rather than mending.
Model: Water of Life
Type: Alchemical elixir (healing/veiling)
Cost: Unique; not for sale (estimated 600 cr/dose)
Availability: 3, R
Game Notes: Drink to remove 1 Stun or downgrade Wounded → Stunned (once/day/character). If brewed at +10 over difficulty, may instead grant Veil of Night for 2 minutes (counts as kept up, no MAPs).
Anchored veils (e.g., Veils — Mute the Step) end if their marked lines are scuffed/sundered; see Sunder Focus. Crossing hostile thresholds may also end kept-up veils. Phase Charm. A bone-and-wire sliver inscribed with crossing lines and sealed in lacquer; issued with strict cautions. Known among diaspora witches (e.g., Merrin) for last-ditch passage through hostile fields.
Phase Charm
Model: Phase Charm
Type: Barrier-pass talisman (situational focus)
Cost: Unique; not for sale (estimated 3,000 cr)
Availability: 4, X
Game Notes: Once every 10 minutes, as an action, the wearer may briefly pass through a specific, non-massive energy barrier/field (GM adjudication; e.g., light hazard grids, short ray-shield curtains, intermittent stasis nets). Treat this as a specialized Focus that negates that barrier rather than adding dice; does not stack with other flat Focus bonuses. On a Wild 1 during activation, the charm sputters (no effect) and is inert until re-sanctified at a loom (Technical (repair) 10 with appropriate rites).
Ring Ward. A bone-and-silver circlet keyed for damping and warding; worn on finger or thong, it steadies the hand against backlash and marks the bearer with a small, recognized ward-sign.
Ring Ward
Model: Nightsister ring focus
Type: Focus/Talisman (personal ward)
Cost: Not available for sale (crafted, gift, or tithe)
Availability: 3, F
Game Notes: To attune wearer must take a minute of quiet focus then make a Control (10) skill check. Attunement ends if removed or if the wearer is stunned/unconscious for a full round; re-attune outside combat. Flat focus/talisman bonuses don't stack—use the single best focus.
Use & Options (choose one when relevant) Catch the Bolt — When using Absorb/Dissipate Energy, add +2 to Control for that roll. (Pick this mode when you declare the power.) Brace the Mind — When resisting lashback (e.g., Wild 1 on Alter during a rite like Spirit Bind), you may make a Reaction to brace: Control Easy (10); on success, ignore −1D lashback for one round. (1/10 minutes.) Ward Sign — While worn and attuned, hostile remote attempts against you (via names/effigies,) are +5 difficulty.
Equip/Swap Equipping or swapping a Ring Ward mid-round is allowed; it can apply to a power that resolves later that same round. Doing so costs the equip action; normal MAPs apply to your other declared actions.
Limits & Notes The ring does not reduce MAPs by itself. "Ward Sign" doesn't stack with additional personal wards; take the single best. Multiple Ring Wards confer no extra benefit; only one may be attuned at a time.
Game Notes At a prepared locus (e.g., beacon bowl, ward circle), the GM may allow the ring to offset +5 of a local interference source (running water, cold-iron mesh) for one relevant roll. The ring's bead can be used as a strong token only if keyed during crafting; otherwise it is not a token for.
Talisman of Age. An older piece from transformation lore—pulls the body toward remembered vigor briefly, with a price after. Kept locked and witnessed.
Talisman of Age
Model: Talisman of Age
Type: Transformation talisman (empowerment)
Cost: Unique; not for sale (estimated 12,000 cr)
Availability: 4, X
Game Notes: +1D STR, +1D DEX, +1 Move for 1D rounds; then fatigue –1D STR/DEX 1 round. Does not stack with Enhance Attribute/Gift of Shadows; on Wild 1, only fatigue applies.
Talisman of Finding ("Finder's Knot"). A braided cord bound around a bead or tooth, keyed with a thread of the sought—anchors attention when traces would scatter. Hunters call it the difference between a rumor and a trail.
Talisman of Finding ("Finder's Knot")
Model: "Finder's Knot"
Type: Divinatory talisman
Cost: Unique; not for sale (estimated 1,200 cr)
Availability: 3, R
Game Notes: +1D to the first Sense roll once every 10 minutes for Blood Trail or Threadreading with a proper sympathetic link.
Talisman of Resurrection ("Green Heart"). A crystal heart in bone lattice, humming faintly near remains—steadies the hand and shortens the chant. Each embedded shard is treated as a debt to the dead.
Talisman of Resurrection ("Green Heart")
Model: "Green Heart"
Type: Necromantic talisman
Cost: Unique; not for sale (estimated 6,000 cr)
Availability: 4, X
Game Notes: As focus for Chant of Resurrection: –5 Alter difficulty, half time per corpse (min 30 s). Consumes 1 shard/use (typically 1–3).
Talisman of the Raven (Legends). A red-gem ring granting sleek wings and keen sight—useful for high passes and roof-lines, perilous if lost mid-flight. Clan custom demands check-in/out like a weapon.
Talisman of the Raven
Model: Talisman of the Raven
Type: Transformation talisman
Cost: Unique; not for sale (estimated 14,000 cr)
Availability: 4, X
Game Notes: Twist gem (action) to assume raven form; twist again to revert. If lost/destroyed while transformed, user is trapped (Legends). Raven Form: DEX 3D+2 (flight 4D), PER 3D+1, STR 1D, Move 2 / Fly 14; beak/claws STR+1. Most speech/complex casting unavailable.
Talisman of Transformation ("Shapereed"). A reed-carved charm lacquered with ichor and set to a chosen form—eases beast-shape or masking as kin. Used by scouts, decoys, and ritual teachers.
Talisman of Transformation ("Shapereed")
Model: "Shapereed" Talisman
Type: Metamorphic talisman
Cost: Unique; not for sale (estimated 5,000 cr)
Availability: 4, X
Game Notes: While worn/invoked, +1D to relevant Control/Alter rolls to assume a chosen form (~10 minutes). –1D to fine manual tasks unless the form is compatible.
Veil Talisman. A woven hair/knot charm wrapped around a flat bead or tooth; used by Shadow Killers and scouts as a pocket veil when a full chorus is impractical.
Veil Talisman
Model: "Veil" Thread-charm
Type: Stealth talisman (veiling)
Cost: Unique; not for sale (estimated 1,400 cr)
Availability: 3, R
Game Notes: Once every 10 minutes, the bearer may invoke a short Veil (GM: treat as Veil of Night for 1D rounds at +5 to observers' opposed PER/search; attacking ends the effect immediately). Alternatively, if used as a Focus when casting Veil of Night, grant +1 to the initial activation roll instead of the use. Does not stack with other flat Focus bonuses.
(See.) Enchanted Longblade (Ichor-Forged Sword). A hand-and-a-half sword whose grooves hold dried ichor and ash, balanced for decisive cuts and binds. Favored by senior witches who lead from the front, it marks rank as much as it bites through armor.
Enchanted Longblade
Model: Ichor-Forged Longblade
Type: Melee weapon (talisman-bound)
Skill: Melee combat
Difficulty: Moderate (15)
Cost: Unique; not for sale (estimated 1,200 cr, enchanted)/300 cr (mundane)
Availability: 3, R
Damage: STR+2D+1 (enchanted)/STR+2D (mundane)
Game Notes: When parrying a lightsaber, the blade does not auto-sunder on a failed parry; treat the weapon as Body 5D for sunder checks while the enchantment is active. On a Wild 1 during an attack or parry, the enchantment flickers—treat as a mundane longblade for 1 round.
Enchanted Sickles (Pair). Crescent blades tuned for catch-and-tear work, used in sweeping pairs to trap weapons, rake tendons, and worry gaps in armor. Their lacquered edges shimmer green when the chorus sings.
Enchanted Sickles (Pair)
Model: Magick-Hardened Twin Sickles
Type: Melee weapons (paired; talisman-bound)
Skill: Melee combat
Difficulty: Moderate (15)
Cost: Unique; not for sale (estimated 1,500 cr pair, enchanted) / 250 cr pair (mundane)
Availability: 3, R
Damage: STR+2D each (enchanted)/STR+1D+2 each (mundane)
Game Notes: Each sickle may safely parry a lightsaber; treat each as Body 5D for sunder checks while the enchantment is active. On a Wild 1 during an attack or parry with that hand, that sickle's enchantment flickers—treat as mundane for 1 round. Dual-Wielding: You may make an additional off-hand attack in a round; apply normal multiple-action penalties and a –1D off-hand penalty unless mitigated by talents/specializations. After a successful melee parry that beats the attacker's roll by 10+, you may immediately attempt a Disarm as a free action at +5 difficulty (opposed by the target's STR or melee parry); this still counts toward MAPs.
Nightsister Duskblade. Forged in ichor basins from scavenged metal, bone, and blood, the Duskblade is a witch's personal weapon—blackened, serrated, and veined with green runes that pulse in darkness. Bound through ritual, it drinks vitality as it cuts, its wounds resisting healing. To outsiders it feels heavy and cold, but to its wielder it moves like an extension of their own will, whispering with the voices of bound spirits.
Nightsister Duskblade
Type: Ichor-bound ritual melee weapon
Skill: Melee combat
Difficulty: Moderate (15)
Cost: Not available for sale
Availability: 4, X (restricted to Nightsisters/stolen artifacts)
Damage: STR+2D (minimum STR 2D to wield effectively)
Game Notes: Wounds resist healing (double natural recovery time unless treated with ichor or magick). Opponents make Willpower checks (Moderate 15) when first struck; failure inflicts –1D to actions for 1D rounds. Grants +1D bonus to Control or Alter checks if used as a ritual focus. If not blood-bound to wielder, treat damage as STR+1D and wielder suffers –1D to all rolls with the weapon.
Talisman-bound dagger (Ichor-etched Blade). A ritual knife whose grooves hold dried ichor and ash—tool first, weapon second. Traces sigils, cuts bindings, and draws safe lines; when awakened, it bites deeper than steel.
Talisman-bound Dagger
Model: Ichor-etched Blade
Type: Melee weapon (talisman-bound)
Skill: Melee combat
Difficulty: Easy (10)
Cost: Unique; not for sale (estimated 750 cr, enchanted)/150 cr (mundane)
Availability: 2 (mundane), 3, R (enchanted)
Damage: STR+2D (enchanted)/STR+1D (mundane)
Game Notes: When parrying a lightsaber, does not auto-sunder on failed parry; on Wild 1, enchantment flickers (treat as mundane 1 round).
Chant Platform/Chorus Ring. A marked circle with resonance stones and anchor posts—lets many carry one spell safely. Trios train here until their heartbeats align. A chorus turns one witch's edge into a wall.
Chant Platform/Chorus Ring
Model: Triune Chorus Ring
Type: Ritual performance focus
Skill: Scholar (Nightsister lore) for assistants
Cost: Unique; not for sale (site fixture)
Availability: 2
Game Notes: Combined Actions: every full 3 assistants who pass Moderate (15) grant the leader +1D (cap +3D)
Triune Chorus: if exactly three succeed, add +1
Ritual Loom. A workbench of bone spindles, stone plates, and wire forms—fixes ichor to objects and weaves talisman lines that survive rain and time. Apprentices learn stitches before spells here.
Ritual Loom
Model: Bone-spindle Loom
Type: Crafting focus (talisman /inscription)
Skill: Alchemy (ichor)
Cost: Estimated Unique; not for sale
Availability: 3, R
Game Notes: With proper setup, ×10 time grants either –5 difficulty or +2 to a single craft/activation roll (choose one).
Scrying Basin. An obsidian bowl lined with etched way-lines, filled from deep pools—images skate on the surface when a witch names a thread. Used for omens, trails, and confirming a chorus' target.
Scrying Basin
Model: Obsidian Scry-basin
Type: Divination focus
Skill: Sense/Threadreading
Cost: Unique; not for sale
Availability: 3, R
Game Notes: +1 to initial Threadreading; on totals ≥25 GM may allow sound carry or one Sense-based skill through the view.
Great Mothers' Orb (Fate-Thread Orb). A glassy sphere veined with pale green, tuned to the Mothers' threadreading—steadies long-range visions and cuts through simple screens. Treated as a communal relic signed in and out.
Great Mothers' Orb
Model: Fate-Thread Orb
Type: Divination focus (artifact)
Skill: Sense (Threadreading)
Cost: Estimated Unique; not for sale
Availability: 4, R
Game Notes: +1D to Threadreading and an additional opposed Sense test to pierce simple countermeasures (smoke/darkness/non-shielded bulkheads). Fragile; on Wild 1 during use, Technical (repair) 15 to prevent cracking. Body 2D.
Nardithi Shard (Dark-side Focus). A razor-edged fragment from the Nardithi Cluster, cold to the touch and faintly resonant in the Force. It amplifies the wielder's mental projections without any ichor/witch-craft requirements—ideal for rites like Dread Vision.
Nardithi Shard
Type: Force focus (Nardithi relic)
Cost: Not available for sale (priceless relic; black-market value varies)
Availability: 4, X (restricted/illegal)
Requirements: Force Sensitive to attune; otherwise inert as a trinket.
Game Notes (attunement & use): While worn or held, make an Easy Control roll (1 action). Attunement ends if the shard is not in contact for ~1 minute or the wielder is stunned/unconscious. Choose one each time you initiate an eligible power: Focus Bonus (+2 to one of the three Force rolls for this use), or Ritual Bonus (prep) (×10 time at a prepared locus reduces base difficulty one step). Stacking: Does not stack with other flat focus/talisman bonuses. Backlash (GM option): If using the shard's bonus and a Wild 1 occurs on the relevant roll, suffer –1D to all actions for 1 round (psychic whiplash). Body 2D.
Nightsister Crystal Ball. The Nightsister Crystal Ball, also called a Witches' Orb, is one of the most iconic and feared relics of Dathomir… (full descriptive text retained as provided)
Nightsister Crystal Ball
Type: Divinatory artifact (living conduit)
Cost: Unique; not for sale
Availability: 4, R
Game Notes: Functions as a potent scrying/oracular focus per your table's divination rules; acts as a spirit anchor in some rites.
Blade of Talzin (unique superior manifestation). A spirit-forged weapon called by a leader of uncommon will—arrives when named and leaves when dismissed. Said to catch a lightsaber's light and throw it aside. No coven claims to make them, only to witness them.
Blade of Talzin
Model: Spirit-forged Manifestation
Type: Melee weapon (Force-summoned; artifact-tier)
Skill: Melee combat
Difficulty: Moderate (15)
Cost: Unique; not for sale
Availability: 4, X
Damage: 5D
Type: Terrestrial
Atmosphere: Type I (breathable)
Game Notes: Invoke with brief focus (Control 15; Alter 20). While manifested (up to 5 rounds): may parry lightsabers without risk. Unique, distinct from generic Conjure Ichor Blade.
In this chapter: Witchlands, Strongholds, Hazards & Journeys. They moved before dawn when claws left new marks and wind printed the dust with last night's promises. Drum-Net Ridge rose like a row of teeth; Karo climbed where stone gave grip and tapped messages that ran farther than feet. Down-canyon, someone answered with a pattern for neutral ground. Ritual bearing met living terrain; their tools were quiet inside them.
At the Webbed Pass, Jessa found the tone it wanted with a small word on a held breath. She set a tally where a tally had been asked, and the beads stopped pretending to be music. In the Tusked Orchard, young rancors watched from the thorns and decided not to come closer. Sira told them three thoughts—food, no-pain, path—and the old one blinked and let them pass, a lesson from law and link both.
Ichor pooled in a low place and remembered too many bad names; they skirted it and promised nothing to the water. By noon they reached the Bone-Barge, a hull turned grave with debt-bones in sealed ribs. Wind hummed low through old vents. A whisper asked for release in the voice of a man who'd never been kind. Sira laid a bead and a breath and said no. Spirits are like people: some bargain honest, some don't.
Karo chalked a sign for "north wind and watchful eyes" where it would do the most good and the least harm. Places listened back. Some warned. Some begged. Some waited until you asked the right question and then wouldn't stop answering. On the flats a walker's steps came too sure for this ground, and somewhere a drum called for a champion, not a map.
An extragalactic, largely barren world wreathed by a colossal purrgil-bone ring. Its surface hosts peaceful Noti nomads and hostile howler-mounted bandits, while a mountain fortress and catacombs preserve the legacy of the Dathmiri Great Mothers and Zeffo-era inscriptions to Kujet. In 1 BBY, purrgil exiled Thrawn and Ezra Bridger here; by 9 ABY, Morgan Elsbeth's Eye of Sion enabled Thrawn's rendezvous and evacuation with the Mothers and their "cargo," leaving Peridea a dangerous, mystic frontier marked by ruins, legends, and the bones of giants circling the sky. Monument to the Ones. Mortis-gods relief carved into a mountainside; Father points toward snowy peaks; Daughter's statue is headless. Circa 9 ABY, Baylan Skoll sought a sensed "stirring" here. Great Mothers' Fortress. Mountain stronghold of the ancient Witch Kingdom (active by 25,025 BBY). The Mothers later hibernated; a far-galaxy war left Peridea barren until Thrawn awakened them; runes reference Zeffo Sage Kujet.
Orbital Position: Unknown Moon(s): None confirmed Length of Day: ~24 hrs Length of Year: ~360 Starport(s): None; mountain fortress docking cradle (capital ship overhead docking); temporary Eye of Sion orbital interface (9 ABY)
Temperature: Arid to cool-temperate
Hydrosphere: Scattered lakes/wetlands; mineral-heavy water common Gravity: Standard Primary Terrain: Barren wastelands, grasslands, plains, meadows, mountains Points of Interest: Great Mothers' Fortress (henges & catacombs), Monument to the Ones, Noti trails/camps, Peridea Graveyard Ring (orbital) Native Flora: Sparse steppe grasses; scrub mosses & lichens Native Fauna: Howlers (rideable quadrupeds), small reptavian flyers
Native Species: Noti Immigrated Species: None Languages: Noti, Dathomiri dialects, Ur-Kittât (inscriptions) Government: Ancient—Dathmiri Witch Kingdom (Great Mothers); 1 BBY–9 ABY—Thrawn de facto command with Great Mothers; Post-9 ABY—none (Noti clan councils, bandit rovers) Tech Level: Low-tech Planet Function: Exile anchor, necropolis/ritual center, extragalactic staging ground Major Cities: Great Mothers' Fortress functions as principal settlement Major Exports: None Major Imports: None
Peridea Graveyard Ring. Dense purrgil-bone debris; treat as hazardous asteroid belt. Occult Resonance. Fortress/henges act as ritual foci. Access Constraint. Reachable only via Pathway to Peridea or purrgil/megaring transit (Eye of Sion). Mine Net (9 ABY only). Deployed minefield within the ring during evacuation.
