Mental Block

RPG D6 Stats
Control Difficulty: Moderate, target’s control or Perception, or variable, limited to line of sight.

Sense Difficulty: Easy or variable, limited to line of sight.

Alter Difficulty: Variable, limited to line of sight.

Required Powers: Affect Mind, Control Pain, Dim Another’s Senses, Farseeing, Hibernation Trance, Life Detection, Life Sense, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Telekinesis.

Effect: With this power, a Jedi can place a mental barrier in the mind of another individual, preventing that individual from accessing certain memories. This power can also remove any such barrier that might be on an individual. When activating this power, the user must first declare what he intends to do. If the user wishes to place a block on another’s memory, the user must establish if the recipient is willing or not. This will establish the control and alter Difficulty roll – willing means Moderate for both, while unwilling means the control or Perception of the target becomes the difficulty. If successful, the affected individual will retain no recollection of the affected memory. The memory isn’t lost or purged, as a result of amnesia or memory wipe. The memory is still there – it’s just hidden from the individual. This makes the individual an ideal means of conveying secret information. Should an individual under the influence of a mental block be captured and interrogated in regards to the affected memory, all such intimidation: interrogation rolls will automatically fail because the person is unable to recall the affected memories. The mental barrier will generally last until one uses this power to remove the barrier. If the person removing the barrier is the same one who placed it in the first place, the person will remember what memories have been affected. As such, all associated Difficulty rolls will be lowered by one level. Another Jedi can detect the barrier by using projective telepathy on the affected individual. The Jedi’s control and sense rolls must beat the alter roll of the individual who placed the barrier in order to detect the barrier. The Jedi can then use affect mind to remove the barrier. Again, the Difficulty rolls must be made against the alter roll of the individual who placed the barrier. Should the affect individual suffer a head trauma that inflicts damage to the brain or mind, it’s possible for the mental block to collapse as a result of the trauma and subsequent treatment. If the affected individual suffers such an injury, the gamemaster must roll a wild die, with a 1 resulting in the collapse of the mental block. Any character using this power to place a block on an unwilling target will receive a Dark Side Point.