Judicious Conscience
Judicious Conscience [Major] by Iczer
"Who knows what darkness lurks in the hearts of...what do you mean that's taken? "
The character has an instinct for recognizing and combating evil.
1) Kicking Arse and taking names: The presence of evil activates latent energies inside the character, a type of feedback that accelerates this character's heart rate and hardens his resolve. When fighting opponents that are a) evilly aligned and b) in the act of committing a crime (including assault), the character gains an extra attack per melee, +2 to strike and Damage and gains a temporary +30 SDC.
2) Getting a clue: The character perceives criminal activity with an unsurpassed clarity. He gains criminal science (no forensics) at 88%, streetwise at 75% and detect ambush at 65%. Each of these climbs at a rate of 3% per level. In addition, he needs to spend the barest moment to analyze clues and crime scenes rather than hours.
3) Inner workings: Even spookier is the character's natural insights into evil and crime. He automatically knows if a person has an 'evil' alignment and which one it is. If the person has committed a crime in the past hour (plus one hour per level) then the PC may sense the stink of evil on him. The target makes a save vs detection of 12+ with ME bonuses counting. Crimes that are 'victimless' give the target a +6. Crimes that harm others indirectly are at -2, crimes that involve murder, ongoing deprivation of liberty or victimization are saved at -6. Continuous mass murder, genocide, vast depraved indifference or any dehumanizing crime with ongoing consequences are -10 to save against, and can be detected at twice the normal duration. The Character feels the intensity of the crime but no specifics. The character can get this feeling from crime scenes as well, with the energy lingering for 2 hours per level.
4) Mind of evil: The character can hear evil thoughts. While similar to telepathy, it's a combination of deep intuition, a sort of esp and an attunement to the excitement caused when a person submits to his dark impulses. In any case, anyone actively carrying out an evil act (or planning to) within 40 feet of the character (+10 feet per level) projects their vileness. The character needs to make a perception check (14+) to sense the thoughts, and can pinpoint the thought's origin with 65% accuracy (+5% per level). If the character is in combat with evil beings, he can use this as a compensation for lack of sight dropping blindness penalties to a mere -2 within his area of affect.
5) Fight the good fight: The character's inclination and drive to fight evil results in:
- +25 SDC
- +10% to physical skills
- +1d4 to PE
- +1d4 to PS