A stark, barren shrine world whose Nightsisters' Temple housed a puzzle-locked star map to the far galaxy. In 9 ABY, Ahsoka Tano retrieved the Arcana Star Map; HK-87 self-destructs razed the ruins, leaving scorched archaeological fields amid wind-blown rock plains. With no government or starport, Arcana is a quiet—and dangerous—waypoint for seekers of Nightsister lore and lost routes.
Region: New Territories, Outer Rim Territories Sector: Lahara sector System: Arcana system Trade Route(s): None on major charts (local/peripheral lanes only) Strategic Importance: Ancient Nightsisters' Temple site containing the Arcana Star Map (key to the Pathway to Peridea); archaeological/occult significance
Sun(s): 1 Orbital Position: Within habitable zone (exact ephemeris unrecorded) Moon(s): Uncatalogued/none confirmed Length of Day: Unspecified (use Standard ~24 hrs for play) Length of Year: Unspecified (use Standard ~360 days for play) Starport(s): None
Type: Terrestrial
Temperature: Arid (wide diurnal swing—hot days/cold nights)
Atmosphere: Type I (breathable)
Hydrosphere: Minimal—ephemeral pans, sub-surface pockets (rare) Gravity: Standard Primary Terrain: Rock plains, eroded mesas, gravel flats, ruin-strewn gullies Points of Interest: Nightsisters' Temple (Arcana), Star-Map Chamber Native Flora: Sparse lichens/scrub Native Fauna: Scavenger invertebrates/reptilians
Native Species: None Immigrated Species: Humans and other spacefarers (occasional), droids (e.g., HK-87) Languages: Galactic Basic (visitors); Nightsister/Dathomiri glyph-script present in temple iconography Government: None Tech Level: None Planet Function: Hidden shrine world/archaeological site; occult waypoint tied to the Pathway to Peridea Major Cities: None Major Exports: None Major Imports: None
Temple Ruins & Star Map. Puzzle-locked map used by Ahsoka; HK-87 self-destructs left unstable masonry/hot-spalled stone. Occult Residue. Weak Nightsister resonance—good for divination/reading, insufficient for large rites without external foci. Landing Hazards. High winds, dust devils; treat approach as rough, unimproved with loose gravel.
Nightsisters' Temple. Ancient stronghold reduced to ruins; in 9 ABY Ahsoka retrieved the star map; HK-87 self-destructs burned the remaining superstructure.
A temperate, perilous world in the Quelii sector veiled in red mist. Swamps, canyons, jungles, and savannahs spread under Domir and four moons. Home of the Witches of Dathomir and Nightbrothers, lairs and henges saturate the land with magick. Predator ecologies (rancors, nydaks, chirodactyls) and ritual flora (hydraatis, grave thorn) shape life and lore. Layers of conquest and myth run deep: Fromprath exploitation pre-Nightsisters; Peridean traditions claim the witches named/bound the world; Zeffo Kujet's tomb lingers. Clone Wars purge, Imperial usurpations, and New Republic return of coffins mark eras of trauma and resurgence.
Region: Outer Rim Territories, New Territories Sector: Quelii sector System: Dathomir system Trade Route(s): None Strategic Importance: Witch homeworld; magickal nexus; rancor symbiosis; Zeffo tomb (Kujet); historical flashpoints
Sun(s): 1 (Domir) Orbital Position: Habitable zone (exact ordinal unrecorded) Moon(s): 4 Length of Day: 24 standard hours Length of Year: 491 standard days Starport(s): None
Type: Terrestrial
Temperature: Temperate (wide microclimates; red mist common)
Atmosphere: Type I (breathable)
Hydrosphere: Moderate—rivers, swamps, lakes, waterfalls, tar-pits Gravity: Low Primary Terrain: Canyons, caves, cliffs, forests, hills, jungles, mountains, savannahs, swamps/mires, valleys, ice caps, tar-pits, riverlands, waterfalls Points of Interest: Nightsister Lair & Hidden Cave (Old Daka), Nightbrother Villages (arena; Upper Strangled Cliffs), Dreaming River, Great Canyon, Misty Falls, Red Hills, Rift Valley, Singing Mountain, Strangled Cliffs/Haunted Lands, Nardithi Cluster, Kujet's Tomb (Treacherous Approach), Oteroa Zero-Twenty (ruins) Native Flora: Brula fruit, blue coral, ferns, fire lichen, grave thorn, hydraatis, mushling, assorted fungi Native Fauna: Rancor, bane back spider, chirodactyl (e.g., Gorgara), nydak (lesser/alpha), belonuk, burra fish, bramble lynx, lizards/snakes, sprantal, veeka, vursonk, "The Sleeper" (lair mollusk)
Native Species: Dathomirians, Dathomirian Zabraks; Fromprath (pre-Nightsister era; later exiled) Immigrated Species: Humans, Zeffonians (ancient presence), assorted off-worlders and droids Languages: Dathomirian language; Paecian (historic root) Government: Tribal/clan matriarchies Tech Level: Low-tech Planet Function: Witch homeworld & ritual center, frontier wilderness Major Cities: None (principal settlements include Nightsister Lair, Nightbrother Villages, Oteroa Zero-Twenty ruins) Major Exports: None Major Imports: None
Red Mist & Miasma. Persistent haze reduces long-range visibility; outsiders misjudge distances. Magickal Resonance. Henges/lairs/burial grounds amplify rites; Haunted Lands/Nardithi Cluster heighten effects. Nardithi Cluster. Hexagonal spike formation amplifies Force users while draining life; dark-side steeped after occupation; shards circulated off-world.
The Witchlands of Dathomir The dark heart of Dathomir, a land where geography and sorcery merge. Here, every ridge, pool, cavern, and glyph bears the imprint of the Nightsisters' power. The region stretches from the northern ridges to the ichor basins of the far south, layered in zones that test, shape, and protect those who live within.
The Witchlands rise in the north into jagged rocky ridges and plateaus, sheer cliffs overlooking the swamps below. The southern faces of these ridges are broken by steep ravines, dry gorges carved by ancient floods and now filled with shadow, thornbrush, and bones. The ravines form natural barriers and deadly training grounds, where Nightbrothers are often tested in hunts or combat.
Scattered across the ridges are at least three Nightbrother villages, forming a triangular network. Each is a harsh cluster of stone huts, training pits, and crude forges ringed with bone charms. Life is relentless — combat drills, hunts in the thorny ridge forests, and survival contests in the ravines define their days.
Between the villages run the totem paths, narrow trails lined with carved posts, skulls, and ichor glyphs. To outsiders, they are confusing corridors that seem to lead in circles; to the Nightbrothers, they are spiritual arteries binding the villages together and pointing southward toward the Arena.
Where the ridges fall away, the land dips into the wide Crucible Basin, a natural amphitheater scarred by centuries of bloodshed. From the cliffs above, the villages look down into the hollow, their drums and chants accompanying the contests below.
At its heart lies the Arena, a dueling pit of cracked stone and scorched soil ringed with bone totems and crude seats. This is where the strong prove themselves and the weak are culled. Beyond the pit spreads the Crucible, where towering stone pillars and shifting platforms create a trial ground of agility and endurance. Combatants leap and fight amidst the grinding pillars, the ground itself releasing faint coils of ichor mist whenever blood is spilled.
The basin is more than a battlefield — it is a threshold. The ridges feed warriors into it, and only those who survive its trials are permitted to pass southward into the swamp core, where true power waits.
Past the basin, the land sinks into the fog-drenched swamp forest. The canopy blocks out the sun, twisted trees hanging with moss and bone charms. Pools of stagnant water reflect the faint green glow of ichor veins that snake through the soil. Predators stalk the undergrowth, and the air is alive with the hum of insects and whispers that might be spirits.
At the swamp's center stands the Nightsister Village, a cluster of huts raised on ridges and woven platforms. Totems and pyres rise around communal fires, while chants echo through the night. Beneath the village sprawls the Nightsister Lair, a cavern system of ritual halls and ichor pools where bone altars and glowing runes line the walls. From these chambers, the witches commune with the dead and weave their sorcery.
Above both stands the Nightsister Fortress, a citadel of black stone and bone that juts from a rocky rise. Towers shaped like horns loom in the fog, and jagged battlements bristle with fetishes. From its balconies, ichor flames burn as beacon and warning. Together, the village, lair, and fortress bind the swamp into the coven's seat of power — the visible and invisible center of their dominion.
At the edge of the swamp core begins the spirit wards, a shifting perimeter of enchantments woven into the forest. Fetishes and glyphs hum faintly on the air, and intruders find themselves turned back or disoriented by illusions. The wards serve as both border and alarm, ensuring no one approaches the basins unseen.
Beyond them lie the swamp pools, wide open pockets of water that glimmer with ichor. These pools are lairs for swamp serpents, kinrath, and ichor-animated corpses. The witches sometimes use them for smaller rites of scrying or sacrifice, feeding the ichor to strengthen the land. Further still are the great ichor basins, open wounds where the planet bleeds its lifeblood into the world. Their surfaces glow with green firelight, and their depths seem bottomless. Here the most sacred rituals are performed: resurrection, transformation, necromancy. The basins are ringed with bones, offerings, and guardians. To approach them is to stand on the edge of the living and the dead, where all paths in the Witchlands ultimately end.
Beneath the ridges, basin, and swamp lies an underworld of caverns and reliquaries. Some are natural, others carved by the witches across centuries. Root-choked tunnels lead to chambers where ichor veins glow in the dark, casting green light across walls carved with runes. Many of these caves serve as reliquaries, tombs for ancient witches whose bones rest in niches or beneath carved altars. Some hold enchanted talismans, others house guardians bound to ichor and stone. Hidden passages connect unexpected places — a village to the basin, or the fortress foundations to the ichor basins — but most are perilous labyrinths where many have vanished.
The Witchlands are not separate places, but a single, layered ecosystem of survival and sorcery:
The northern ridges forge the Nightbrothers in discipline and hardship. The Crucible Basin tests them in blood and endurance. The swamp core binds all life beneath the rule of the Nightsisters. The southern fringe feeds everything back into the ichor, the planet's lifeblood.
The hidden depths stitch it all together, unseen arteries carrying magick and memory beneath the land.
Every path flows southward, every struggle returns to the ichor. To live in the Witchlands is to live in the shadow of the Nightsisters' power, in a land where the environment itself conspires with their will.
Also called the Nightsister Fortress, this was the central stronghold of Mother Talzin's coven on Dathomir. Built into a mountainside, it combined stone citadel with a living village: scattered huts, shrines, torchlit passages, and jagged towers blending into the cliffs. Paths were marked by charms of bone and claw. At the heart of the complex lay ritual halls veined with green ichor, centered on sacred pools used for healing, transformation, and vision-work. More than a sanctuary, the lair was a crucible—where warriors were forged, schemes took shape, and bonds to Dathomir's ichor deepened.
After Count Dooku's betrayal, Asajj Ventress returned to the lair, where Talzin and the Nightsisters healed her and set vengeance in motion. There Ventress chose Savage Opress, and the coven remade him into a fearsome warrior. In the ensuing conflicts, the lair became a focal point between Jedi, Sith, and the coven.
The fortress later fell during the Battle of Dathomir, when General Grievous led Separatist forces in a massacre that devastated the coven. Despite the efforts of Ventress, Talzin, and Old Daka, the village burned and most Nightsisters were slain. In the aftermath, Talzin persisted as a spirit and used her magick to restore Maul when he returned to Dathomir. In later years, Maul occupied the ruin, hoarding personal relics—including the Darksaber and trophies from Mandalore—and used the lair's altar in schemes that entangled Ezra Bridger; Nightsister spirits were roused and nearly claimed the intruders.
Even in ruin the place unnerves. Crumbling walls carry ichor stains and bone charms; some pools still glow faintly under the moons. Whispers seem to cling to the stone—echoes of Nightsisters whose presence lingers as guardians and warnings. Outsiders report the weight of unseen eyes and a subtle pull at the edge of thought, as if the land itself resents trespass.
The lair embodies the coven's duality: a site of healing and rebirth, and a crucible of death and vengeance. Here Ventress was remade, Savage transformed, Maul restored, and the coven destroyed. Even fallen, it remains a dangerous nexus of Dathomir's ichor—where the boundary between living and dead runs thin.
Hidden Cave of Daka. Magick-concealed chamber of Old Daka; destroyed during the Separatist assault, its ruins still tainted. Mountain Fortress. Carved directly into the mountainside; a natural stronghold accessible only via narrow swamp paths. Nightsisters' Altar. Central altar ringed by basins; site of baptisms, remakings, and coven rites. Reliquary Pools. Subterranean ichor-fed tombs where the bones of sisters rest and spirits whisper. Shrine of Talzin. Private ritual chamber later used by Maul to house relics (Darksaber, Mandalorian artifacts). Spirit-Haunted Ruins. Post-massacre hauntings; the altar once enabled spirit possession until destroyed by Ezra Bridger. Training Grounds. Scarred courtyards for combat and spell practice, marked by char and spent weapons. Village of Stone Huts. Scattered huts and shrines adorned with bone charms and fetishes, denoting rank and role. Waters of Life Pools. Enchanted basins for healing, visions, and resurrection; shimmer green under moonlight or ichor-fire.
One of the most infamous sites on Dathomir — a colossal, winding cavern network that lies beside the Nightsister Stronghold in the Twilight Forest. Its yawning mouth opens beneath a plateau ridge, exhaling foul, humid air heavy with the musk of beasts and the faint green tang of ichor. By both design and nature, the cave functions as a sanctuary, prison, and proving ground within the Nightsisters' territory.
Inside, the cave is vast and labyrinthine, its walls slick with condensation and etched with claw marks from generations of rancors. The air reverberates with their low growls and the thunder of their movement, making the stone chambers seem alive. Pools of stagnant water collect in hollows, glowing faintly where ichor veins seep through the rock. Stalactites hang like teeth, while bones of prey — and intruders — litter the floor.
The rancors within are not wild in the usual sense. Over centuries, they have been partially domesticated by the witches through ritual magick, breeding, and selective control. Their hides sometimes bear carved glyphs or bone piercings that mark them as bound to a particular Nightsister. Still, they are unpredictable and savage, capable of turning even on their handlers if provoked.
The cave stands adjacent to the Nightsister Stronghold, making it both a natural defense and a resource. The witches use it to breed and house rancors for war-beasts, guardians, and ritual sacrifices. Nightbrothers and would-be acolytes are sometimes tested within its passages — surviving a trial in the rancor cave is both a mark of strength and a culling mechanism. More than this, the rancors themselves are sacred to the coven: embodiments of Dathomir 's raw, untamed fury, vessels for ichor, and sometimes even sacrificial conduits in great rituals. To the Nightsisters, the cave is not just a lair but a shrine to the planet's living power.
Hidden in the deepest reaches of the cave lies the Chamber of Banishment, a cavern that resonates with ichor energy. The walls glisten with crystalline growths, many of which were deliberately shaped and enchanted by Nightsister ritual. This place serves as a prison, sealing away enemies of the coven in stasis for eternity. During the Imperial Era, the chamber housed Axkva Min, a Nightsister who drained the life of her pupils to feed her own power. Her sisters entombed her and her followers in enchanted crystals, accessible only by the Key of Exile, itself shattered into four shards and hidden. In 1 ABY, spacers reassembled the key, fought through Min's lieutenants, and destroyed her in a climactic duel.
Chamber of Banishment. Crystal prison chamber, humming with ichor. Ichor Pools. Bubbling springs to anoint rancors, harden hides, or intensify bindings. Key of Exile. talisman-bound talisman required to open/close the banishment chamber. Bone Gardens. Rancor Pits. Natural depressions where rancors sleep, feed, or fight; sometimes used for sacrifices or trials. Ritual cairns of slain beasts and challengers; double as magickal wards.
The Nightbrother Arena was a ritual ground located near the villages of the Nightbrothers in the Northern Ridges of Dathomir. Unlike the wild Crucible Basin to the south, this arena was a controlled proving ground overseen directly by the Nightsisters. It served as both a training site and a stage for trials of selection, where Nightbrothers were tested to prove their strength, cunning, and obedience to the coven.
The arena was a broad, circular ground paved with massive stone slabs, many of which concealed mechanisms bound with ichor. By command of the witches, these slabs could be raised to form towering stone pillars, shifting platforms, or jagged obstacles. The design forced combatants to adapt quickly — leaping from pillar to pillar, fighting across unstable terrain, or using the environment itself as a weapon.
The stonework was ringed with totems and fetishes, bone charms dangling from crude poles. Fires were often lit in cauldrons around the perimeter, their smoke mingling with the swamp mists to give the contests an otherworldly, oppressive atmosphere.
Select Champions; Test Wits as well as Strength; Display Dominance over the Nightbrothers through curated trials.
Clash of weapons and chants; bloodstained stones; shattered blades embedded in rising pillars; witch-fire lighting trials with green glow.
The controlled cruelty of the coven, epitomized by Savage Opress's rise after slaying Feral; remembered as the place where warriors were broken — or remade.
Bloodstained Ground. Permanently scarred stone with baked-in stains and weapon fragments. Cauldrons of Fire. Basins of flame or witch-fire to mark the beginning/end of trials. Execution Grounds. A darker platform for final judgments and sacrifices. Stone Pillars of Trial. Slabs that rise on command to form shifting spires and platforms. Spectator Ring. Rough-hewn stone seating for Nightbrothers and presiding witches. Totems and Fetishes. Bone and sinew charms used as ritual foci to amplify magick.
Hostile Terrain & Environmental Hazards Swamps/ridges/ichor basins = Difficult Terrain; toxic fogs & swamp gases require periodic Stamina/Endurance checks; cave tremors/ichor surges risk collapses or flooding.
Rancors, drexl, quenkers, kinrath, swamp serpents; Survival checks every 1D6 hours in wilderness to avoid ambush; many beasts are ichor-bound with unpredictable traits.
