Suffer 1 strain and commit force dice no greater than force rating or ranks in Overwhelming Aura. Add advantage to social checks equal to dice committed. Add disadvantages equal to force dice committed to enemy social checks within short range.
Plausible Deniability
3
FnD CRB
Remove setbacks equal to ranks in Plausible Denaibility from all Coercion and Deception checks.
Inspiring Rhetoric
1
Unlimited Power
Take an Ispiring Rhetoric action; make an average Leadership check. One ally for each success in short range recovers one strain. Spend advantage for 1 affected ally to recover 1 additional strain.
Grit
2
FnD CRB
Gain +1 to Strain Threshold
Improved Inspiring Rhetoric
1
Unlimitd Power
Each ally affected by Inspiring Rhetoric gains boost for a number of rounds equal to ranks in leadership.
Force Rating
2
FnD CRB
Gain +1 Force Rating
Congenial
2
Unlimited Power
As an incidental, suffer strain up to ranks in Congenial to downgrade the difficulty of Charm or Negotiation checks, or upgrade the difficulty when targeted by the same, by an equal number
Dedication
2
FnD CRB
Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
Kill With Kindness
1
FnD CRB
Remove setback per rank of Kill With Kindness from all Charm and Leadership checks.
Nobody's Fool
2
FnD CRB
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
Sense Emotions
1
FnD CRB
Add boost to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
Contingency Plan
1
FnD CRB
Spend 1 Destiny Point to recover strain equal to Cunning rating.
Natural Charmer
1
FnD CRB
Once per session, may re-roll any 1 Charm or Deception check.
Force Powers
Force Rating
3
Power
Influence
Description
The character may attempt to guide, shape, and even twist the thoughts and feelings of others.
Special Rule (light side/dark side use): When guiding and shaping thoughts, only dark side may be used to generate negative emotions such as rage, fear, and hatred. Only light side may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either dark side or light side.
The character may spend 1 force point to stress the mind of one living target he is engaged with, inflicting 1 strain.
Upgrade
Effect
Control A
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence Power check as part of his dice pool. He may spend F to gain s or a (user’s choice) on the check.
Magnitude
Spend 1 force point to increase targets affected equal to Magnitude upgrades purchased.