Mentalism represents your character's ability to peer into and influence the minds of sentient beings.
Mentalism is a contentious and complicated topic in RP; be very mindful that when using it you are doing it in a way that is satisfying for everyone involved, and not as an excuse to metagame. It would be wise to ask for consent or notify another player before or at the beginning of an attempted use of Mentalism against their character, to see if they consent to it working, if they would like opposed dice rolls, etc.
Over-use and reliance on Mentalism may be seen as bad form.
What can Mentalism do?
No Points: Your understanding of the mind as it relates to the Force is very simple. You can do basic Mind Tricks for very simple persuasion (singular, basic ideas and instructions) and communicate very simple impressions of emotion, images, or one to three words at a time to people's minds with close contact and concentration - as well as read minds to receive the same, should the subject be cooperative. You cannot influence people's emotions or control their actions. You are unlikely to be able to penetrate any level of trained mental resistance.
1 Point: You've begun to develop your skills at touching and influencing the mind. Telepathically you can more clearly read and project thoughts at a slightly greater distance (about two meters) - more easily with those you're familiar with - and achieve up to a full short sentence. Your ability to influence others is more reliable and potent - your Mind Tricks can last somewhat longer and be slightly more complicated or involve more than just one instruction. You can attempt to exert some direct control over weak-willed individuals, or disrupt another's control of the same. You can conjure simple, fleeting illusions in the mind of one or two people at a time.
2 Points: You are skilled at reaching into the recesses of the psyche. Your Telepathy is quite clear and can reach a fair distance, even farther for familiar targets, but for more involved and deep Telepathy you would need to specialize (see the Telepath feat). Your ability to influence others is potent - Mind Tricks cannot get much more effective without veering into Domination territory, but you can use it against a small group of people at once now. Your Domination can similarly affect groups and stronger-willed subjects. Your Illusions can be more complex and you can sustain them with concentration for a short while, potentially making someone believe you are somewhere you aren't. At this level, a Dark Sider could forcefully begin to probe through a target's mind and torturously rip information out.
3 Points: You are nearly as at home in the mindfield as you are speaking to someone vocally. Your Telepathy can reach quite far now, to extreme distances for familiar targets. You can influence decisions, thoughts, and actions of many people at once if need be, but the more targets you have, the greater chance that some will resist and the simpler your suggestion or control must be. You can conjure complex, sustained illusions for between several minutes and an hour or so at a time, depending on how involved the illusion is and how many people you are projecting it to. At this level a Dark Sider could not only tear knowledge from someone's mind but even alter their memories.
3☆ (Mastery): You are a true savant of mental mastery. Your Telepathy can reach across whole worlds if you know your target well, though at such distances you can only communicate outwardly - for them to communicate back would require them to have equal skill, and at such distance you cannot attempt to read their minds. A Dark Sider of this level could exert such control over someone to permanently bend a person to their will (NPC only). Illusions crafted by such a Mentalist might be convincing enough to the psyche to actually affect a target physically as if it were real.