Witch spells require components (ichor pools, charms, implements); casting away from ichor sources increases difficulty; accelerated corruption risk; spirits linger and can possess intruders.
Pools of Life/ichor basins/reliquaries act as Dark Side Force Nexuses; Dark Side gains bonuses; Light Side faces heightened difficulty, interference, and hallucinations; enable communion, necromancy, resurrection rites.
Imperial-era restricted world; unauthorized landings risk seizure; heavy tech banned; Nightbrothers live under constant selection pressure; outsiders suffer "Outsider's Dread" (persistent psychic oppression from the ichor-soaked land).
Biology & Appearance Human–Zabrak hybrids with marked dimorphism. Females: generally Human-looking; pale to bone-white; scalp hair common; facial horns rare. Males: Zabrak-like; hairless with cranial horns; skin tones red/orange/yellow. Eye colors range widely; ritual tattoos mark lineage/vows. Most speak Basic and Dathomiri (Paecian-rooted).
Life orbits matriarchal Witches/Nightsisters; males form the Nightbrother warrior caste. Lairs center on ritual pools and chorus magick; craft blends iron-age tools and enchanted gear. Rites can transform chosen brothers into fearsome champions.
Hybridization began with Zabrak men from Rattatak captured/isolated; compatibility produced Dathomirian Zabraks. Under Talzin, covens unified and formalized Nightbrothers as the male pool.
During the Clone Wars, Dooku/Grievous razed the fortress; Old Daka's undead delayed defeat, but survivors were few.
Notables include Talzin, Gethzerion, Old Daka, Talia, Asajj Ventress; Nightbrothers Darth Maul, Savage Opress, Viscus, Feral; some women led/joined non-Nightsister clans (Magash Drashi, Kaminne Sihn).
Zabrak Homeworld: Dathomir
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/3D+2
beast handling 5D
PERCEPTION 2D/4D
command (ritual chorus) 5D, Command (ritual chorus)
STRENGTH 2D/4D+1
TECHNICAL 1D+1/3D
Special Abilities:
Cranial Horns (headbutt STR+1D)
High Pain Threshold (+1D stamina vs. pain)
Ritual Bearing (+1D intimidation when markings visible to those who recognize them). Story Factors: Matriarchal Law (deference to Mothers/Clan law) Clan Oaths & Taboos (exile risks; marks/braids cut).
Size: 1.6–2.0 m (males trend taller post-ritual)
Move: 10/12
On the flats they met a salvage crew with a walking machine whose strides were wrong for Dathomir. The foreman wore a polished grin that meant he hoped to leave with more than he brought. Sira showed him where the stone slid and where it held and priced the lesson simply: leave what sings. He laughed like a shovel against rock, but his machine took the safer path and the lair slept through it—tools and law working in a human mouth.
A Nightbrother runner waited on the ridge, breath steady, eyes steady. Karo traded drum-codes for patrol routes that crossed without insult, echoing the morning's taps on Drum-Net. A bone-speaker in a bead mask asked Jessa for help binding a whisper that had grown teeth; Jessa listened to the teeth and decided they were for warning, not chewing. "Later," she said, and offered a softer bowl.
At dusk a woman came with a child's empty braid. "A name lost," she said. Sira tasted ash and said she could look. Not promise—look. Work has to hear its own yes. The woman nodded and left a bead on a rock that wasn't an altar and didn't want to be.
"People are worse than places," Karo said, and meant it kindly. "Places don't lie."
"They do," Sira said. "They just take longer to learn how." Shade pooled near the last climb; it was time to lay out what they could carry in a breath and what they must hold for the next. Arzo Suun Arzo Suun A former Nightbrother who slipped off-world and learned to trade favors instead of blows. Arzo moves cargo through gray channels, swaps medicine and comms for loyalty, and keeps one eye on the Sisters' shadows. He'd rather talk, bribe, or vanish than spill blood—but he'll throw a knife before he shows his back.
Arzo Suun
Type: Nightbrother fixer–quartermaster (ex-clan)
Age: Adult (late Clone Wars era)
Height: 1.86 m
Weight: 92 kg
Appearance: Lean Dathomir Zabrak; travel-worn braids, muted ritual ink; spacer jacket over bone-stitched leathers; utility satchel and comm gear
DEXTERITY 3D
Blaster 4D+2, dodge 4D+1, melee combat 3D+2, melee parry 3D+2, thrown weapons 3D+2
KNOWLEDGE 3D+1
Bargain 5D, 4D, languages 4D, scholar (Dathomir lore) 3D+2, streetwise 5D, survival 4D+1, value 4D+1
MECHANICAL 2D+1
Astrogation 3D, communications 4D, repulsorlift operation 3D+1, sensors 3D+1, space transports 3D
PERCEPTION 3D+2
Bargain 4D+1, command 4D, con 5D, investigation 4D+1, persuasion 5D, search 4D+1, sneak 4D+1
STRENGTH 3D+1
Brawling 4D, climbing/jumping 4D, lifting 3D+2, stamina 4D+1
TECHNICAL 2D+1
Computer programming/repair (slicing) 4D+1, first aid 3D, security 3D+1, forgery 3D+1
Special Abilities:
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are visible to those who recognize them)
Story Factors:
Matriarchal Law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Exile (left Dathomir; strained standing with covens and Nightbrothers)
Move: 10
Force Points: 1
Character Points: 7
Equipment: Blaster (4D; 3–10/30/120; range diffs 5/10/15), 2x throwing knives (thrown 3–5/10/20; STR+1), encrypted datapad, field commset, security kit, utility satchel, rugged spacer clothes, credit chip.
Asajj Ventress was taken as a child from Dathomir, raised as Jedi Padawan to Ky Narec on war-torn Rattatak, then forged into Count Dooku's feared Sith assassin. Betrayed at Sullust, she returned to the Nightsisters seeking vengeance and identity, moving from weapon to woman with agency. In later years she worked the fringes as a bounty hunter and—briefly—an uneasy mentor, always a survivor shaped by coven, battlefield, and loss.
Asajj Ventress (Return to the Nightsisters; 20 BBY)
Type: Nightsister assassin/Sith disciple
Age: Adult (Clone Wars era)
Height: 1.80 m
Weight: ~56 kg
Appearance: Pale Dathomirian with gray tattoos; carries paired curved-hilt red lightsabers that can lock into a split double blade; often exfiltrates in a Ginivex "fanblade". This sheet reflects the Sullust betrayal and Serenno assassination attempt period
DEXTERITY 4D
Acrobatics 8D+1, blaster 4D+1, brawling parry 8D, dodge 10D, lightsaber 11D, melee combat 8D, melee parry 9D, running 6D, thrown weapons 7D
KNOWLEDGE 2D+2
Alien species 3D+1, bureaucracy 3D+2, cultures 3D+1, intimidation 8D, languages 4D+1, scholar (Jedi lore) 4D, scholar (Nightsister Lore) 5D, streetwise 6D+1, survival 5D+1, tactics (assassination) 5D+1, willpower 7D
MECHANICAL 3D
Astrogation 5D, repulsorlift operation 6D, sensors 5D, space transports 4D+2, Starfighter piloting 7D+1
PERCEPTION 4D+2
Bargain 4D, command 5D, con 6D, con (disguise) 7D+1, hide 6D+2, investigation 6D, search 6D+2, search (tracking) 7D+2, sneak 8D
STRENGTH 3D+1
Brawling 7D, climbing/jumping 7D, lifting 4D, stamina 7D
TECHNICAL 2D+2
Computer programming/repair 4D, demolitions 4D, first aid 4D, lightsaber repair/engineering 5D+1, security 6D
Special Abilities:
Force Skills: Control 8D, Sense 9D, Alter 10D
Force Powers:
Control: Accelerate healing, Control pain, Detoxify poison, Enhance attribute, Hibernation trance, Remain conscious, Resist stun
Sense: Danger sense, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force
Alter: Injure/kill, Telekinesis
Control & Sense: Farseeing, Lightsaber combat
Sense & Alter: Dim another's senses, Projective telepathy
Control, Sense & Alter: Affect mind
Story Factors: Betrayed at Sullust (returns to Nightsisters for vengeance.)
Move: 10
Force Sensitive? Yes
Force Points: 4
Dark Side Points: 4
Character Points: 18
Equipment: 2x Curved-hilt lightsabers (5D; wield separately or lock into a split double-saber. When joined, make two attacks in a round at +5 difficulty each (or one attack/one parry at +5 each), assassin kit (toxin vials/applicators, encrypted comlink, slicing spikes, binders, breather, medpacs), Ginivex-class "fanblade".
(as of Ky Narec's Padawan, ≤ 23 BBY)
Type: Jedi Padawan learner
Acrobatics 6D+1, blaster 4D+1, brawling parry 6D, dodge 7D, lightsaber 6D+2, running 5D+1, thrown weapons 5D
Alien species 3D+1, cultures 3D+1, languages 4D, scholar (jedi lore) 4D, survival 4D+1, willpower 5D
Repulsorlift operation 4D+1
Con 4D+2, investigation 5D, search 5D+1, sneak 6D
Brawling 5D+2, climbing/jumping 5D, stamina 6D
First aid 4D, security 4D
Force Skills: Control 5D+2, Sense 6D, Alter 5D+1
Force Powers:
Control & Sense: Lightsaber combat
Equipment: Single green lightsaber (5D), simple Jedi kit.
(as of Sith Assassin, 23–21 BBY)
Type: Sith assassin
Acrobatics 8D, brawling parry 7D+2, dodge 10D, lightsaber 10D+2, melee combat 8D, melee parry 9D, running 6D, thrown weapons 6D+1
Bureaucracy 3D+2, intimidation 7D+2, languages 4D+1, scholar (Nightsister Lore) 4D+2, tactics (assassination) 5D+1, willpower 6D+2
Astrogation 5D, repulsorlift operation 6D, sensors 5D, starfighter piloting 7D
Bargain 4D, command 5D, con 6D, disguise 5D, investigation 6D, search 6D+1, sneak 7D+1, tracking 6D+2
Brawling 6D+2, climbing/jumping 6D+1, stamina 6D+1
Demolitions 4D, lightsaber repair/engineering 5D, security 5D+2
Force Skills: Control 7D+2, Sense 8D+1, Alter 9D+2
Force Powers (new additions only):
Control & Sense: Farseeing
Sense & Alter: Dim another's senses, projective telepathy
Control, Sense & Alter: Affect mind
Equipment (not exhaustive): 2x curved-hilt red lightsabers (joinable), assassin kit
Type: Bounty Hunter/Reluctant Dark Side Mentor
Blaster 5D+1
Investigation 6D+1, streetwise 7D
Space transports 5D
Bargain 5D, command 5D+1, con 6D+1, con (disguise) 6D+1
Computer programming/repair 4D+2, first aid 4D+1, security 6D+1
Force Skills: Control 8D+2
Equipment: Yellow lightsaber (5D), bounty-hunter kit (slicer spikes, binders, tracker, breather).
(as of Imperial Era, ~18 BBY; Alt-timeline/Legends placement)
Type: Bounty hunter
Blaster 5D+2
Survival 6D
Command 6D, investigation 7D+1, persuasion 5D+1
Security 6D+2
Equipment: Yellow lightsaber (5D), broader covert network/resources.
Brother Viscus A stern, scarred Nightbrother chieftain who presides over arena trials and answers to the Matriarchs' will. Ritual-minded and pragmatic: he postures to protect the clan but will bargain when that best serves Nightbrother survival.
Brother Viscus
Type: Nightbrother chieftain
Age: Adult (Clone Wars era)
Height: 1.95 m
Weight: 110 kg
Appearance: Broad-shouldered Dathomir Zabrak; ritual tattoos; worn/broken horn tips; bone-and-leather war gear
DEXTERITY 3D+1
Brawling parry 5D+1, dodge 5D, melee combat 6D, melee parry 6D, missile weapons 4D, thrown weapons 5D+1
KNOWLEDGE 3D+1
Bureaucracy (clan law) 3D+2, scholar (Dathomir lore) 4D+1, survival 5D, tactics 4D, willpower 5D
MECHANICAL 2D
Beast handling 5D, beast riding 3D, repulsorlift operation 2D+1
PERCEPTION 3D+1
Command (Nightbrothers) 6D, con 3D+2, intimidation 6D, search 4D+2, sneak 3D+1
STRENGTH 4D
Brawling (martial arts) 6D, climbing/jumping 5D, lifting 4D+2, stamina 6D
TECHNICAL 2D
First aid 3D, security 2D+2
Special Abilities:
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are visible to those who recognize them)
Story Factors:
Matriarchal Law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Move: 10
Force Points: 1
Dark Side Points: 1
Character Points: 8
Equipment: Bone spear (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), carved fighting staff (STR+2D; +1D melee parry when braced), clan tokens and tally-braids, rugged leathers (+2 vs physical), simple comlink.
Old Daka—called simply "Daka" by the coven—was the Nightsisters' ancient chorus mother and keeper of death-rites. During General Grievous's assault she led the dread rite that raised their mummified sisters, holding the line with song and will until she fell. To allies she was austere mercy; to enemies, the voice that stirred the dead.
Daka/"Old" Daka
Type: Nightsister chorus mother (Dathomirian Zabrak witch)
Age: Ancient (Clone Wars era)
Height: 1.65 m
Weight: 55 kg
Appearance: Austere, silver-eyed crone in crimson ritual robes, bone headdress, and ichor sigils
DEXTERITY 4D+1
Acrobatics 8D, blaster 9D, brawling parry 6D, dodge 10D, melee combat (staff) 7D, melee combat (vibroblades) 10D, melee parry (vibroblades) 9D, running 5D, thrown weapons (knives/darts) 9D
KNOWLEDGE 2D+1
Intimidation 5D+2, languages 3D, scholar (Nightsister witchcraft) 7D, scholar (spirit law) 6D, streetwise 6D, survival 5D, tactics (assassination) 4D+2, willpower 5D+2
MECHANICAL 2D
Beast riding (rancor) 3D
PERCEPTION 4D
Bargain 3D, con 6D, disguise 7D+1, hide 8D, investigation 7D+1, search 8D+1, search (tracking) 8D, sneak 10D, command (ritual chorus) 6D
STRENGTH 3D
Brawling 7D, climbing/jumping 8D, lifting 4D, stamina 5D+2
TECHNICAL 2D+1
Computer programming/repair 4D+1, demolitions 8D, droid programming/repair 4D, first aid (toxins) 4D+1, medicine (toxicology) 3D, security 9D
Special Abilities:
Force Skills: Control 6D+2, Sense 8D, Alter 10D+2
Force Powers:
Control: Accelerate healing, control pain, detoxify poison, hibernation trance, remain conscious, resist stun
Sense: Life detection, life sense, magnify senses, receptive telepathy, sense force
Alter: Conjure ichor blade, ichor blast, ichor grip, light the pyre, stone bind, telekinesis
Control & Sense: Blood knot, farseeing Control & Alter: Accelerate another's healing, control another's pain
Sense & Alter: Control web, illusion, projective telepathy
Control, Sense & Alter: Chant of resurrection, funerary warding, spirit bind (effigy ride), veil of night
Story Factors:
Matriarchal law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 3
Character Points: 15
Equipment: Ritual dagger (STR+2D melee), Nightsister robes (clothing), bone-and-bead talismans, chorus bells, reliquary cords, ritual oils and inks, scrying basin access
Deathstick is the masked blade of a secretive Kouhun order on Mataou and the daughter of the Nightsister Shelish. After surviving Dathomir's fall, she turned her ruthlessness into a creed—working for Crimson Dawn under Qi'ra and taking high-risk contracts that favored precision over spectacle. She speaks in acts, not boasts.
Deathstick
Type: Assassin (Dathomirian, Nightsister-descended)
Age: Adult (Imperial Era)
Height: 1.75 m
Weight: 62 kg
Appearance: Pale, masked woman with a prosthetic lower face; close-fitted assassin's garb with hidden blades and a scoped compact carbine
DEXTERITY 4D+1
Blaster 9D, brawling parry 6D, dodge 10D, melee combat (vibroblades) 10D, melee parry (vibroblades) 9D, running 5D, thrown weapons (knives/darts) 9D
KNOWLEDGE 2D+1
Intimidation 5D+2, languages 3D, scholar (occult & folk magick) 4D, streetwise 6D, survival 5D, tactics (assassination) 4D+2, willpower 5D+2
MECHANICAL 2D
Repulsorlift operation 4D, sensors 3D
PERCEPTION 4D
Bargain 3D, command (Kouhun) 5D, con (disguise) 7D, disguise 7D+1, hide 8D, investigation 7D+1, search 8D+1, search (tracking) 8D, sneak 10D
STRENGTH 3D
Brawling 7D, climbing/jumping 8D, lifting 4D, stamina 5D+2
TECHNICAL 2D+1
Computer programming/repair 4D+1, demolitions 8D, droid programming/repair 4D, first aid (toxins) 4D+1, medicine (toxicology) 3D, security 9D
Story Factors:
Kouhun Creed (Leader of a secretive assassin order based on Mataou; follows a ruthless "act because you can" ethos; tight operational security, prefers decisive kills.)
Nightsister Heritage (Dathomirian daughter of the Nightsister Shelish; survivor of the coven's fall, carrying trauma and antipathy toward the Empire.)
Crimson Dawn Ties (Served as Qi'ra's assassin during the syndicate's resurgence circa 3 ABY.)
Masked Persona (Wears a mask over a prosthetic lower face from earlier injuries; rarely reveals emotion.)
Move: 10
Force Points: 1
Dark Side Points: 2
Character Points: 10
Equipment: Scoped blaster-harpoon carbine (5D; alt-fire harpoon: on hit target resists with dodge or lifting to avoid immobilized/stunned for 1 round; GM may treat as entangle), vibroblades (STR+2D), throwing knives & darts (STR+1D; may be coated in Dathomirian poison), thermal detonator (10D), stealth field cloak or chameleon weave (as camo: +1D hide in dim/urban), climbing line & mag-grapples, encrypted comlink, pair of compact recon/attack droids (use light security-droid stats).
Eegrig A hard-edged Nightbrother field lieutenant who runs small strike teams for the clan aligned with the Nardithi Nightsister Jerserra. Eegrig leads from the front: fast ambush, brutal pressure, clean break.
