Time to Use: N/A
Focus: 1 (Maintained, so long as DC does not change)
Difficulty: Varies
Effect:
"These aren't the droids you're looking for." - The infamous Jedi Mind Trick.
This power allows the Jedi to implant thoughts, suggestions, perceptions, and even conclusions into his target as if they were their own. When used in conversation, it often appears that the target readily agrees with whatever the user is saying.
Difficulties:
Very Easy - slight, momentary misconceptions, or if the character doesn't care about the conclusion one way or another.
Easy - brief, visible phenomena; minor changes to distant memories (color of a shirt, a name), or if the PC feels only minor emotion regarding the conclusion he being made to reach.
Moderate - short hallucinations, for small changes to memories less than a year old (change facial features, specifics of something someone said), or if the target has strict orders about the conclusion (''These are not the droids you are searching for.'')
Difficult - slight disguises to facial features, hallucinations which can be sensed with two senses (sight and sound, for example), for moderate changes to memories less than a day old (Someone showing up when they weren't there before, changing the course of how an entire conversation went, etc.), or if the matter involving the conclusion is very important to the target (''You want to give me all of your credits for saving your life'').
Very Difficult - hallucinations which can be sensed by all five senses, for memories less than a minute old (claiming someone else shot you, for example), or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Heroic - deep changes to a person's belief structure (making a storm trooper believe that killing is wrong), or a major change to memory (altering one's 16th birthday party to include a grandiose Luke Skywalker adventure resolved at the end of the day).
NOTE: This power may be used on non-sentient beasts, with difficulties reduced by two levels.
Proximity Modifiers:
By using affect mind, a Jedi may attempt to play tricks on his target's senses, alter memories, or even force the target to believe something which he normally wouldn't go for. The effects of affect mind are not usually detectable as, except for illusions, they are instantaneous changes to one's memory or thought processes.
When under the influence of any of affect mind's abilities, the target makes a SENSE or PERCEPTION against a DC of moderate. If successful, the user is subconsciously aware of the invasion and may make Willpower check to attempt to negate the effects of the power.
The Jedi may intentionally increase their own DC for this power, in order to raise the SENSE or PERCEPTION DC of the target by the same amount.
A successful Willpower result will cause the illusions to disappear entirely, will prevent any coercion from being successful, and will leave one's memories intact. Any subsequent uses of Affect Mind on the target are increased by 1 difficulty level.
It is possible for the Affect Mind user to suggest to his target that his mind is NOT being messed with, thus returning the DCs to normal and requiring the initial subconscious SENSE or PERCEPTION check.
NOTE: Using Affect Mind to convince a character to commit an action that would normally grant YOU a DSP, grants you a DSP. This clause applies to both grey and dark Jedi as well. Furthermore, any use of this power that directly results in the death of a sentient should also be considered DSP worthy.
NOTE: Affect Mind cannot be used to directly control a person into doing what you wish them to do. Sufficiently difficult rolls can, however, force the target to come to the CONCLUSION that what you want them to do is right, but you cannot actively FORCE them to. For this kind of action, see CONTROL MIND.
Rank Required: Padawan
See Also: Telepathy, Control Mind, Beast Languages, Force Mirage
Focus: 1 (Maintained, so long as DC does not change)
Difficulty: Varies
Effect:
"These aren't the droids you're looking for." - The infamous Jedi Mind Trick.
This power allows the Jedi to implant thoughts, suggestions, perceptions, and even conclusions into his target as if they were their own. When used in conversation, it often appears that the target readily agrees with whatever the user is saying.
Difficulties:
Very Easy - slight, momentary misconceptions, or if the character doesn't care about the conclusion one way or another.
Easy - brief, visible phenomena; minor changes to distant memories (color of a shirt, a name), or if the PC feels only minor emotion regarding the conclusion he being made to reach.
Moderate - short hallucinations, for small changes to memories less than a year old (change facial features, specifics of something someone said), or if the target has strict orders about the conclusion (''These are not the droids you are searching for.'')
Difficult - slight disguises to facial features, hallucinations which can be sensed with two senses (sight and sound, for example), for moderate changes to memories less than a day old (Someone showing up when they weren't there before, changing the course of how an entire conversation went, etc.), or if the matter involving the conclusion is very important to the target (''You want to give me all of your credits for saving your life'').
Very Difficult - hallucinations which can be sensed by all five senses, for memories less than a minute old (claiming someone else shot you, for example), or if the logic is absolutely clear and coming to the wrong conclusion is virtually impossible.
Heroic - deep changes to a person's belief structure (making a storm trooper believe that killing is wrong), or a major change to memory (altering one's 16th birthday party to include a grandiose Luke Skywalker adventure resolved at the end of the day).
NOTE: This power may be used on non-sentient beasts, with difficulties reduced by two levels.
Proximity Modifiers:
By using affect mind, a Jedi may attempt to play tricks on his target's senses, alter memories, or even force the target to believe something which he normally wouldn't go for. The effects of affect mind are not usually detectable as, except for illusions, they are instantaneous changes to one's memory or thought processes.
When under the influence of any of affect mind's abilities, the target makes a SENSE or PERCEPTION against a DC of moderate. If successful, the user is subconsciously aware of the invasion and may make Willpower check to attempt to negate the effects of the power.
The Jedi may intentionally increase their own DC for this power, in order to raise the SENSE or PERCEPTION DC of the target by the same amount.
A successful Willpower result will cause the illusions to disappear entirely, will prevent any coercion from being successful, and will leave one's memories intact. Any subsequent uses of Affect Mind on the target are increased by 1 difficulty level.
It is possible for the Affect Mind user to suggest to his target that his mind is NOT being messed with, thus returning the DCs to normal and requiring the initial subconscious SENSE or PERCEPTION check.
NOTE: Using Affect Mind to convince a character to commit an action that would normally grant YOU a DSP, grants you a DSP. This clause applies to both grey and dark Jedi as well. Furthermore, any use of this power that directly results in the death of a sentient should also be considered DSP worthy.
NOTE: Affect Mind cannot be used to directly control a person into doing what you wish them to do. Sufficiently difficult rolls can, however, force the target to come to the CONCLUSION that what you want them to do is right, but you cannot actively FORCE them to. For this kind of action, see CONTROL MIND.
Rank Required: Padawan
See Also: Telepathy, Control Mind, Beast Languages, Force Mirage