TT24 Holdout Blaster, Heavy Clothing, Performer's Attire, Heavy Blaster Pistol
Personal Gear
Commlink (Handheld)
Assets & Resources
Stuff
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Distracting Behavior
1
Make a Distracting Behanvoir maneuver and suffer strain no greater tan ranks in Cunning. Until beginning of next turn, equal number of npcs suffer thing on checks. Range increases with additional ranks.
Uncanny Senses
1
Add blue per rank of Uncanny Senses to all perception checks.
Secrets of the Force
1
Knowledge (Lore) and Lightsaber become career skills for the character
Dodge
2
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of that check by that number.
Sense Emotions
1
Add Blue to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers
Congenial
2
May suffer a number of strain to downgrade difficulty of charm or negotiation checks or upgrade difficulty when targetd by charm or negotiation checks by an equal number. Strain suffered this way cannot exceed ranks in congenial.
Distracting Behavior +1
2
Distracting Behavior +2
3
Parry
3
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus 2 ranks in parry
Reflect
4
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in reflect
Force Rating
5
gain +1 force rating
Force Powers
Force Rating
2
Power
Influence
Description
The ability to influence the minds of others is not something to take lightly. Misuse of the ability, colloquially known as a "mind trick", is a sure step on the path to the dark side. A powerful Force user can manipulate the minds of others to the point where he can convince them to believe things that are untrue, or calm an angry crowd. Conversely, he can rile the crowd into a murderous frenzy, or frighten a single soul into gibbering madness. This is where the danger of Influence lies.
Upgrade
Effect
The Character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule: When guiding and shaping thoughts, only force points generated from dark points may be used to generate negative emtoions such as rage, fear, and hatred. Only fp from light points may be used to generate postive emotions such as peace, tranquility and friendliness. Other emotions such as confusion, can be created from fp generated from light or dark.
The character may spend fp to stress the mind of one living target he is engaged with, inflicting 1 strain
Range
Spend FP to increase power's range by a number of range bands equal to range upgrades purchased
Control
The Force User may make an opposed discipline vs discipline check combined with a influence power check. If the user spends FP and succeeds on the check, she can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.
Control
When making a Coercion, Charm, Deception, Leadership or Negotiation check, the Force User may roll an influence power check as apart of her dice pool. She may spend FP to gain a success or advantage (user's choice) on the check.
Strength
When Stressing the mind of a target, the character inflicts 2 strain
Power
Bind
Description
The Force User restrains an enemy, preventing the target from acting.
The user may spend fp to immobilize a target within short range until the end of the user's next turn. if the user used any dark side to generate fp, the target also suffers 1 wound per fp spent on the check (ignoring soak)