Eegrig
Type: Nightbrother field lieutenant
Age: Adult (Clone Wars/early Imperial era)
Height: 1.91 m
Weight: 104 kg
Appearance: Muscular Dathomir Zabrak with ritual scar-ink and braided tokens; bone-and-hide war gear; spear and knives set for fast throws
DEXTERITY 3D+1
Brawling parry 5D, dodge 4D+2, melee combat 5D+1, melee parry 5D+1, missile weapons 5D, thrown weapons 5D
KNOWLEDGE 3D
Scholar (Dathomir lore) 3D+1, survival 5D, tactics (raid/ambush) 4D+1
MECHANICAL 2D
Beast handling 4D+2, beast riding 3D, repulsorlift operation 2D+1
PERCEPTION 3D+1
Command (strike teams) 5D+1, intimidation 5D, search 4D+2, sneak 4D+1
STRENGTH 4D
Brawling (martial arts) 5D+1, climbing/jumping 5D, lifting 4D+1, stamina 5D
TECHNICAL 2D
First aid 3D, security 2D+2
Special Abilities:
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are visible to those who recognize them)
Story Factors:
Matriarchal Law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Service to Jerserra (acts as field muscle for the Nardithi Nightsister)
Move: 10
Force Points: 1
Dark Side Points: 1
Character Points: 6
Equipment: Bone spear (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), 3x throwing knives (thrown 3–5/10/20; STR+1), rugged leathers, clan tokens and tally-braids.
Falta A solitary Dathomirian witch of no clan, famed for crafting magickal objects. From a hut beyond the swamps near the Nightsister fortress, she accomplished an unprecedented feat—crafting a daughter, Yenna. After the massacre, Falta sought Yenna; the dying Daka said Yenna was sent off-world. Falta traced signs to Sídi, met the girl nicknamed Bug, and departed with Bug as her apprentice.
Falta
Type: Clanless Dathomirian Witch Artisan & Ritualist
Age: Adult (Republic era, c. 20 BBY)
Height: —
Weight: —
Appearance: Dathomirian (human) woman; weathered, deliberate; beadwork and bone fetishes; travel-stained robes; soft-spoken with wary eyes
DEXTERITY 2D+2
Dodge 3D+1, melee combat (knife) 3D, melee parry 3D
KNOWLEDGE 3D+2
Scholar (Dathomiri magick lore) 5D+1, languages 3D+1, value 3D+2, willpower 5D
MECHANICAL 2D
Beast handling (rancors) 4D, beast riding 3D, repulsorlift operation 2D+1
PERCEPTION 3D+1
Bargain 3D+2, investigation 4D, persuasion 4D+1, search 4D+1
STRENGTH 2D+2
Climbing/jumping 3D, lifting 3D, stamina 3D+1
TECHNICAL 3D
Artisan (fetish carving & talismans) 4D+1, first aid (herbal) 3D+1, security 2D+2
Special Abilities:
Force skills: Control 5D, Sense 6D, Alter 8D
Force powers (alpha within each line; first word capped):
Control: Accelerate healing, Concentration, Hibernation trance, Remain conscious, Resist stun
Sense: Danger sense, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force
Alter: Enchant item, Telekinesis
Sense & Alter: Projective telepathy
Rancor familiarity (+1D to beast handling with rancors)
Ward-wise (adept at spotting signs of wards and tampering)
Story Factors: Ichorcraft artisan (renowned maker of charmed objects; reputation precedes her) No clan (outsider to the Nightsisters; independent witch) Renowned object-maker (sought for talismans & charms) Mother's quest (driven to find and protect Yenna) Apprentice Bug (took Bug from Sídi under her tutelage)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 0–1 (GM discretion)
Character Points: 10
Equipment: Bone knife (Difficulty: Easy; STR+1D), staff (Difficulty: Very Easy; STR+2D; +1D melee parry when braced), craft satchel (fetishes, needles, clay, shells, vials of Dreaming River water), travel robes, beadwork fetishes, Ichor the tooka (pet/companion), old rancor tack.
Feral A young Nightbrother and the younger brother of Savage Opress and Maul. Feral entered the Nightsisters' selection trials on Dathomir but survived early tests largely because Savage protected him; after Savage's transformation, Ventress forced him to prove loyalty by killing Feral.
Feral
Type: Nightbrother aspirant
Age: Adult (Clone Wars era)
Height: 1.86 m
Weight: ~90 kg
Appearance: Lean Dathomir Zabrak; yellow skin with brown tattoos; simple Nightbrother leathers and crude weapons
DEXTERITY 3D+1
Brawling parry 3D+1, dodge 3D+1, melee combat 3D+2, melee parry 3D+1, thrown weapons 3D+1
KNOWLEDGE 3D
Scholar (Dathomir lore) 3D+1, survival 3D+1, value 3D+1, willpower 3D+2
MECHANICAL 2D+1
Beast riding 3D, communications 3D, repulsorlift operation 2D+2, sensors 2D+2
PERCEPTION 3D+1
Command (Nightbrothers) 3D+1, con 3D+1, intimidation 2D+2, search 3D+2, sneak 3D
STRENGTH 3D+2
Brawling (martial arts) 3D+2, climbing/jumping 4D, lifting 3D+2, stamina 4D
TECHNICAL 2D+1
First aid 2D+2, security 2D+2
Special Abilities:
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are visible to those who recognize them)
Story Factors:
Matriarchal Law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Protected Brother (Savage shielded Feral during the trials; Feral relied on him)
Move: 10
Force Points: 1
Character Points: 5
Equipment: Bone spear (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), 2x throwing knives (thrown 3–5/10/20; STR+1), simple Nightbrother leathers.
Freff A hard-nosed Nightbrother who led a surviving clan on Dathomir after the Separatist assault. Freff's warriors threw in with the Nardithi Nightsister Jerserra, serving as her muscle and scouts when she needed Dathomiri blades.
Freff
Type: Nightbrother clan leader
Age: Adult (Clone Wars/early Imperial era)
Height: 1.93 m
Weight: 106 kg
Appearance: Broad-shouldered Dathomir Zabrak; heavy ritual scar-ink and braids; bone-and-hide war gear; spear scarred by years of use
DEXTERITY 3D+1
Brawling parry 4D+2, dodge 4D+1, melee combat 5D, melee parry 5D, missile weapons 4D, thrown weapons 4D+2
KNOWLEDGE 3D
Scholar (Dathomir lore) 3D+2, survival 5D (Dathomir), tactics (ambush) 4D
MECHANICAL 2D+1
Beast handling 4D+1, beast riding 3D, repulsorlift operation 3D
PERCEPTION 3D+1
Command (Nightbrothers) 5D, intimidation 5D, search 4D+1, sneak 4D
STRENGTH 4D
Brawling (martial arts) 5D, climbing/jumping 4D+2, lifting 4D+1, stamina 5D
TECHNICAL 2D
First aid 3D, security 2D+2
Special Abilities:
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are visible to those who recognize them)
Story Factors:
Matriarchal Law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Service to Jerserra (clan's pact places her claims above most outsiders)
Move: 10
Force Points: 1
Dark Side Points: 1
Character Points: 6
Equipment: Bone spear (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), 3x throwing knives (thrown 3–5/10/20; STR+1), rugged leathers, clan tokens and tally-braids.
Ilyana is a young Nightsister acolyte whose gifts began as unruly sparks—restless visions, flickers of ichor—before training gave them shape. Quick-stepping and earnest, she splits her days between the loom, the trails, and the chorus, learning to balance compassion with the discipline Dathomir demands.
Ilyana
Type: Nightsister acolyte
Age: Teen (Clone Wars era)
Height: 1.58 m
Weight: 48 kg
Appearance: Shaved scalp with pale tattoos, simple swamp-stained robes, beadwork pouch; usually carries a bone knife and reed vials
DEXTERITY 3D
Brawling parry 3D+1, Dodge 5D, melee combat (knife) 4D+2, melee parry (knife) 4D+1, running 3D+2, thrown weapons (darts) 4D+1
KNOWLEDGE 2D
Cultures 2D+2, intimidation 2D+2, languages 2D+2, scholar (Nightsister witchcraft) 4D, survival 3D, willpower 3D+1
MECHANICAL 2D
Beast riding (rancor) 3D+1
PERCEPTION 3D
con 3D, hide 3D+2, investigation 3D+1, persuasion 3D, search 3D+2, sneak 4D+1, Command (ritual chorus) 3D+1
STRENGTH 2D+1
Brawling 3D+1, climbing/jumping 3D+2, stamina 3D+2, swimming 3D
TECHNICAL 2D
Alchemy (ichor) 3D+2, enchant talisman 3D+1, first aid 3D, security 2D+1
Special Abilities:
Force Skills: Control 2D+1, Sense 3D, Alter 3D
Force Powers:
Control: Accelerate healing, Control pain, Hibernation trance, Remain conscious, Resist stun
Sense: Life detection, Life sense, Magnify senses, Receptive telepathy, Sense Force
Alter: Ichor blast, Ichor grip, Light the pyre, Telekinesis
Control & Sense: Farseeing
Control, Sense & Alter: Veil of night Ritual bearing (+1D intimidation when recognized as a Nightsister)
Story Factors:
Matriarchal law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; ritual marks/braids cut)
Move: 10
Force Sensitive? Yes
Force Points: 2
Character Points: 7
Equipment: Bone knife (STR+1D), 5x reed throwing darts (3D+1; 2-5/10/20' may be poison-coated), pouch of inks and swamp reagents (alchemy), bead-and-bone charmwork (enchant talisman), simple robes, waterskin, small lantern.
Jerserra was stolen into the shadows by a female Inquisitor, molded into a hidden blade, and then turned on her master. A survivor of the Nardithi Nightsisters, she sells her terrifying mind-visions and saber skill as a mercenary, walking the fault line between coven legacy and Imperial corruption.
Jerserra
Type: Inquisitor-trained mercenary (Dathomirian Zabrak, Nightsister—Nardithi sect)
Age: Late teens–twenties (Imperial era)
Height: 1.72 m
Weight: 56 kg
Appearance: Pale, silver-eyed Dathomirian with dark tattoos; red double-bladed Inquisitor lightsaber; shard of the Nardithi Cluster worn on a chain
DEXTERITY 4D
Acrobatics 7D, dodge 9D, lightsaber 10D, melee parry 8D, running 5D
KNOWLEDGE 2D+2
Intimidation 6D, languages 3D, scholar (Nightsister Lore) 5D, streetwise 5D, survival 4D, tactics 4D, willpower 6D
MECHANICAL 2D
Repulsorlift operation 3D+1, sensors 3D, space transports 3D
PERCEPTION 4D
Bargain 3D+1, command 5D, con 5D+1, hide 6D, investigation 5D+2, search 6D+1, sneak 8D
STRENGTH 3D+1
Brawling 6D, climbing/jumping 7D, lifting 4D, stamina 5D+2
TECHNICAL 2D
Computer programming/repair 3D+2, first aid 3D+1, security 6D
Special Abilities:
Force Skills: Control 6D, Sense 8D, Alter 8D
Force Powers:
Control: Accelerate healing, control pain, detoxify poison, hibernation trance, remain conscious, resist stun
Sense: Life detection, life sense, magnify senses, receptive telepathy, sense force
Alter: Injure/kill, telekinesis
Control & Sense: Lightsaber combat
Sense & Alter: Dim another's senses, projective telepathy
Control, Sense & Alter: Affect mind, dread vision, illusion
Story Factors:
Secret Inquisitor Training (Taken from Dathomir by a female Inquisitor and trained in secret; later murdered her master and erased the trail.)
Nightsister Survivor (Member of the Nardithi Nightsisters; survived the 20 BBY Battle of Dathomir.)
Mercenary Power-Seeker (Became a Force-using mercenary, wielding terrifying mind-visions against foes.)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 6
Character Points: 12
Equipment: Double-bladed spinning Inquisitor lightsaber (5D; counts as a double-ended saber—may split into two attacks at +5 difficulty each, or one attack and one parry in a round), Nardithi Cluster shard (ancient Nightsister relic; when used as a focus, choose per use: either +2 to one of the three Force rolls (Control, Sense, or Alter) for that power, or—if the caster takes ×10 time at a prepared locus—reduce the base difficulty one step for that use; does not stack with other focus/talisman flat bonuses; GM may use the backlash option on Wild 1 as described in the shard's rules), stealth field cloak or chameleon weave (+1D to hide in dim/urban), encrypted comlink, lockbreak kit.
Karis is one of Talzin's elite hunters—bow -silent, relentless, and steady under pressure. Handpicked with Naa'leth to aid Ventress, she slipped through palaces under invisibility fumes and fought with captured sabers when the plan demanded blame point elsewhere. Her loyalty to the coven is arrow-true.
Karis
Type: Nightsister hunter (Dathomirian Zabrak witch)
Age: Adult (Clone Wars era)
Height: 1.90 m
Weight: ~60 kg
Appearance: Tall, silver-eyed Dathomirian with white hair and gray tattoos; red Nightsister robes; often seen with an energy bow and a captured Jedi lightsaber used during the Serenno operation
DEXTERITY 4D
Acrobatics 7D+2, blaster 9D, brawling parry 6D+2, dodge 9D, lightsaber 7D, melee combat 9D+1, melee parry 8D+2, missile weapons (energy bow) 9D+1, running 5D+2, thrown weapons 6D+2
KNOWLEDGE 2D+1
Intimidation 5D, languages 3D, scholar (nightsister witchcraft) 4D+1, survival 4D+2, tactics (ambush/guerrilla) 4D+2, willpower 5D+1
MECHANICAL 2D
Beast riding (rancor) 4D+1
PERCEPTION 3D+2
Command 4D+1, con 4D, hide 7D+1, investigation 4D+2, search 6D, search (tracking) 7D, sneak 8D+1
STRENGTH 3D+1
Brawling 6D, climbing/jumping 6D+1, lifting 4D, stamina 6D
TECHNICAL 2D+1
First aid 3D, security 4D+2
Special Abilities:
Force Skills: Control 4D+2, Sense 5D+1, Alter 5D
Force Powers:
Control: Accelerate healing, control pain, hibernation trance, remain conscious, resist stun
Sense: Life detection, life sense, magnify senses, sense force
Alter: Telekinesis
Control, Sense & Alter: Veil of night (typically granted by Talzin's magick/invisibility potion for mission use rather than self-casting)
Story Factors:
Matriarchal law (deference to Mother Talzin and the coven.)
Hunters Cadre (elite archers/enforcers.)
Oath of the Coven (loyalty unto death)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 2
Character Points: 8
Equipment: Nightsister energy bow (4D+2; 3–25/50/100; Ammo 25), green lightsaber (5D; used during the Serenno mission to implicate the Jedi if Dooku survived), enchanted Nightsister blade (STR+2D), 5x poison darts (3D+2; 2–5/10/20) 2x poison knives (STR+1D; 3–5/10/15; holds 1 dose), common toxin carrier (4 doses, choose toxin), invisibility potion, utility pouch.
Mak Eak A hard-bitten Nightbrother clan chief who kept his warriors alive through the late Clone Wars by pragmatism over pride. Loyal to his people first, Mak will trade and scheme for medicine and comms long before he gambles lives on glory.
Mak Eak
Type: Nightbrother clan leader
Age: Adult (Clone Wars era)
Height: 1.90 m
Weight: 102 kg
Appearance: Dathomir Zabrak male with ritual scar-ink and braided tokens; heavy bone-and-hide war gear, a spear worn smooth from years of use
DEXTERITY 3D
Brawling parry 4D+1, dodge 4D, melee combat 5D, melee parry 5D, missile weapons 4D, thrown weapons 4D+2
KNOWLEDGE 3D+1
Bargain 4D, business (barter) 4D, bureaucracy (clan law) 3D+2, streetwise 4D+1, survival 5D, tactics (patrol routes) 4D
MECHANICAL 2D
Beast riding 3D, communications 4D, sensors 3D+1, repulsorlift operation 2D+2
PERCEPTION 3D+2
Command (Nightbrothers) 5D, intimidation 5D, search 4D+1, sneak 3D+2
STRENGTH 4D
Brawling (martial arts) 5D, climbing/jumping 4D+1, lifting 4D+1, stamina 5D
TECHNICAL 2D
First aid 3D, security 2D+1, computer programming/repair 2D+2
Special Abilities:
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are visible to those who recognize them)
Story Factors:
Matriarchal Law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 6
Equipment: Bone spear (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), carved fighting staff (STR+2D; +1D melee parry when braced), 3x throwing knives (thrown 3–5/10/20; STR+1), rugged leathers (+2 vs physical), clan tokens and tally-braids, simple short-range comlink.
Leader of Dathomir's Mountain Clan who sheltered the orphaned Nightsister Morgan Elsbeth after the massacre. A human Dathomirian witch and mother of Nali, the Matron wields distinctive white witch-energy: she wards with barriers, blasts droids with shockwaves, "blinks" short distances, and senses grim paths ahead.
Matron of the Mountain Clan
Type: Mountain Clan witch matron (Named Character)
Age: Adult (20 BBY)
Height: —
Weight: —
Appearance: Human Dathomirian; weathered and composed; bone-and-bead tokens of office; plain staff and travel cloak
DEXTERITY 3D
Dodge 4D, melee combat 4D, melee parry 4D
KNOWLEDGE 3D+2
Bureaucracy (clan law) 5D+1, languages 4D+2, languages (Mountain clan signals) 5D+2, scholar (Dathomiri lore) 4D+2, survival 4D+1, tactics (defense) 4D
MECHANICAL 2D
Beast handling 3D+1, beast riding 3D, repulsorlift operation 2D+1
PERCEPTION 3D+2
Command (Mountain Clan) 5D+1, persuasion 4D+1, search 4D, willpower 5D
STRENGTH 3D
Brawling parry 3D+2, climbing/jumping 3D+1, lifting 3D+1, stamina 4D
TECHNICAL 2D+1
First aid (herbal) 3D, security (wards & seals) 3D+1
Special Abilities:
Force skills: Control 6D, Sense 7D+1, Alter 8D
Force powers (alphabetical within each line; first word capped only)
Control: Accelerate healing, Concentration, Control pain, Remain conscious, Resist stun
Sense: Danger sense, Farseeing, Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force
Alter: Barrier (anchored shield), Force push, Shockwave (repulse), Telekinesis
Sense & Alter: Shadow-step Mountain-trained (treat steep/rocky/mountainous terrain as 2 difficulty levels lower for movement/terrain checks) Witch's intuition (+1D to Perception rolls for "bad feeling" moments; GM discretion)
Story Factors:
Matron of the Mountain Clan (moral authority and duty to protect her people)
Mother of Nali (loss shapes caution and resolve)
Sheltered Morgan Elsbeth (offered refuge; warned of the path ahead)
Move: 10
Force Sensitive? Yes
Force Points: 2
Character Points: 10
Equipment: Carved staff (Difficulty: Very Easy; melee STR+2D; +1D melee parry when braced), bone knife (Difficulty: Easy; melee STR+1D), witch's satchel (herbs, inks, talismans), clan tokens, travel cloak.
