Drain Knowledge
MindDark- Cost
- 3 FP
- Activation
- Action
- Range
- Touch or 10 ft
- Recommended Lv
- Lv 7+
Effect
As an Action, you force your way into the mind of a creature you touch or that is within 10 ft and tear loose what it knows. The target must succeed on a Wisdom saving throw against your Force DC or take 2d6 psychic damage and surrender one piece of knowledge you seek — the answer to a single question it knows, a face, a passcode, a location. On a success it takes half damage, gives up nothing, and knows its mind was assaulted. To rip at a mind this way is a dark-side act, and the GM will take note.
At the Table
The slicer won't talk, so the Inquisitor closes a gloved hand on the back of his neck and spends 3 FP to tear the answer out instead. He fails the Wisdom save against her Force DC: 2d6 psychic damage lances through his skull and the vault passcode surfaces unbidden, hers to take. Next round she reaches for the captured Padawan ten feet away, but this time the save holds — the girl takes only half damage, gives up nothing, and now knows exactly what just clawed at her mind. The GM quietly notes another dark-side mark against the party's Jedi for even touching this power.
In the Lore
Ripping memories straight from a living mind is a classic dark-side intrusion, the aggressive cousin of the Jedi's gentler mind probe and a hallmark of Sith and Inquisitor interrogation. In canon, Darth Vader and the Grand Inquisitor are shown forcing thoughts and locations loose from captives, and Kylo Ren famously tears into the minds of Poe Dameron and Rey aboard the First Order's ships to seize the map to Luke Skywalker. In Legends, Sith from Revan to Darth Bane practiced such mental domination, prying secrets and severing a victim's will. It belongs to the Alter and telepathic disciplines turned to coercion, and Jedi teaching holds that such violation of another's mind corrupts the practitioner as surely as it harms the target.