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==DOMINATION== Class: Beta Cost: 1 Verve Dice Pool: Intelligence + (Persuasion) + Domination vs. target's Resolve + Power Level Action: Contested; resistance is reflexive Range: (Power Level + Domination) x 5 yards Area: N/A Duration: See below Effect: The character is able to control the minds of others. In order to use this power, the character must be able to communicate effectively with her victim, either vocally or through some other means (Telepathy, sign language etc.). Mind control works in stages. For each success on the activation roll over the resistance roll, the target may be subjected to one stage of the character's mind control, or freed from one stage of an opposing mind control, but subjecting a target to multiple stages at once costs 1 additional Verve per additional stage. * Stage 1: The character may issue a single negative command (and don't even think about using double negatives!), such as "don't attack me" or "don't make eye contact with anyone", that the target must not defy, but the target is otherwise free to choose his actions. * Stage 2: The character may issue a single negative or positive command, such as "purchase a rifle at the local sporting goods store" or "stand perfectly still for one minute", that the target must follow to the best of his ability. Commands given at stages 1 and 2 cannot be longer than 10 words, cannot be blatantly impossible ("count all the grains of sand on this beach"), cannot pose any apparent danger to the target or his allies ("walk off this cliff"), and cannot end a conflict instantly ("go to the police station and turn yourself in"). * Stage 3: As stage 2, except conflict-ending commands are allowed. * Stage 4: As stage 3, except impossible or dangerous commands are allowed. * Stage 5: As stage 4, except the command can be as long and complex as the character wants. A target can be subjected to any number of stages of mind control beyond 5 to increase the effect's duration. If the command takes longer than 10 minutes to perform, the target may make a reflexive Resolve roll each 10 minutes to free himself from one stage of mind control, possibly invalidating the command. If the command takes longer than one minute to perform and is physically or mentally taxing (such as the aforementioned sand-counting command), he may make this roll each minute instead. If following the command would result in direct harm to the target character or his allies, he may make this roll each ''turn'' at the end of his turn instead. So long as the character remains dominated, however, he will resist any attempts to prevent him from following his commands. A dominated character remains dominated until his task is complete, until he successfully breaks all stages of mind control, or until the source of his domination issues a different command. Extras: Mind Blank - The target does not realize it was dominated even after the effect ends. Telepathic Domination - The character need not be able to communicate effectively with her target in order to use Domination.
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