Maul
Type: Dark-side warrior / crime lord (former Sith Lord)
Age: Adult (20–19 BBY)
Height: 1.75 m (≈1.94 m with cybernetic legs)
Weight: —
Appearance: Dathomirian Zabrak; red–black tattoos; cranial horns; predatory, acrobatic style; upgraded cybernetic legs; wields Darksaber and a red lightsaber
DEXTERITY 4D
Acrobatics 6D+1, dodge 5D+1, lightsaber 8D+2, melee combat (staff/polearm) 6D, melee parry 6D, thrown weapons 4D
KNOWLEDGE 3D
Intimidation 6D, scholar (Sith lore) 4D, tactics (duel & ambush) 5D+1, willpower 5D+1
MECHANICAL 2D+1
Beast riding 3D, repulsorlift operation 3D, space transports 3D
PERCEPTION 3D+2
Command (Shadow Collective/Death Watch) 6D, con 4D, persuasion 4D+1, search 5D, sneak 4D+1
STRENGTH 4D+1
Brawling (martial arts) 5D, brawling parry 5D, climbing/jumping 5D+1, lifting 5D, stamina 6D
TECHNICAL 2D+1
Computer programming/repair 3D, lightsaber repair 4D, security 3D
Special Abilities:
Force Skills: Control 8D, Sense 9D, Alter 8D
Force Powers:
Control & Sense: Lightsaber combat
Sense & Alter: Dim another's senses, Projective telepathy
Control, Sense & Alter: Affect mind
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are recognized)
Story Factors:
Burning Vengeance (obsession with Obi-Wan and the Jedi)
Shadow Collective Mastermind (crime-alliance leadership)
Rule of Mandalore (defeated Vizsla; bearer of the Darksaber)
Hunted by Sidious (captured after duel in "The Lawless")
Move: 10
Force Sensitive? Yes
Force Points: 5
Dark Side Points: 12
Character Points: 15
Equipment:
Darksaber (5D; uses lightsaber skill; counts as lightsaber for parry; black plasma blade; can be dual-wielded with MAPs) Double-bladed lightsaber (5D; lightsaber skill; ignite one/both; may split actions to strike adjacent foes)
Cybernetic legs (Mandalorian make; narrative: superior balance/stride), comlink, crime-lord regalia/robes (no armor by default). Merrin Merrin survived Dathomir 's massacre and learned to stand in the ashes—first as a guardian of haunted halls, then as an ally to Cal Kestis. Fiercely protective and sharp-tongued, she wields resurrection and veiling with equal ease, carrying her people's rites into a wider, harsher galaxy.
(as of 14 BBY)
Type: Nightsister witch (Dathomirian human)
Age: Young adult (Imperial era)
Height: 1.68 m
Weight: ~53 kg
Appearance: Pale Dathomirian with ash-gray tattoos and green-ichor eyeshine; travels in practical robes with bead-and-bone talismans
DEXTERITY 3D+2
Acrobatics 6D, brawling parry 5D+2, dodge 8D, melee combat 7D, melee parry 7D, running 4D+2, thrown weapons 5D+1
KNOWLEDGE 3D+1
Cultures 4D, intimidation 7D, languages 3D+2, scholar (nightsister witchcraft) 8D, scholar (spirit law) 5D, survival 5D+2, tactics (ambush) 4D+2, willpower 8D
MECHANICAL 2D+1
Beast riding (rancor) 3D, repulsorlift operation 3D
PERCEPTION 4D+1
Command (nightbrothers) 5D, con 4D+1, hide 6D+1, investigation 4D+2, search 5D+1, sneak 6D+2
STRENGTH 3D
Brawling 4D+2, climbing/jumping 4D+1, lifting 3D+1, stamina 5D+2
TECHNICAL 2D+2
Alchemy (ichor) 6D, enchant talisman 5D+2, first aid 3D+1, security 3D
Special Abilities:
Force Skills: Control 5D+2, Sense 7D, Alter 8D+1
Force Powers:
Control: Control pain, hibernation trance, remain conscious, resist stun
Sense: Danger sense, life detection, life sense, magnify senses, receptive telepathy, sense force
Alter: Chant of resurrection, veil of night
Control & Sense: Crystal sight (scrying), spirit projection/mist-walk Control & Alter: Light the pyre Control, Sense &
Story Factors:
Survivor of the Dathomir Massacre (Distrusts Jedi until learning the truth about the purge; later allies with Cal Kestis.)
Keeper of Rites (Uses Chant of Resurrection to raise Dathomiri dead against intruders; can immobilize and entomb foes.)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 2
Character Points: 9
Equipment: Dagger–spear (magick-elongating; STR+1D; with magick elongation treat as spear STR+2D and grant +1D to melee parry vs. brawling while the enchantment is maintained; switching forms is 1 action; magick-hardened, when parrying a lightsaber treat as Body 5D while the enchantment is active), ritual satchel (inks, bone beads, ichor phials), talisman cords (usable as focuses for rites).
(as of 9 BBY)
Type: War Witch
Dodge 8D+2, melee combat 7D+1, melee parry 7D+1
Streetwise 5D, tactics (ambush) 5D
Repulsorlift operation 3D+1
Command (nightbrothers) 5D+1, investigation 5D, persuasion 4D+2, sneak 7D
Stamina 6D
Enchant talisman 6D, security 3D+1
Force Skills: Control 6D+1, Sense 7D+1, Alter 8D+2 Force Powers (new additions only):
Control & Sense: Crystal sight (scrying) (expanded usage off-world with reliable locus prep) Control & Alter: Light the pyre (funerary rites on Tanalorr/Jedha)
Equipment: Phase charm (brief passage through certain energy barriers/fields; Treat as a specialized focus that negates a barrier, GM discretion.)
Mother Talzin unified the Nightsisters under iron grace, bargaining with Sith and senators while anchoring rites that bent ichor and spirit to her will. Mother to Maul and nemesis to Sidious and Dooku, she conjured blades from mist and life from husks, waging a war of patience, debt, and sorcery.
Mother Talzin
Type: Nightsister matriarch (Dathomirian witch)
Age: Adult (Clone Wars era)
Height: 1.83 m
Weight: ~58 kg
Appearance: Pale, regal Dathomirian with black-and-red robes, bone-and-amber regalia, and eyes that glow in green ichor light. Leader of the Nightsisters; veils assassins, manifests in green mist, duels with a conjured Blade of Talzin, and performs life-drain rituals
DEXTERITY 3D+1
Acrobatics 5D, brawling parry 5D+1, dodge 8D, melee combat (Blade of Talzin) 8D+2, melee parry 8D+2, Running 4D+1, thrown weapons 4D+2
KNOWLEDGE 4D+1
Bureaucracy 5D, cultures 5D+1, intimidation 9D, languages 5D, scholar (Nightsister witchcraft) 10D, scholar (occult & folk magick) 7D, scholar (occult history) 7D, scholar (spirit law) 8D, survival 5D+2, tactics (ritual/guile) 6D, willpower 9D+1
MECHANICAL 2D
Beast riding (rancor) 3D, repulsorlift operation 3D, space transports 3D
PERCEPTION 4D+2
Bargain 5D, command (coven) 8D+1, con 6D, hide 6D+1, investigation 6D, persuasion 7D, search 6D+2, sneak 5D+2
STRENGTH 3D
Brawling 5D, climbing/jumping 4D+2, lifting 4D, stamina 6D
TECHNICAL 3D
Alchemy (ichor) 8D, enchant talisman 7D, first aid 4D+1, security 4D
Special Abilities:
Force Skills: Control 9D, Sense 11D, Alter 12D
Force Powers:
Control: Absorb/dissipate energy, Accelerate healing, Control pain, Detoxify poison, Hibernation trance, Remain conscious, Resist stun
Sense: Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force
Alter: Force lightning (ichor variant), Ichor Lightning (Force Lightning), Injure/kill, Telekinesis
Control & Sense: Crystal Sight, Danger sense, Farseeing, Spirit Projection/Mist Walking Control +
Sense & Alter: Dim another's senses, Projective telepathy
Control, Sense & Alter: Affect mind, Illusion, Veil of night
Story Factors:
Matriarch of Dathomir (absolute authority in coven law)
Mother of Darth Maul (Vendetta against Sidious and Dooku Anchor to Dathomir 's ichor and spirit world (may manifest as green mist when disembodied)
Move: 10
Force Sensitive? Yes
Force Points: 5
Dark Side Points: 8
Character Points: 20
Equipment: Blade of Talzin (5D; resists lightsabers; treat as Body 6D; the Conjure Ichor Blade rite active and kept "up"), crystal scrying orb and ritual implements, potions & reagents (Water of Life, invisibility fumes, binding powders).
Naa'leth was counted among Talzin's most powerful warriors—precise, patient, and lethal at close range. Cloaked in invisibility alongside Karis for the Serenno strike, she later fell defending her world during the Battle of Dathomir, her knives and poisons buying seconds against overwhelming steel.
Naa'leth
Type: Nightsister hunter-assassin (Dathomirian Zabrak witch)
Age: Adult (Clone Wars era)
Height: 1.86 m
Weight: ~58 kg
Appearance: Tall, silver-eyed Dathomirian with pallid tattoos and pale hair; red Nightsister hunter robes; carries throwing knives/darts and (on the Serenno op) a captured Jedi lightsaber. Mother Talzin chose Naa'leth and Karis as "two of her most powerful warriors" to aid Ventress; they infiltrated Serenno under a magickal invisibility cloak with poisons and lightsabers, and Naa'leth later died in the Battle of Dathomir
DEXTERITY 4D
Acrobatics 7D, blaster 7D+1, brawling parry 6D, dodge 9D, lightsaber 7D, melee combat 8D+2, melee parry 8D, missile weapons (energy bow) 8D+1, running 5D, thrown weapons 7D
KNOWLEDGE 2D+1
Intimidation 5D, languages 3D, scholar (nightsister witchcraft) 4D, survival 4D+2, tactics (ambush/guerrilla) 4D+1, willpower 5D
MECHANICAL 2D
Beast riding (rancor) 4D, repulsorlift operation 3D
PERCEPTION 4D
Bargain 3D, command 4D+1, con 4D+1, hide 7D, investigation 4D+2, search 6D, search (tracking) 7D+2, sneak 9D
STRENGTH 3D
Brawling 6D, climbing/jumping 6D, lifting 4D, stamina 6D
TECHNICAL 2D
First aid 3D, security 4D+1
Special Abilities:
Force Skills: Control 4D+1, Sense 5D, Alter 4D+2
Force Powers:
Control: Accelerate healing, control pain, hibernation trance, remain conscious, resist stun
Sense: Life detection, life sense, magnify senses, sense force
Alter: Telekinesis
Control, Sense & Alter: Veil of night (typically applied by Talzin's magick/invisibility potion during operations like Serenno rather than self-casting)
Story Factors:
Matriarchal law (deference to Mother Talzin and the coven.)
Hunters Cadre (elite archers/enforcers.)
Oath of the Coven (loyalty unto death)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 2
Character Points: 8
Equipment: Lightsaber (5D; used on Serenno per Talzin's plan to implicate the Jedi if Dooku survived), Nightsister energy bow (Damage 4D+2; Range 3–25/50/100; Ammo 25), 5x poison darts (3D+2; 2–5/10/20) 2x poison knives (STR+1D; 3–5/10/15; holds 1 dose), invisibility potion, utility pouch, wrist grapple launcher, 2x mag-grapple clamps, climbing line.
Nali A young witch of Dathomir's Mountain Clan and the Matron's daughter. In the aftermath of the Nightsister massacre, she followed Morgan Elsbeth to recover weapons from a cache; an HMP droid gunship ambushed them and killed Nali.
Nali
Type: Mountain Clan witch (apprentice)
Age: Teen/young adult (20 BBY)
Height: —
Weight: —
Appearance: Human Dathomirian; practical clan garb with beadwork; steady-eyed, earnest, devoted to her mother
DEXTERITY 3D
Dodge 3D+2, melee combat 4D, melee parry 3D+2, thrown weapons 3D+2
KNOWLEDGE 3D
Languages (Mountain clan signals) 3D+1, scholar (Dathomiri lore) 3D+1, streetwise (Dathomir trails) 3D+1, survival 4D
MECHANICAL 2D+1
Beast riding 3D, repulsorlift operation 2D+2
PERCEPTION 3D+1
Command (clan peers) 3D+1, persuasion 3D+2, search 3D+2, sneak 3D+1
STRENGTH 3D
Brawling 3D+1, climbing/jumping 3D+2, stamina 3D+2
TECHNICAL 2D+1
First aid 2D+2, security (caches & lashings) 3D
Special Abilities:
Force skills: Control 2D+1, Sense 3D, Alter 2D
Force powers (none shown on screen for Nali in this era) Mountain-trained (treat steep/rocky/mountainous terrain as 2 difficulty levels lower for movement/terrain checks) Witch's intuition (+1D to Perception rolls for "bad feeling" moments; GM discretion)
Story Factors:
Matron's daughter (deep duty to clan and mother)
Swayed by Morgan's urgency (willing to risk arming trip)
Fallen to the droids (death by HMP gunship strike)
Move: 10
Force Sensitive? Yes
Force Points: 1
Character Points: 5
Equipment: Bone spear (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), bone knife (Difficulty: Very Easy; melee STR+1D; thrown 3–5/10/20, thrown dmg STR+1), travel cloak, beadwork tokens, sling satchel.
Ruul A rangy Nightbrother runner and fixer who worked supply angles with Mak Eak and off-world contacts tied to Arzo Suun. Ruul knows the watchposts, choke lanes, and barter-faces that keep a clan fed; he scouts first, strikes fast, and melts into brush and basalt when the odds turn.
Ruul
Type: Nightbrother scout–runner (clan operative)
Age: Adult (Clone Wars era)
Height: 1.88 m
Weight: 95 kg
Appearance: Lean Dathomir Zabrak male with travel-worn braids and ritual scar-ink; practical bone-and-hide gear; spear and knives rigged for quick throw
DEXTERITY 3D+1
Brawling parry 4D+1, dodge 4D+2, melee combat 5D, melee parry 4D+2, thrown weapons 4D+2
KNOWLEDGE 3D
Bargain 3D+2, bureaucracy (clan law) 3D+2, scholar (Dathomir lore) 4D, navigation (land) 4D, streetwise 4D, survival 5D, tactics (patrol routes) 4D+1
MECHANICAL 2D+1
Beast handling 5D, beast riding 3D, communications 4D, repulsorlift operation 3D, sensors 3D+1
PERCEPTION 3D+2
Command (Nightbrothers) 4D+2, con 4D, intimidation 4D+1, search (tracking) 5D, sneak 5D+1
STRENGTH 3D+1
Brawling (martial arts) 4D+1, climbing/jumping 4D+1, lifting 4D, stamina 5D
TECHNICAL 2D+1
First aid 3D+2, security 3D
Special Abilities:
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are visible to those who recognize them)
Story Factors:
Matriarchal Law (deference to Mothers/Clan law)
Clan Oaths & Taboos (exile risks; marks/braids cut)
Move: 10
Force Points: 1
Character Points: 6
Equipment: Bone spear (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), 3x throwing knives (thrown 3–5/10/20; STR+1), rugged leathers (+2 vs physical), clan tokens and tally-braids, short-range comlink, field satchel.
Savage Opress A Dathomirian Nightbrother chosen by Asajj Ventress and transformed by Mother Talzin's magick into a hulking dark-side warrior. He served Count Dooku, later fought beside Maul, slew Jedi Master Adi Gallia, and ultimately fell to Darth Sidious.
Savage Opress
Type: Nightbrother enforcer / dark-side warrior
Age: Adult (Clone Wars era)
Height: ~2.16 m
Weight: ~145 kg
Appearance: Massive Dathomir Zabrak; yellow skin with black tattoos; prominent cranial horns; dark armor; double-bladed lightsaber
DEXTERITY 3D+2
Dodge 4D+2, lightsaber 7D+2 (double-bladed), melee combat (polearms) 6D+2, melee parry 6D, thrown weapons 4D+1
KNOWLEDGE 2D+1
Intimidation 6D, scholar (Dathomir/Nightsisters) 3D, tactics (close assault) 3D+2, willpower 5D+1
MECHANICAL 2D
Beast riding 3D, repulsorlift operation 3D, space transports 2D+1
PERCEPTION 3D
Command (warband) 4D+1, con 3D+1, search 4D
STRENGTH 5D
Brawling (martial arts) 6D+1, brawling parry 5D+2, climbing/jumping 5D+1, lifting 6D, stamina 7D
TECHNICAL 2D
First aid 2D+1, lightsaber repair 3D, security 2D+1
Special Abilities:
Force skills: Control 5D+2, Sense 5D+1, Alter 6D+1
Force powers
Control: Accelerate healing, Burst of speed, Concentration, Enhance attribute, Force jump, Hibernation trance, Rage, Remain conscious, Resist stun
Sense: Combat sense, Danger sense, Life detection, Life sense, Magnify senses, Sense force
Alter: Force push, Telekinesis
Control & Sense: Lightsaber combat
Cranial Horns (headbutt STR+1D, male only)
High Pain Threshold (+1D to stamina vs. pain)
Ritual Bearing (+1D to intimidation when markings are recognized)
Nightsister Augmentation (alchemy/magick) — Physique supernaturally enhanced; may exceed normal species STR cap; +1D to resist stun, fatigue, or knockdown
Story Factors:
Bound to Nightsister Designs (Talzin's will supersedes other loyalties)
Brutal Enforcer (prefers overpowering force to finesse)
Brother's Shadow (driven by his bond with Maul; volatile when threatened)
Move: 10
Force Sensitive? Yes
Force Points: 3
Dark Side Points: 10
Character Points: 12
Equipment: Double-bladed lightsaber (5D; lightsaber skill; may split actions to strike adjacent foes), Nightbrother pike (as spear) (Difficulty: Easy; melee STR+1D+1; thrown 3–10/20/30, thrown dmg 2D+2; range diffs 5/10/15), armored bracers (as light armor: +1D vs. physical/+1 vs. energy to arms), comlink, rugged dark garb.
