Psychometry
Note: Until the task that says otherwise, Psychometry is a passive ability. Meaning, it is on all the time, and leads to headaches often; as well as being unable to control when one senses an echo.
Begun Training to Skilled
Detect a Force Echo for the first time.
1 Day Cooldown
Meditate and feel the past through the lines of the Force. Actively describing your thought process in detail, note how the Force interacts with how you perceive time, and how the past differs from the present and the possible future. This scenario requires a DM to assess the quality of the thought process.
1 Day Cooldown
Detect an echo in the Force that you had previously been unable to see.
1 Day Cooldown
Attempt to use Psychometry and try to force information from the object. Note to your teacher or another character why this failed.
1 Day Cooldown
Ask to borrow a personal object from another character you are highly familiar with, and gleam the last significant thing that occurred with said object.
1 Day Cooldown
Feat
Skilled to Proficient
Experience a seizure due to use of Psychometry.
4 Day Cooldown
Use Psychometry on a dead body for the first time. Walk away with a new understanding of the dangers of Psychometry.
4 Day Cooldown
Accidentally experience a Psychometric vision in the middle of a legitimate combat encounter, placing yourself in danger or providing an opening.
4 Day Cooldown
Use Psychometry accidentally on a object tainted with the Dark Side. Walk away from the experience with new perspectives.
4 Day Cooldown
Become trapped within a Psychometric state. Escape successfully.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Use Psychometry to successfully track an individual you are pursuing, where you would have failed otherwise.
1 Week Cooldown
Learn a piece of information vital to the RP plot you are taking part in, using Psychometry.
1 Week Cooldown
Unintentionally see something you were not meant to see about another player character using Psychometry.
1 Week Cooldown
Use Psychometry successfully on an object that was used by multiple people.
1 Week Cooldown
Finally learn to be able to turn off your Psychometry, given it is an ability that is always on passively.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Use Psychometry on an object that was only used by the person you are tracking once.
3 Week Cooldown
Visit a site of significance regarding the RP universe. Learn of something that your character did not know beforehand.
3 Week Cooldown
Use Psychometry to comfort someone who is dying. Or, if you're a Dark Sider, make their death far more distressing.
3 Week Cooldown
Using Psychometry, discover something hidden about your own past that you did not know prior.
3 Week Cooldown
Visit, and spend a month amongst, the Kiffu Guardians.
1 Day Cooldown
Feat
Mastery to Extreme Mastery
Track someone who has been missing for several years using Psychometry. This must be a case that has "gone cold".
5 Week Cooldown
Use Psychometry on an object over 10,000 years old and successfully pull an echo from it.
5 Week Cooldown
Search for a specific echo within an object, of your own choice, as opposed to what is presented to you automatically.
5 Week Cooldown
Directly use Psychometry to win a legitimate combat encounter.
5 Week Cooldown
Successfully use Psychometry on an object from another universe for the first time.
5 Week Cooldown
Feat
Extreme Mastery to The Mastery
Use Psychometry to destroy an Echo, helping put a spirit to rest. If you are a Dark Sider, actively destroy an Echo to purposefully harm someone.
8 Week Cooldown
Successfully read some measure of the past of a time traveller, using Psychometry.
8 Week Cooldown
Solve a current mystery of RP using Psychometry.
8 Week Cooldown
Use Psychometry successfully on an object belonging to someone who has hence been removed from existence.
8 Week Cooldown
Learn to read the past to briefly see the possible future. Seek clarification on this task when the time comes.
8 Week Cooldown