Manipulation
Begun Training to Skilled
Convince an NPC to do something.
1 Day Cooldown
Manipulate an NPC into giving you information they wouldn't do upon initially being asked.
1 Day Cooldown
Manipulate an NPC taking record of all who enter an area to not scribe your name down.
1 Day Cooldown
Convince an NPC into handing over one of their possessions they had no interest in relinquishing prior.
1 Day Cooldown
Convince a group of NPCs who are hostile to put down their weapons.
1 Day Cooldown
Feat
Skilled to Proficient
Convince an NPC to give you access to a location they are guarding.
4 Day Cooldown
Manipulate an NPC who lives on a dangerous planet into giving you access to their residence.
4 Day Cooldown
Talk a paranoid NPC into following you.
4 Day Cooldown
Manipulate an NPC into giving up their life of crime through the merits of your own argument.
4 Day Cooldown
Manipulate a hostile NPC into joining you as an ally.
4 Day Cooldown
Feat
Proficient to Highly Proficient
Convince a player character who is either hostile or does not know your character to follow you to another location, by using the merit of your argument alone.
1 Week Cooldown
Manipulate a player character into entering a legitimate combat encounter, where they initially had desire to not do so.
1 Week Cooldown
Manipulate an NPC into facing their phobia.
1 Week Cooldown
Convince a patrol group that whatever is in your possession is in fact not what they are looking for.
1 Week Cooldown
Bypass a blockade through manipulating the other person over the comm.
1 Week Cooldown
Feat
Highly Proficient to Mastery
Convince a high ranking NPC or player in a faction's military to reveal military information they otherwise would not have given.
2 Week Cooldown
Teach someone Manipulation to the level of Skilled.
2 Week Cooldown
Exploit a player character's emotional weakness through setting up a rigged combat scenario.
2 Week Cooldown
Manipulate a player character into joining you on a quest/mission, that they intitially did not want to go on both IRP and ORP.
2 Week Cooldown
Convince/manipulate another player character into giving you a large sum of credits.
2 Week Cooldown
Feat
Mastery to Extreme Mastery
Manipulate a member of an enemy faction, player or NPC, into betraying and attacking a player character in their faction.
5 Week Cooldown
Manipulate the leader of a planet into joining your faction/leaving the faction they are currently in.
5 Week Cooldown
Convince a faction/group to give up an exclusive piece of technology/equipment.
5 Week Cooldown
Manipulate a much larger/more powerful space fleet into surrendering.
5 Week Cooldown
Manipulate a Jedi, player or NPC, into falling to the Dark Side; or alternatively, manipulate a Dark Sider into going into retirement.
5 Week Cooldown
Feat
Extreme Mastery to The Mastery
Through planning and action, get an entire faction to unknowingly act/commit to a particular course of action; and never reveal this information both IRP and ORP, only informing Windu who will check if everything went according to plan.
8 Week Cooldown
Convince a high ranking member of another faction, player or NPC, to defect from their faction.
8 Week Cooldown
Use Manipulation to talk yourself out of an extremely hostile prison cell, with the additional fact of being slated for execution within a week.
8 Week Cooldown
Manipulate a player character into teaching you an ability they otherwise would not have done.
8 Week Cooldown
Manipulate a Tier 0 who is not Anakin or Kylo Ren into doing something for you that you otherwise wouldn't have been able to do without the help of a Tier 0.
8 Week Cooldown