Selena fought like a storm at the threshold—the warrior-mother who turned back droids with magick-hardened sickles while forcing her daughter Morgan Elsbeth to live on. Her death in the Battle of Dathomir is the spark that hardens Morgan's path toward vengeance and steel.
Selena
Type: Nightsister warrior (Dathomirian human witch)
Age: Adult (Clone Wars era)
Height: 1.72 m
Weight: ~56 kg
Appearance: Brown-haired Nightsister with pale skin and gray markings; red robes and ritual bands. In the Battle of Dathomir she fought General Grievous with magick-enchanted twin sickles, telling her daughter Morgan Elsbeth to flee before she fell
DEXTERITY 4D
Acrobatics 6D+1, blaster 5D+1, brawling parry 6D, dodge 8D, lightsaber 6D, melee combat (twin sickles) 9D, Melee parry (twin sickles) 9D, Running 5D, Thrown weapons 6D
KNOWLEDGE 2D+1
Intimidation 4D+2, languages 3D, scholar (Nightsister witchcraft) 4D+1, survival 4D+2, tactics 4D, willpower 5D
MECHANICAL 2D
Beast riding (rancor) 3D+1
PERCEPTION 3D+1
Command 5D, con 3D+1, hide 4D+1, investigation 4D, search 5D, sneak 5D+1
STRENGTH 3D
Brawling 5D+2, climbing/jumping 5D+1, lifting 3D+2, stamina 6D
TECHNICAL 2D
First aid 3D, security 3D+1
Special Abilities:
Force Skills: Control 4D, Sense 5D, Alter 6D
Force Powers:
Control: Accelerate healing, Control pain, Hibernation trance, Remain conscious, Resist stun
Sense: Life detection, Life sense, Magnify senses, Sense force
Alter: Telekinesis
Control & Alter: Conjure ichor blade (used as an enchantment to harden/empower existing blades—her twin sickles) Story Factors: Matriarchal law (deference to the Mothers and coven)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 2
Character Points: 9
Equipment: 2x enchanted sickles (STR+2D; Magick-hardened: when parrying a lightsaber; treat as Body 5D), Nightsister robes, ritual inks & reagents (for charms/marks), utility sash.
Shelish is a survivor who carried the coven's embers off-world—part teacher, part hermit, wholly Nightsister. On Jhas Krill she guarded her lore, tested wand erers, and shaped students with visions and trials. Her legacy runs through her daughter Deathstick and the scattered witches she armed with knowledge.
Shelish
Type: Nightsister witch & hermit-teacher (Dathomirian Zabrak)
Age: Older adult (Galactic Civil War era)
Height: 1.72 m
Weight: ~56 kg
Appearance: Pale-skinned Dathomirian with black hair and yellow eyes; red-black-yellow robes, talisman bands, and a slender longblade. Lived in a hut on the swamp-moon Jhas Krill with a Wookiee companion (Owacchi) and later taught a traveling smuggler Nightsister magick. Survivor of the Dathomir purge; mother of the assassin Deathstick
DEXTERITY 3D
Brawling parry 4D+1, dodge 7D, melee combat 7D, melee parry 7D, running 4D, thrown weapons 5D+1
KNOWLEDGE 3D+2
Intimidation 6D, languages 4D, scholar (Nightsister witchcraft) 9D, scholar (occult & folk magick) 6D, scholar (spirit law) 5D, streetwise 4D+2, survival 6D, willpower 8D
MECHANICAL 2D
Beast riding (rancor) 3D, repulsorlift operation 3D
PERCEPTION 4D
con 5D+1, hide 6D+1, investigation 5D+2, persuasion 5D+2, search 6D+1, sneak 6D+2, Command (ritual chorus) 7D
STRENGTH 3D
Brawling 5D, climbing/jumping 4D+2, stamina 6D
TECHNICAL 2D+2
Alchemy (ichor) 6D+2, enchant talisman 6D, first aid 4D, security 4D
Special Abilities:
Force Skills: Control 5D+2, Sense 6D+2, Alter 7D+1
Force Powers:
Control: Absorb/Dissipate energy, Accelerate healing, Control pain, Detoxify poison, Hibernation trance, Remain conscious, Resist stun
Sense: Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force
Alter: Force lightning, Telekinesis, Whirlwind (Telekinesis), Witch's Call
& Sense: Farseeing Sense & Alter: Dim another's senses, Projective telepathy Control, Sense & Alter: Affect Mind, Dread Vision (Basic/Grand Rite), Illusion, Veil of night (Nightsister veiling rite)
Story Factors: Diaspora Witch (Left Dathomir young; survived Grievous's massacre and later lived reclusively on Jhas Krill. Wary of outsiders; judges worth through trials/visions.) Matriarchal Law & Oaths (Upholds Nightsister customs, talismans, and curses; protective of coven memory.) Mother of Deathstick (Ties to Kouhun/Crimson Dawn through her daughter, but operates independently.)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 3
Character Points: 12
Equipment: Long blade (STR+2D melee), ritual talismans & focus rings (see Notes), witch's satchel (inks, herbs, ichor vials), travel cloak, swamp hut & cauldron on Jhas Krill (allow the usual focus prep benefits your table uses; e.g., ×10 time → lower base difficulty a step or grant +1D to one Force roll; these are equipment/locus bonuses, not new skills).
Talia served as Talzin's right hand—steady, pragmatic, and deft with potions and protocol. She helped raise Ventress from the brink with the Water of Life and masked assassins with invisibility fumes, following her Mother into danger until she fell in the Battle of Dathomir.
Talia
Type: Nightsister assistant to Mother Talzin (Dathomirian Zabrak witch)
Age: Adult (Clone Wars era)
Height: 1.85 m
Weight: ~58 kg
Appearance: Tall, silver-blonde Dathomirian with white skin and gray tattoos; red Nightsister robes; carries an talisman-bound blade and potion satchel. Served as Talzin's attendant—helped administer the Water of Life to revive Ventress and brewed an invisibility potion for Ventress, Karis, and Naa'leth before the Serenno infiltration; later accompanied Talzin to Serenno aboard a Sheathipede-class shuttle. Slain during the Battle of Dathomir (20 BBY)
DEXTERITY 4D
Acrobatics 6D+2, brawling parry 6D, dodge 8D+2, melee combat 9D, melee parry 8D+1, running 5D, thrown weapons 5D+2
KNOWLEDGE 3D
Intimidation 4D+2, languages 3D+1, scholar (Nightsister witchcraft) 6D, survival 4D+2, willpower 6D
MECHANICAL 2D
Beast riding (rancor) 3D+1, repulsorlift operation 3D, space transports 3D
PERCEPTION 3D+2
con 4D, hide 6D, investigation 4D+1, search 5D+1, search (tracking) 6D+1, sneak 6D+2, Command (ritual chorus) 5D
STRENGTH 3D
Brawling 6D, climbing/jumping 5D+1, lifting 4D, stamina 6D
TECHNICAL 2D+2
Alchemy (ichor) 6D, enchant talisman 5D+2, first aid 3D+1, security 3D+1
Special Abilities:
Force Skills: Control 5D, Sense 6D, Alter 6D
Force Powers:
Control: Accelerate healing, Control pain, Detoxify poison, Hibernation trance, Remain conscious, Resist stun
Sense: Life detection, Life sense, Magnify senses, Receptive telepathy, Sense force
Alter: Telekinesis
Control, Sense & Alter: Veil of night
Story Factors:
Matriarchal law (deference to Talzin and coven)
Assistant to Mother Talzin (trusted with rites, potions, and errands)
Twin sister (noted in sources)
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 2
Character Points: 9
Equipment: Enchanted Nightsister blade (STR+2D; parrying a lightsaber; treat as Body 5D), potion satchel (2x Water of Life vials, invisibility potion, ritual inks, reagents, and talismans-usable as foci per enchant talisman), utility sash, Sheathipede-class shuttle.
Yenna was crafted by the witch Falta from clay and memory—an unprecedented rite that made a daughter where none had been. Talzin later drew her into the coven's protection, and when the droids came, Yenna was sealed in sleep and fired into the stars to keep the line alive.
Yenna
Type: Nightsister acolyte (Dathomirian witch; created by magick)
Age: Young adult (late Republic era)
Height: 1.60 m
Weight: ~50 kg
Appearance: Brown-skinned Dathomirian with blue eyes and ruby-tinted lips; simple clan robes with bead-and-shell charms. Born of Falta's unprecedented magickal rite—shaped from clay, shells, and gathered tokens—Yenna later drew Mother Talzin's attention and joined the Nightsisters. During Grievous's assault, Talzin had her placed under a sleep spell and launched in a class-three lifepod toward the Mid Rim
DEXTERITY 3D
Acrobatics 4D+1, dodge 5D, melee combat 4D+1, melee parry 4D, running 3D+2, thrown weapons 4D
KNOWLEDGE 2D+2
Cultures 3D, languages 3D, scholar (Nightsister witchcraft) 4D+2, scholar (occult & folk magick) 3D+1, scholar (occult history) 3D+1, survival 3D+2, willpower 4D, beast handling d
MECHANICAL 2D
Beast riding (rancor) 3D, beast handling d
PERCEPTION 3D
Command (chorus leading) 3D+1, hide 4D+1, investigation 3D+1, search 3D+2, search (tracking) 4D, sneak 4D+2 STRENGTH 2D+2
Brawling 3D+2, climbing/jumping 3D+1, lifting 3D, stamina 4D, Command (ritual chorus) d, Command (ritual chorus) d
TECHNICAL 2D+1
Alchemy (ichor) 3D+2, enchant talisman 3D+1, first aid 3D, security 2D+2
Special Abilities:
Force Skills: Control 2D+2, Sense 3D+1, Alter 3D
Force Powers:
Control: Accelerate healing, Control pain, Hibernation trance, Remain conscious, Resist stun
Sense: Life detection, Life sense, Magnify senses, Sense force
Alter: Ichor blast, Light the pyre, Telekinesis
Control &
Sense & Alter: Veil of night (often accessed via coven potion/ritual rather than self-casting at this stage)
Story Factors:
Craft-Born (Created by the clanless witch Falta through an unprecedented rite modeled on Nightsister burial customs; Talzin later pressed for Yenna to join the coven.)
Protected Exile (During the Battle of Dathomir, Talzin ordered Yenna sedated and launched in a lifepod toward the Mid Rim; Falta searched off-world afterward.)
Move: 10
Force Sensitive? Yes
Force Points: 2
Character Points: 7
Equipment: Bone knife (STR+1D), reed throwing darts (3D+1; 2-5/10/20; common toxin carrier), bead-and-shell talismans (usable as minor enchant talisman foci: GM may allow +2 to a single Force roll when taking ×10 time at a prepared locus), simple robes, waterskin & satchel with inks/herbs.
They stopped in shade before the last climb and laid out what would matter if the ground turned mean. Jessa touched braid, ring, knife, and said which would be first and which would be only if nothing else answered—echoes of stone-flat lessons, now counted against a real horizon. Karo scraped a small circle and marked it with a sign for "gather without being seen," then showed them where to stand so footsteps wouldn't tell on them.
Sira spoke the table words low and even, like a drum under a skin. "Links set or not. What we can do at once and what we must hold. Who can lend a hand and how much that hand is worth. What we will trade. Who listens if this goes wrong." The Mother listened without interrupting. When they finished, she added only: "Who you call by name. What you won't bind even if you can. Where you run if you must." She tapped Sira's ring. "If it drops when you do, let it. Don't make it a coin in a slot."
The wind changed. The canyon seemed to breathe with them. Above, the bowl waited for how they would speak to it this time: gently, if they were lucky; with a firm hand, if they were not. Sira rolled three bones across her palm—six, six, one—and smiled because she finally knew what price the road was asking, and how to pay it without tangling the thread.
Dexterity Skills
Knowledge Skills
Time to Use: Instant (recall) to several hours (research), as appropriate
Specializations: This is a specialization of Scholar. GMs may allow narrower focuses (e.g., Talzin-era history, Book of Law exegesis) at their option
Description: Academic knowledge of Nightsister history, lineages, coven structures, notable figures, sites (lairs, henges, graves), symbols, texts, and events on Dathomir and related Peridean roots. Covers identification, context, and interpretation—not the execution of rites
Identify a clan mark, bead-ledger knot, or common altar glyph: Easy (10). Recall the sequence and outcomes of the Battle of Dathomir or Ventress's Serenno plot: Moderate (15). Authenticate a relic's provenance (oral accounts, marks, material): Difficult (20); forged items may set an opposed roll. Cross-reference Zeffo inscriptions to Dathomirian traditions: Very Difficult (25). Spot anachronisms in a "Book of Law" quotation or charter: Difficult (20). Complementary Uses: On success, GM may allow +1D to Value (ritual components) when appraising Nightsister items, to investigation for follow-up leads, or to languages (Paecian/Dathomirian glyphs) when reading inscriptions. Scholar (Nightsister Witchcraft)
Time to Use: Instant (recall) to hours (study), as appropriate
Specializations: This is a specialization of Scholar. GMs may permit ultra-narrow subfields (e.g., waters & draughts theory, chorus praxis) if desired
Description: Theoretical understanding of Nightsister praxis—ritual grammar, components, circles, foci, and safe procedures. Identifies weaves by residue, chant-meter, component signatures, and locus setup. Does not perform brews or enchantments (that's alchemy (ichor), enchant talisman)
Identify a weave from residue (ash patterns, binding knots, meter stones): Moderate (15). Outline safe sequencing for brewing Water of Life (theory only): Difficult (20). Evaluate a site as a suitable Focus (ring, basin, altar) and note risks: Moderate (15). Detect dangerous mis-inscriptions in a talisman schema: Difficult (20). Recognize cross-contamination (funerary vs. healing rites): Difficult (20).
Complementary Uses: On success, GM may allow +1D to alchemy (ichor) or enchant talisman for planning/setup checks, or to security when disarming hostile ward-knots. Scholar (Occult & Folk Magick)
Time to Use: Instant (recall) to hours/days (comparative research)
Specializations: This is a specialization of Scholar. May be further narrowed by culture/region if the GM prefers
Description: Cross-cultural study of occult traditions, hedge magic, talismanries, and ritual symbolism across the galaxy. Identifies common warding patterns, curse structures, and folk practices; places artifacts within a broader comparative framework
Recognize a non-Dathomiri ward glyph or charm set: Moderate (15). Differentiate a folk curse from a high-ritual binding: Difficult (20). Appraise off-world talisman reagents and substitutes: Difficult (20). Trace a rite's likely origin (region/culture) from limited clues: Very Difficult (25). Spot a tourist-trap fake vs. a functional hedge charm: Moderate (15); sophisticated forgeries may be Difficult (20) or opposed.
Complementary Uses: On success, GM may allow +1D to Value (ritual components) when appraising non-Dathomiri items, or to investigation for locating appropriate practitioners/markets. Scholar (Spirit Law)
Time to Use: Instant (recall) to hours (drafting clauses, precedent review)
Specializations: This is a specialization of Scholar. May be refined by tradition (e.g., Allyan funerary codes, Peridean pact-forms) at GM option
Description: Doctrine, taboos, and precedents governing spirits, oaths, bindings, funerary protections, and the ethics/risks of pacts and exorcisms. Emphasizes "how to bind without breach," loopholes, and safe release clauses
Recall grave-field taboos and permitted acts: Easy (10). Draft a simple binding clause with a fail-safe release: Difficult (20). Identify a loophole or bad-faith trigger in a proposed pact: Very Difficult (25). Cite a precedent to justify breaking/maintaining a ward: Moderate (15). Predict likely backlash conditions for a coercive binding: Difficult (20).
Complementary Uses: On success, GM may allow +1D to Spirit Bind (for framing terms) or to Funerary Warding (for proper consecration), at the GM's discretion. Value (Ritual Components)
Time to Use: Common pieces 1 round; uncommon/sets 1 minute; rare/unique collections 10 minutes+
Specializations: This is a specialization of Value. May be refined by tradition or material niche if desired (e.g., Dathomiri ichor reagents, funerary fetishes, consecrated textiles, beast-parts, Zeffo relic-shards)
Description: Appraises the fair market value and ritual suitability of occult materials and tools—ichor-soaked reagents, bone and shell fetishes, Focus textiles, bead-strings, beast parts (fangs, plates), sanctified powders, grave goods, and shard fragments. A successful roll identifies price, typical buyers, legal risk, and whether condition/provenance meaningfully alters potency or price
Difficulty:
| Item Tier | TN |
|---|---|
| Common local reagents/components (e.g., hydraatis pods, brula fruit, standard bead-stock) | Easy (10) |
| Fresh but perishable reagents; preserved beast-parts; minor foci with basic marks | Moderate (15) |
| Off-world demand or black-market items; specialized coven fetishes; partial sets | Difficult (20) |
| Rare/ancient foci, named relic-shards, consecrated textiles with lineage marks | Very Difficult (25) |
| Unique, legendary, or disputed artifacts with forged histories | Heroic (30) (often opposes the counterfeiter's best relevant skill) |
Modifiers (apply as appropriate): Known provenance (ledger knots, maker's marks, intact ward-threads): –5 Unfamiliar tradition/region or mismatched market: +5 No reference tools (catalogs, ledgers, scry notes): +5; excellent references: –5 High legal/ethical risk item (grave goods, proscribed ichor): +5 to +10 Subtle forgeries/taint present (not yet detected): additional +5 to this roll until identified by another skill
Complementary Skills (use normal Assistance & Combined Actions rules, cap +3D): Scholar (Nightsister lore / Nightsister witchcraft / occult & folk magick / spirit law) — on a Moderate (15) success, add +1D to this Value (ritual components) roll.
