Spend to stress the mind of one living target the user is engaged with, inflicting 1 strain. Only may be used to generate negative emotions, and only for positive ones.
COST 10
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
COST 5
Spend to increase targets affected equal to Magnitude upgrades purchased.
COST 5
Spend to increase targets affected equal to Magnitude upgrades purchased.
COST 5
When making a social check, may roll Influence check as part of the pool. Spend for [Success] or [Advantage].
COST 10
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
COST 10
Spend to increase targets affected equal to Magnitude upgrades purchased.
COST 10
Spend to increase strain inflicted by 1 per rank of Strength upgrades.
COST 10
Make an opposed Discipline check. Spend to force an emotional state or belief for 1 round or 5 minutes.
COST 15
Spend to increase power's range by a number of range bands equal to Range upgrades purchased.
COST 15
Spend to increase targets affected equal to Magnitude upgrades purchased.
COST 15
Spend to increase strain inflicted by 1 per rank of Strength upgrades.
COST 15
Spend to increase duration of Control effect by rounds/minutes equal to Duration ranks.
COST 15
Spend to increase targets affected equal to Magnitude upgrades purchased.
COST 20
Spend to increase strain inflicted by 1 per rank of Strength upgrades.
COST 20
Ongoing: Commit to sustain the effects of the power on each affected target while it remains in range.
COST 20
Once per session, spend to force a target to perform a single action that does not cause harm.
COST 25
Rules found on page 293 of the Star Wars: Force and Destiny Core Rulebook.