The character adds BOOST per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers.
Street Smarts
1
F&D 152
The character removes ■ per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Force Powers
Force Rating
1
Power
Ebb/Flow
Description
Ebb - When you make a skill check, may roll a FORCE as part of the roll. User pays a 1 FORCE to 1 STRAIN, then inflict 1 strain on all other engaged characters. The force user may not activate this multiple times.
Flow: When you make a skill check, may roll a FORCE as part of the roll. USER pays 1 FORCE to heal 1 STRAIN. May not activate multiple times.
Upgrade
Effect
Strength
Spend 1 force to heal/inflect 1 additional strain (2)
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (LIGHT/DARK): When guiding and shaping thoughts, only DARK generated may be used to generate negative emotions such as rage, fear, and hatred.
Only LIGHT may be used to generate positive emotions such as peace, tranquility, and friendliness.
Other emotions such as confusion can be created from either.
The character may spend 3 to stress the mind of one living target he is engaged with, inflicting I strain.
Upgrade
Effect
Range
Spend FORCE 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 an Influence power check If the user spends FORCE and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for l round or 5 minutes.
Background
Motivation
Rule of Law: There is nothing more important than the rule of law, and the character is sworn to protect it. As the bounty hunter, the character is an extension of galactic law, and works strictly to uphold it.
Morality
Trust - This character believes in giving everyone the benefit of the doubt. The good that comes from trust other builds communities and provides emotional support.
Guardedness - This characters been betrayed one too many times and refuses to allow it to happen again. Why expect better of a person when there is no reward for doing so?
Mercy - Trangressions happen all the time. This chracter has taken a higher path, giving people another chance to be better. Punishment for every trangression only means everyone ends up in chains.
Weariness - Even a saint can burn out. It's not that people don't deserve help or a second chance, it's that there is always another. And another. And another. Soon this tide becomes faceless, and even suffering becomes abstract.