Streetwise (fences/markets) — Easy (10) to know where it moves; success grants +1D here. Alchemy (ichor) — Moderate (15) to test freshness/potency; success grants +1D here; failure may mislead.
Forgery (if used to examine marks) — opposed by forger; on success reduce the item's effective rarity category by one for valuation purposes.
Results & Guidance: Success: You estimate a fair price for the local or intended market, spot condition/provenance effects, and flag notable legal risks. Failure by 1–5: Misprice by roughly 25–40% or misidentify best market (GM chooses). Failure by 6–10: Misprice by 50–100%, overlook a significant condition/provenance factor. Failure by 11+ or Wild Die 1 (complication): Major misread (e.g., accept a forgery as genuine, or dismiss a genuine piece); GM may also introduce a legal/curse complication tied to the item's handling.
Typical Uses: Sorting a mixed haul of bone fetishes and bead-strings after a raid (Moderate (15), –5 with good coven ledgers). Pricing a consecrated veil-cloth with lineage braids for an off-world buyer (Difficult (20), +5 if selling far from Dathomiri circles). Detecting that a "Nardithi shard" is a dressed green crystal with copied ward-scratches (oppose the forger; if unopposed treat as Very Difficult (25)).
Mechanical Skills
Time to Use: 1 round (calm/command); 1 minute (simple drill); 1 hour (complex drill); 1 day/week (long-term training)
Specializations: by species (e.g., rancors, howlers, banthas, blurggs), or by class (predators, herd beasts, avians, aquatic)
Description: beast handling covers calming, controlling, training, and working with non-sapient animals on foot or at halter (not while riding—use Beast Riding for mounted control). It includes reading stress signals, establishing trust, issuing trained commands, and drilling new "tricks" or tasks. GMs may allow Survival rolls to aid prep and reduce difficulty (see Game Notes)
Difficulty:
| Beast State | TN |
|---|---|
| Domesticated & calm (handler familiar) | Very Easy (5) |
| Trained working beast or familiar youngling | Easy (10) |
| Untrained but non-aggressive; mild distractions | Moderate (15) |
| Agitated, wounded, or in a noisy crowd | Difficult (20) |
| Frenzied, enraged alpha, or hated stimulus present | Very Difficult (25) |
| Panicked stampede, hostile pack leader, or life-or-death trigger | Heroic (30+) |
Game Notes: Calm/Soothe: On success, the beast settles and will not attack or bolt unless newly provoked. Beating the difficulty by 10 or more grants +1D to the next allied Beast Riding or handling attempt involving this beast.
Command (Trained): Issue a known command (heel, fetch, hold, charge, withdraw) as an action. Apply normal multi-action penalties. Failure means hesitation or the beast repeats its last behavior.
Field Handling (Untrained): Coax basic compliance (follow, stop, drop) at Moderate (15) or the situational difficulty above—use whichever is higher.
Training New Tasks: Assign a base difficulty for the task (Easy/Moderate/Difficult). Each training interval (1 minute for simple, 1 hour for complex, 1 day for advanced), roll against that difficulty. Accumulate successes equal to the difficulty step (Easy = 2, Moderate = 3, Difficult = 4, Very Difficult = 5). A Wild Die mishap on any interval erases the last success and ends today's training.
Multiple Animals: After the first beast, add +5 difficulty per additional animal addressed in the same action (crowd control, pack halt, etc.).
Distractors & Aids: No tack/halters (+5); food lure or soothing tool (–5); handler is a known caretaker (–5); loud weapons/fire nearby (+5 to +10).
Mounted Teamwork: If you are also riding, any beast handling in that round suffers normal multi-action penalties; the GM may call for Beast Riding Moderate (15) first to keep seat before the handling roll.
Opposition: If the situation calls for resistance (territorial alpha, guarding prey), the GM may roll the beast's Perception (or Willpower if listed) as an opposed check vs the beast's Orneriness (or Strength for brute force); otherwise use the flat difficulty above.
Synergy: A successful Survival Moderate (15) check made immediately before handling can reduce the difficulty by one step (reading wind, selecting ground, calming approach).
Focus & Magick (if used in your campaign): Properly prepared tack/fetishes or an established ritual locus may apply your table's Ritual Focus option to beast handling rolls. Powers like Spell of Creature Understanding typically reduce the difficulty by one step or grant +1D at the GM's discretion; Control Web can set "tempo" for groups as noted elsewhere in your rules.
Beast Riding (Rancor)
Time to Use: 1 round (control/keep seat/spur); 1 minute (saddle, bit/halter, tack check)
Specialization of: This is a specialization of Beast Riding
Description: This specialization covers mounting, controlling, and maneuvering a rancor as a riding beast in travel and combat. It includes keeping your seat during sudden moves, pacing, charges, evasive footwork, leaps/climbs over rough ground, and coordinating with handlers' drum cues. Use beast handling for on-foot calming/training; Beast Riding (rancor) governs what happens while mounted. Difficulty (examples):
| Situation | TN |
|---|---|
| Walk/steady pace on open ground | Very Easy (5) |
| Jog/hard pace, light brush or shallow water | Easy (10) |
| Evasive weave, tight turns among rocks/trees | Moderate (15) |
| Combat control (close with target while allies nearby) | Difficult (20) |
| Hazard crossing (fallen logs, rubble gaps, slick stone) | Difficult (20) |
| Leap/climb ledges or narrow shelf-traverse | Very Difficult (25) |
| Panic trigger present (fires, explosives, sonic pain) | Heroic (30+) |
Game Notes: Keep Seat: Whenever the rancor takes a Wound, makes a sudden leap/climb, or suffers a startle, roll Beast Riding (rancor) vs. the listed situation difficulty. Failure means you slip; a second failed roll immediately after results in a fall (resolve falling damage normally; the mount will not intentionally stomp its bonded rider unless directed or enraged).
Spur for Speed: As an action, attempt Easy (10). On success, increase the rancor's pace one step for this round. On failure, no speed increase and make a Keep Seat test at the same difficulty.
Charge: Declare a charge and roll Moderate (15). On success, the rancor's next brawling attack this round gains +1D damage. On failure, lose the attack or collide (GM may call for Dodge/Beast Riding to avoid a spill).
Trample: Against prone or Small targets directly ahead, roll Difficult (20). On success, target resists STR+2D damage from crushing footfalls; the rancor continues moving.
Tight Quarter Pivot (about-face/doorway turn): Moderate (15). On success, no movement loss; on failure, lose remaining Move this round.
Mounted Combat Coordination: If you make an attack and also control the mount, apply normal multi-action penalties. A successful Beast Riding (rancor) roll at Moderate (15) for "combat control" removes +1D worth of situational penalties the GM applied for jostling/footing this round.
Orneriness & Bond: If the rancor resists a command or is enraged, roll an opposed test: Beast Riding (rancor) vs. the rancor's Orneriness. If the rider or an allied handler previously succeeded at beast handling with this rancor within the last 10 minutes, grant the rider +1D to this opposed check.
Handler Drum Synergy: If a trusted handler keeps cadence with established advance/hold/withdraw beats, reduce the rider's next control difficulty one step for that maneuver.
Tack & Fittings: Proper tack/halter reduces control difficulties by one step for hazard and tight-quarter tasks. Riding without tack imposes +5 to all control difficulties.
Magickal Aids (if used in your campaign): Spell of Creature Understanding usually reduces the current control difficulty one step or grants +1D for this round's Beast Riding (rancor) tests (GM's call, consistent with your table's Focus rules).
Perception Skills
Time to Use: One round to initiate or redirect cadence; additional rolls are required whenever the pattern shifts, the leader is disrupted, or the chorus size changes
Specializations: This is a specialization of Command focused on directing liturgical and battle chanting (aka "chorus cadence," "chant conducting")
Description: Used to set and keep ritual meter, call transitions (warding, hexing, push), cue entrances/exits, recover cadence after disruptions, and synchronize assistants with a primary caster. Participants must be able to hear or see the leader's cues (voice, hand-signs, drum, click-stones) and share a clear plan for the weave being supported
Difficulty (examples):
| TN | Task |
|---|---|
| Easy (10) | Hold steady cadence for a small group in calm conditions |
| Moderate (15) | Shift patterns, incorporate noise/wind, or keep order while under intermittent pressure |
| Difficult (20) | Recover cadence after a break (stun/knockdown, sonic blast), coordinate split positions, or manage mixed-experience singers |
| Very Difficult (25) | Orchestrate a large chorus at the limit of the leader's capacity while under heavy fire or jamming |
Common Modifiers: No clear audio/visual cues (no drum, poor line-of-sight): +5 to difficulty. Heavy interference (sonic disrupters, counter-rhythm): +10 to difficulty. Leader lacks shared language/hand-signs with part of the chorus: +5 to difficulty. Using a designated Focus (meter-drum, chorus ring): apply your table's Ritual Focus option (×10 time for either –5 difficulty or +2 pips to one activation roll, not stacking with other flat Focus bonuses).
Effects (on success): The leader coordinates up to a number of participants equal to her die code in dice (e.g., 5D coordinates up to five chanters). All coordinated participants must act on the leader's cadence. This coordination guidance does not override the +3D Assistance & Combined Actions cap in your rules. When used with combined actions, each full three coordinated assistants grants +1D to the designated primary performer's relevant roll that round (maximum +3D), per your combined-actions rules. If exactly three assistants maintain perfect lockstep, they may gain the Triune Chorus kicker your rules specify (for example, +1), if used at your table.
Failure: Miss by 1–4: no combined-action bonus this round; try again next round. Miss by 5–9: as above, and one assistant loses their action to confusion. Miss by 10+: the group desynchronizes; the intended primary suffers –1D to the affected action this round and a new Command test is required to re-establish cadence.
Prerequisites/Notes: Participants need to be able to follow the leader's cues (hearing/line-of-sight). Multiple leaders can each run separate sub-choruses; apply combined-actions caps from your rules (for example, +3D cap). This specialization replaces prior phrasings such as "Command (Nightsister chanting)" and "Command (chorus leading)."
Technical Skills
Time to Use: About one hour to several hours, depending on the project
Specializations: Brewing (Waters), Draughts/Elixirs, Inscriptions (wards & veils), Weapon Attunement, Talisman Craft
Description: This skill covers ichor-based brewing, infusions, bindings, inscriptions, and preparation of ritual components used by Dathomiri witches. It's used to steep Waters (Life/Change/Truth), scribe ward-lines and veils onto garments or arms, attune or harden weapons and tools, and prepare powders, cords, and talismans
Typical Tasks:
| Task | TN | Time |
|---|---|---|
| Water of Life | 15 | 1 hour |
| Invisibility Draught | 20 | 1 hour |
| Weapon Attunement | 25 | 2 hours |
Game Notes: Tools & Materials: Requires appropriate vessels, inks/resins, fetishes, prepared waters, and a loom/altar or equivalent workspace; lacking proper gear usually adds +5 to +10 to TN or makes the task impossible.
Who Can Do This: Functional ichor results normally require a Force-sensitive practitioner; non–Force-sensitives can produce mundane brews without magickal effects (GM's call). Having Scholar (Nightsister Lore) 5D or better is strongly recommended for complex receipts and safe practice.
Batch Work: Multiply hands-on time by doses/items crafted (the GM may fold long projects into downtime).
Difficulty Setting: Keep routine clan receipts Easy–Moderate; rare, battlefield, or risky work trends Difficult+. Prefer situational modifiers (tools, helpers, place-of-power) over flat TN inflation.
Mishaps: A critical failure may contaminate a batch, foul a focus, or impose short-term penalties until cleansed (GM adjudication).
Enchant Talisman
Time to Use: About 30 minutes to several hours, depending on the project
Specializations: Name-Knots (charms), Divinatory Cords (Finder's Knot), Focus Inscriptions (war-vests, rings, staves), Weapon Ward-Lines, Ring Ward Enshrinement, Veil/Mask Talismans, Scrying Foci
Description: This skill covers inscribing, binding, and refreshing ichor-bearing charms, cords, ward-strings, and focus markings on gear, garments, or fixtures. Use it to fix a "pattern" into a physical object so a caster (or chorus) can invoke, steady, or hand off a weave through that item. It differs from Alchemy (ichor), which brews and infuses; Enchant Talisman engraves and binds.
Typical Tasks (examples):
| Task | TN | Time | Notes |
|---|---|---|---|
| Name-Knot Charm | 15 | 30 minutes | Grants Focus tag |
| Finder's Knot | 20 | 1 hour | — |
| War-Vest Inscription | 20 | 1 hour | Ritual Focus |
| Weapon Ward-Lines | 25 | 2 hours | Magick-hardening schema; see Enchanted Gear |
| Ring Ward Enshrinement | 30 | 4 hours | May consume a rare shard/charge at the GM's call |
Game Notes: Tools & Materials: Loom/altar or clean bench, inks/resins, bone/metal inlays, fetishes, and a suitable host item. Lacking proper gear usually adds +5 to +10 to TN or makes the task impossible.
Who Can Do This: Functional ichor effects normally require a Force-sensitive practitioner. Scholar (Nightsister Lore) 5D or better is strongly recommended for complex patterns and safe bindings.
Ritual Focus Option: When an item/site explicitly allows the Ritual Focus approach, spending ×10 time grants either –5 TN or +2 pips to one later activation roll made through that focus. Declare at start.
Batch Work: Multiply hands-on time by items crafted; the GM may fold long runs into downtime.
Overlap with Alchemy: Some projects can be handled via Alchemy (ichor) or Enchant Talisman; choose the approach before you begin and don't double-dip bonuses.
Assistance: Use standard Combined Actions to model helpers holding meter, fetching reagents, or drumming count.
Mishaps: A failed binding may imprint wrong, creating false positives, fouling a focus, or causing temporary penalties/drain until cleansed or re-inscribed (GM adjudication).
Melee Weapon Repair
Time to Use: 10 minutes to 8 hours (see Sample Difficulties)
Specializations: Blades/swords; axes/hammers; polearms; clubs/staves; chain/flail weapons; bone/primitive materials
Description: Use this skill to maintain, refit, and repair non-powered melee weapons. A successful roll restores the weapon to safe, functional condition. Failure means the problem remains; failing by 10 or more may worsen the damage (GM: increase the next repair's Difficulty by one step). Replacement parts or suitable scrap are required for structural fixes; routine maintenance (sharpening, straightening, re-wrapping) needs only basic tools
Typical Modifiers: Improvised tools or no proper vise/anvil: +5 to Difficulty Full workshop/forge and proper jigs: –5 to Difficulty Advanced alloys or exotic materials (dura-alloy, phrik, cortosis, volcanic glass): +5 to +10 Extensive prior damage, cracks, or warping: +5 Excellent spare parts/blank on hand: –5
Sample Difficulties (and Typical Times):
| Task | Difficulty | Time |
|---|---|---|
| Clean, oil, and sharpen edge; re-wrap grip; tighten screws/pins | Easy (10) | ~10–30 minutes |
| True a mildly bent blade/haft; replace simple hardware (guard/pommel/rivet) | Moderate (15) | ~1 hour |
| Reset a tang; re-pin scales; straighten significant warp; rebalance | Moderate (15) | ~1–2 hours |
| Forge-weld a crack; replace a chipped edge/segment; rebuild flail chain section | Difficult (20) | ~2–4 hours |
| Splice or re-shaft a polearm head; re-seat socket with custom fitting | Difficult (20) | ~2–4 hours |
| Rejoin a blade broken into two pieces; reconstruct complex guard or laminated core | Very Difficult (25) | ~4–8 hours |
| Restore a shattered or heat-ruined weapon; match original balance and temper | Heroic (30+) | GM-set time (full workday or more) |
Game Notes: A single successful repair returns the weapon to baseline performance; improving quality beyond original is a separate, GM-approved project. Primitive materials (bone, wood, stone) generally reduce tool needs but are more prone to failure after severe damage; apply +5 Difficulty to restore full strength after a break.
Very large, semi-sentient reptilian carnivores native to Dathomir, later seeded to worlds like Felucia, Tatooine, Ottethan, and Koboh. Miscast as mindless pit brutes, they're trainable, social, and capable of deep bonds with riders and handlers. Witches of Dathomir treat them as kin and covenant—beasts that answer drum, scent, and vow.
Rancor stand ~5 meters tall with long, power-lever arms, three-clawed hands, and lantern jaws packed with tusk-like teeth. Hide is thick, plated, and blaster-resistant; blood runs red. Variants include jungle rancors (Felucia), rage rancors (taller, hair-trigger temper), and shadow rancors (dark-hided, notoriously destructive). A group is a crash. Wild individuals are opportunistic omnivores leaning hard carnivore; they'll let small birds clean their teeth, lying still with mouths agape, but will swallow anything large they can manage.
Rancor Planet of Origin: Dathomir
DEXTERITY 4D
PERCEPTION 1D
Search (tracking) 3D
STRENGTH 7D
Special Abilities:
Claws: STR+3D damage
Teeth: STR+5D damage
Armor: +3D against physical and energy attacks
Move: 20
Size: 5 meters tall Orneriness: 3D
Spell of Creature Understanding to calm/teach. Control Web to set a "tempo" the beast follows (advance, hold, withdraw).
Focus gear: fetishes woven into tack/bridles count as Ritual Focus for handling tasks.
: mounted partners chant rhythm for +dice via Assistance.
Stone Bind to shape lanes the rancor pushes foes into.
(Ichor Ward — personal) as mobile shield while the beast withdraws.
Nightbrother Empowerment for escorts, not for beasts (balance note).
Treat rancors as clan relatives, not pets: naming ceremonies, scars as vows, handlers as clergy-adjacent. Canon supports rancor alliances (Fallen Order; Clone Wars), so using them in modern play is on-tone.
Dominance settles by ritual posturing and short, brutal contests; subordinates yield lanes and carcass priority.
Effects: command (15) to interrupt an oncoming dominance display without triggering a charge.
Handlers establish trust through patterned feeding, grooming, and scar-threading tack; rancors recognize voice, drum meter, and scent beads.
Effects: beast handling (15) for calm tasks; the bonded handler gains +1D on subsequent handling with this rancor.
Startle responses are explosive, but rancors retain associations—kindness and harm alike.
Effects: add +1D to handling if the last interaction was positive; –1D if it was harmful or loud/abrupt.
They map canyons, pools, and shade lines; alphas choose basking shelves and windward watch ledges.
Effects: survival (15) to read territory signs (prints, bone totems) and avoid lair edges that trigger aggression.
Calves mouth new objects, tug ropes, and overestimate gentleness.
Effects: beast handling (10) to redirect play; on fail, a fragile object is crushed or a character is jostled (DEX (10) to stay upright).
They lie docile for beak-cleaners; trusted handlers scrape plates and oil cracked hide.
Effects: interrupting grooming imposes –1D to handling until a calm ritual (handling (10)) resumes it.
Ambush from shade, double-hand slam, then bite when prey stills; alphas eat organs first.
Effects: search (15) to spot ambush lanes; dodge (15) vs. slam; parry/melee (15) to brace behind cover.
Drum cadence and gesture staffs set pace: advance/hold/withdraw.
Effects: beast handling (15) to teach a new beat; command (15) to execute it under stress.
Use these as ready crews you can drop into situations. Each kit lists who they are, default loadout, core weaves (with refs), focus, assistance, and three-beat sequence. All rules referenced already exist elsewhere in your sheet. Default Team Size: 3–5 casters plus a leader. Assistance Cap: +3D; Triune Chorus: +1 pip if exactly three stay in lockstep. Provide one sample TN per Beat so tables can roll without lookup.
Healers' Chorus (Waters & Restoration) Who: Mothers, aunties, and junior chanters who keep covens whole. Default Loadout: ritual beads, salves, field stretcher; scry-basin access if at lair. Core Weaves: Weave of Restoration; Water of Life use; Ichor Ward — personal; Funerary Warding. Focus: Loomed cloth fetishes or basin as Ritual Focus. Assistance & Combined Actions: Triune Chorus ideal + assistants up to cap.
Beats Stabilize: triune chant to close wounds (typical: Control Difficult (20) + Alter Difficult (20); Weave of Restoration). Guarded Care: raise a quick Ichor Ward — personal on the healer or patient while treating; use Sense proactively to catch ambushes. Consecrate/Release: Funerary Warding for the fallen; Book-of-Law tone.
Out-of-Combat Triage Tip: Every 10 minutes of focused care at a prepared Focus may allow one additional Weave of Restoration attempt at –5 TN (GM option).
Who: The coven's frontline chanters and escorts. Default Loadout: bone targes, ichor-etched daggers, war-vests. Core Weaves: Stationary Screen / Ichor Ward — wall or dome; Ichor Blast; Control Web; Gift of Shadows; optional Veil of Night. Focus: Chorus ring/chant platform as Focus. Assistance & Combined Actions: Stack combined actions + triune kicker.
Beats Form Line: drop a ward barrier on the objective: Sense Easy (10); Alter 20 (wall 2×2 m) or 25 (dome 3×3 m). Suppress: Control Web Moderate (15) to foul enemy shooters; add Ichor Blast pressure Alter 15/20/25 by range. Break or Withdraw: Gift of Shadows Moderate (15/15) to veil a striker or cover a clean retreat; consider Veil of Night for disengage.
Who: Handlers that bond beasts and clear paths. Default Loadout: whisper-lash handler's staff, calming powders (GM: grant +1D to beast handling to soothe non-sapient fauna). Core Weaves: Spell of Creature Understanding; Control Web for tempo; Stone Bind for terrain control; Nightbrother Empowerment for escorts. Focus: Fetish-touched tack/hoods as Focus. Assistance & Combined Actions: Mounted partners provide Aid.
Beats Bond/Approach: beast handling Moderate (15); Spell of Creature Understanding typically reduces difficulty one step or grants +1D (GM). Channel: Control Web Moderate (15) to set "hold/advance" tempo; hostile pack inside suffers −1D ranged/−1 pip reactions.
Contain/Redirect: Stone Bind Moderate (15) base (adjust +5–+10 if little/no loose earth) to reshape a lane.
Who: Scryers, trackers, and voice-at-a-distance witches. Default Loadout: scry-basin or Great Mothers' Orb if available, Talisman of Finding. Core Weaves: Threadreading; Blood Trail; Mist-Walk; Veil of Night. Focus: Basin/orb as Focus. Assistance & Combined Actions: Scholars keep cadence.
Beats Fix the Thread: establish link; apply Link Quality and Distance/Obstruction modifiers; consider Prime an Effigy. Scry & Speak: Threadreading Moderate (15); then project Mist-Walk to parley. Move Silent: Veil of Night Control 15/Alter 20 to escort the intercept team.
Pyke Hex-Poacher (Field Cell) Role: Theft of ichor reagents, egg/pearl poaching, ward vandalism.
Pyke Hex-Poacher
All stats 2D except for:
Dexterity 3D (blaster 4D)
Knowledge 3D (streetwise 5D)
Perception 3D (search 4D)
Strength 3D
Move: 10
Equipment: toxin darts; disruptor nets; jammer beads
Non-standard Gear (quick stats) Disruptor nets (vs. beasts): On hit, target is entangled (–1D actions). A beast may spend 1 action to test STR/Lifting vs. Moderate (15) to shed. Jammer beads: While active (10-minute charge), impose +5 to initial Sense for scry/remote casts within 10 m.
Tactics: shoot the Focus, break meter (noise/off-rhythm), flee on smoke. Counterplay: ward thresholds; Stone Bind chokes; Beastwardens parley. Hooks: tracks across a consecrated bone-patch; butchered ward-knots. Escalation: call in a swoop escort or Crimson Dawn buyer. Clues: pearl chips, ichor-stained pry tools, coded buyer glyphs. Morale: withdraw if any seized Focus is destroyed or two allies are Wounded.
Role: "Legit" acquisitions, laundering grave goods, bribing registrars.
Crymorah Relic-Broker
All stats 2D except for:
Dexterity 3D
Knowledge 4D (bureaucracy 5D)
Perception 4D (bargain 6D, con 6D)
Move: 10
Equipment: forged provenance tags, registrar's favor, stun ring
Non-standard Gear
Stun ring: melee touch; 3D Stun; 1 charge/scene.
Tactics: tie up ownership in red tape; hire cut-outs; never touch the altar. Counterplay: Threadreading provenance; Funerary Warding audits. Hooks: rare bead on the market that matches a clan's ledger knot. Escalation: off-world auction clock; Inquisitorial interest if talisman hums. Clues: registry stamps, escrow keys, buyer lists cross-referencing tombs. Morale: flees if provenance challenge succeeds publicly (social scene "break").
Role: Break covens, seize foci, capture "anomalous" persons.
Imperial Witch-Hunter
All stats 2D except for:
Dexterity 3D (blaster 4D, dodge 4D)
Knowledge 3D (tactics 4D)
Mechanical 3D
Perception 3D (command 4D, search 4D)
Strength 3D
Technical 3D (demolitions 4D, security 4D)
Move: 10
Equipment: Faraday cages; sonic disrupters; anti-focus clamps
Non-standard Gear Faraday cages: Targets inside impose +10 to remote Sense attempts against them. Sonic disrupters: When triggered, impose +5 to hold cadence for 1 round. Anti-focus clamps: A clamped Focus grants no Ritual Focus option. Remove with Technical (security) opposed by clamp's 4D.
Tactics: flashbang + seize leader + sunder Focus; jam comm/scry lines. Counterplay: Veil ingress; Ichor Ward wall/dome vs. breach; misdirection apparitions. Hooks: warrants for "necromancy"; confiscation of Orb-likes. Escalation: ISB handler arrives; heavy weapons authorize. Clues: codebooks for counter-ritual boxes; chain-of-custody for seized artifacts. Morale: break off if ward-web traps them and two devices are disabled.
Role: Rogue practitioner using coercive rites.
Apostate Nightsister
All stats 2D except for:
Dexterity 4D (melee combat 4D+2)
Perception 4D
Strength 3D
SA: High Pain Threshold
Force Skills: Control 5D, Sense 5D, Alter 5D
Move: 10
Equipment: talisman-bound dagger (STR+1D), ward-fetters & effigy kit (count as Focus when declared)
Typical
Force Powers: Personal Aegis; Effigy Hex; Spirit Bind
Tactics: pick targets via links; isolate and ride a proxy. Counterplay: sever links; Blood Knot counters; sanctified ground. Hooks: unexplained pains; "speaking in another's voice." Escalation: bargains with off-world syndicates. Clues: burned poppets, name-knots, ash circles. Morale: disengages if link is severed or ≥3 foes present ward signs.
Framing beats that use existing rules (Focus, Assistance & Combined Actions, Links, etc.). Time blocks are guidance for pacing. Ritual Focus option: ×10 time → –5 difficulty or +2 pips to one activation roll (does not stack with other flat Focus bonuses).
Use Alchemy (ichor) at the loom/basin. Choose a listed potion/talisman (Waters; relevant talismans in). Taking ×10 time may claim Ritual Focus benefit. Failure Note: Wild 1 → batch fouled; cleanse after 1 hour of work or via Weave of Restoration on the vessel (GM option).
Etch a dagger, bind a bow, or weave a charm (Enchant Talisman). Assistants keep meter. Result: a standard item from your lists—no stacking beyond one flat Focus; if multiple are present, use the single best flat Focus bonus. Example: War-vest inscription TN 20, 1 hour.
Prepare a site/tool as Focus. Record the locus and limits (altar, circle, tool). A consecrated locus may claim the Ritual Focus option for named weaves performed there.
Carve the effigy (Alchemy (ichor) Moderate (15), 10 min) and Bind a Link (Control Easy (10); Sense Moderate (15); 1 min). Backlash: fail by 10+ or Wild-1 on leader → 2D Stun + link burns out.
Supportive weaves (Creature Understanding / Control Web) using typical Beastwarden aids. Track tasks achieved; no new rules. Example: Simple "heel" task (Easy) needs 2 successes across intervals; Wild-1 erases last success and ends today's session.
Practice the triune cadence and combined-actions rhythm. Next sequence you run with the same trio, keep the pacing cues for table clarity (no mechanical pre-buff beyond existing rules).
Search ruins/swamp for legal components. Roll Search/Survival at GM-set difficulties; on success, you narratively justify upcoming Brew/Inscribe sequences (counts as "suitable materials" for one project). Failure by 6+ may introduce a minor hazard encounter (GM).
Use Technical (repair) on damaged tools/sites. On success, the Focus is usable again (normal benefit).
Example: Remove anti-focus clamp (opposed 4D) → Focus re-enabled.
Condensed reminders drawn from your rules. This section adds no mechanics.
Make Effigy: Alchemy (ichor) Moderate (15), 10 min. Bind Link: Control Easy (10); Sense Moderate (15); 1 min.
Link Quality Mods (Sense initial,): Fresh blood –10; Hair ≤7d –5; Worn ≤24h –3; Long-kept –2; True name + birth-glyph –5 (stacks with one physical link).
Distance/Obstruction (Sense add,): Same planet +5; Same system +10; Interstellar +15; Shielding/wards +5 to +15.
Backlash: fail by 10+ or Wild-1 on leader → 2D Stun + link burns out.
Effigy Body: 1D; destroying ends any weaves sustained solely through it.
Mind/pain/possession: oppose with higher of Control or Willpower (or listed). Drain & Siphon: oppose with higher of Control/Strength. Telekinetic holds/entangles: oppose with Strength/Lifting. Ranged hexes via effigy: Sense adds Link Quality + Distance; Alter opposes per the power's entry.
"Kept Up" costs 1 action each round unless stated otherwise. Maintaining two different powers costs two actions unless a power says otherwise.
Assistance cap: +3D; Triune Chorus: +1 pip if exactly three stay in lockstep.
Ritual Focus: ×10 time → –5 difficulty or +2 pips to one activation roll (doesn't stack with other flat Focus bonuses).
Unless stated otherwise, an action may be performed as a single action.
If a character stat block does not list Force Points or Character Points, omit FP/CP lines.
Ichor Blast: Alter 15/20/25 by range band; Damage 5D (charging rules apply). Cover: GM may apply +5/+10 to hit behind partial/solid cover.
Ichor Ward — personal: Control 15; Sense 10; +2D cover/soak; collapses if a single attack exceeds last activation by 10+.
Ichor Ward — wall/dome (Stationary Screen,): Sense 10; Alter 20 (2×2 m wall)/25 (3×3 m dome); +2D cover/soak; collapse on 10+ over last Alter. Stone Bind: Opposed by Strength/Lifting; +5–+10 if little/no loose earth.
: Control 15; Alter 20; opposed by observers' Perception/Search.
: Control Very Difficult (25); Alter Very Difficult (25); margin ≥10 may inflict 5D (GM pacing); DSP on coercion; may route via Effigy (apply).
: Control Heroic (35+); Sense/Alter opposed; may route via Effigy (apply); brace lashback with Ring Ward as noted there.
Automatic DSP: Siphon Life to Incarnate; Chant of the Dead / Chant of Resurrection used as battlefield thralls.
At GM Discretion: coercive possession, sustained pain through Effigy Hex, or similar abuses of agency. See individual weave entries for tagged warnings and examples.
Setup: Leader Control 5D; three assistants each 3D; Ritual Focus declared (×10 time, choose +2 pips to one activation roll).
Assist: Exactly three succeed ≥ Moderate (15) → +1 pip Triune; Combined Actions: +1D to leader (3 successes).
Leader Roll: Control 5D +1D (assist) +1 pip (Triune) +2 pips (Focus to Control) → apply MAPs normally.
Result: One visible example for players; swap in your actual difficulties.
War-vest inscription (flat Focus), Ring Ward (flat Focus), and a consecrated altar (Ritual Focus option).
Rule: Flat Focus bonuses don't stack—use the single best flat Focus. You may also claim the Ritual Focus option (×10 time → –5 difficulty or +2 pips to one activation roll).
What this is. A fast, optional way to show how willing a person (or creature) is to cooperate—without mind control and without adding new stats. You roll the same skills you already use, nudge the influencer's dice a little based on the target's attitude, and read the result as a simple step up or down the attitude scale.
Why use it. It answers those in-the-moment questions cleanly: "Did that speech land?" "Was the bribe enough?" "Did the handler actually settle the beast?" You get numbers that feel like Star Wars D6 and outcomes that behave like people.
The Scale (modifier applies to the influencer's dice) Hostile (–4D): They're against you. Expect blocks, threats, or a hard exit unless you give them a safe way out.
Unfriendly (–2D): They don't like this. Short answers, dragged feet, and plenty of "no."
Wary (–1D): Guard up, ears open. They'll let you be near and do small, calming things f you mind your manners.
Neutral (±0D): No stake either way. Routine info and fair deals are fine; anything costly needs terms.
Receptive (+1D): They see a reason to help. Small favors, introductions, a short escort, lending common gear.
Helpful (+2D): They'll take on some cost or risk for you if your plan is sound.
Allied (+4D): You're "ours" for now. They lean forward, share risk, and help you make it work—short of breaking core oaths.
Influencer: roll what you're actually doing — Persuasion, Bargain, Command, Con; for animals, Beast Handling.
Defender (resistance): Sentients: Willpower (KNO). If no Willpower is listed, roll Knowledge (KNO). Creatures: Orneriness. (Creatures oppose influence with Orneriness.)
0D rule: If attitude and situational penalties push the influencer to 0D or less, they can't attempt this round—change approach, offer more, or try later.
Groups/helpers: Combined actions on the influencer work as usual; drilled units may resist with a leader's Willpower or Command if that fits the scene.
Say what you're asking for. Apply the attitude modifier to the influencer's dice, then add any situational pushes from Stakes & Concessions. Roll opposed: influencer vs defender. Compute MoS = influencer − defender and slide the attitude marker (ordered low → high):
11- or less: –2 steps -6-10 to –6: –1 step –5 to +5: no change 6-10: +1 step 11-15: +2 steps 16+ or more: +3 steps
This isn't mind control—it's permission. Wary → Neutral means "we'll hear you out." Neutral → Receptive means "we'll help a little."
You're pricing the ask. If helping you is risky or costly for them, the influencer takes a penalty. If you show you'll make them whole (or better), the influencer gets a bonus.
Risk/Cost to the target → –1D / –2D / –4D to the influencer
Dangerous/Very Dangerous/Extreme. Night travel in a storm; giving up scarce medical stock; loaning gear they truly need; sticking their reputation on the line.
Concessions → +1D/+2D/+4D to the influencer
Solid/Strong/Compelling. Fair pay now; guaranteed resupply; escort or protection; signed responsibility; political cover; kin pledges that actually mean something.
Combine normally (e.g., risk –2D with strong concessions +2D often nets to ±0D this round).
Scenes end, people sleep on it, and feelings drift. If nothing meaningful reinforces the change—payment delivered, promise kept, risk truly shared—nudge attitude one step back toward baseline between scenes. A betrayal or taboo break can drop it multiple steps on the spot.
When the Wild Die goes sideways on the influencer, attitude drops by –3 steps (minimum –3 Hostile) and you add a story beat that makes sense: the door slams, a watcher raises an alarm, the rancor gives a threat display, or a rumor reaches exactly the wrong ears.
"Stand down." Dust swirls along the yard. The former Nightbrother leader doesn't bark orders; he uses the old cadence every one of them knows by muscle memory. Hands low. Chin up. "We settle this with elders, not rocks." He glances toward the path home like it's already decided.
A club dips. Shoulders slacken. No one volunteers for a hug, but the spark of panic goes out.
Mechanics: starting attitude Wary (–1D) to the influencer. Command 5D → 4D rolls 20. Runaways resist with Willpower 3D (or KNO 3D) for 13. MoS +7 ⇒ +1 step, so Wary → Neutral. Next round he asks for something simple—"drop the clubs"—as a normal task.
"Easy. Breathe with me." The rancor's chest heaves like a forge bellows. Sira doesn't stare it down. She slides to the shoulder, plants her feet where the ground won't give, and matches its breath. A resin-slick bead under her thumb keeps her rhythm honest. She leaves a clear lane through the thorn and lets the rancor notice it.
The rattle in its throat drains to a heavy snort. When Sira steps back one pace, the rancor mirrors, opening the path.
Mechanics: starting attitude Wary (–1D) to Sira. Beast Handling 5D → 4D rolls 26. Rancor resists with Orneriness 4D for 14. MoS +12 ⇒ +2 steps, so Wary → Receptive. A simple, non-threatening directive next round ("back two steps") is a normal handling task.