Dominating Mind Control
“Would you kindly?”
Range: 100 feet
Hand Requirement: Two
| Subpower | Description | |
|---|---|---|
| Obligate, ability (affinity) | You gain a psionic ability to telepathically commune with others, speaking with other creatures within range as if you were speaking to them in person. Your ability to compel or coerce others is subtly enhanced, potent enough to count as a Stakes die. You can leverage your ability to compel more overtly and in extraordinary ways, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. | |
| Obligate, rules (affinity) | As a rule of thumb, trying to influence an entire crowd at a rally might need as many minutes of channeling as it takes to make the speech, trying to evoke a nuanced feeling instead of blind emotion might require a check with consequences like overdoing or underdoing it on failure, and evoking abnormally intense feelings or something similarly intense might need a lesser slot. | |
| Obligate, hypnotism (affinity) | You can spend a lesser slot and force a creature to make a Sanity check against your DC or be hypnotized, specifying a simple suggestion and a trigger; the creature will act on the suggestion when the trigger is met, though the creature may resist extreme commands and cannot knowingly harm themselves. At the SM’s discretion, you might also spend a lesser slot to automatically pass some check where this affinity came into play, or otherwise supercharge your affinity to attempt something extraordinary not covered in this writing. | |
| Obligate, greater hypnotism (affinity) | You can also spend a greater slot to greatly magnify the hypnosis in some way, such as specifying several complex suggestions each with a corresponding trigger, embedding the hypnosis deeply enough to avoid detection by all but the most scrutinizing psions, specifying a code phrase and a true suggestion/trigger such that the hypnotized target passes on the true suggestion/trigger to whomever they speak the code phrase, or something similarly complex or convoluted. | |
| Pressure (at-will) | Major action: Make an attack against a target’s Will resistance. If you break resistance, the target is Blinded, Crippled (half), and Deafened for 1 round. | |
| Pressure (lesser) | Major action: Make an attack against a target’s Will resistance. If you break resistance, the target is Blinded, Deafened, and Stuck, and attack rolls against it have advantage until the end of your next turn. | |
| Antipathy (at-will) | Major action: Make an attack against a target’s Will resistance. If you break resistance, the target is Impaired and Stuck for 1 round. The target can remove Stuck by passing a Sanity check as a minor action against your DC. | |
| Antipathy (lesser, 1 minute) | Channeled action: You imbue the environment with a subconscious repellant. Select some object of Large size or smaller. All creatures except ones of your choice designated at creation are terrified of the object and compelled to retreat if they enter within 60 feet of it, and will be generally fearful towards it. Particularly brave or psionically resilient creatures, at the SM’s discretion, may attempt a Sanity check against your DC to resist the effect. The repellant lasts for 24 hours. | |
| Geas (lesser) | Major action: Make an attack against a target’s Will resistance. If you break resistance, specify an activity and disrupt a target’s cognition. If their ability to do that activity is uncertain (they would roll for it), they can no longer do it normally and unaided. If they can do it (and would not roll for it), it instead becomes uncertain (and would require rolling). If they cannot do it normally and unaided, they become physically incapable of even trying, freezing up if they do. This effect lasts for 24 hours. You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM’s discretion. | |
| Geas (greater) | Major action: Specify an activity and target a creature to disrupt their cognition. If the creature’s ability to perform this activity is less than second nature (they would not roll for it), they become incapable of trying to do it at all, freezing up if they try. Otherwise, they become unable to do it normally and without aid. This effect lasts for 24 hours. You cannot specify any activities that the target knows not doing so would be suicidal, and is suspended in strifes or other life and death situations. The geas may be broken in extreme cases or noticed by particularly perceptive or psionically powerful creatures, at the SM’s discretion. | |
| Servitor (lesser) | Reaction: As a reaction to having an attack against Will resistance fail, you can create an unstable thoughtform to attack the psyche, forcing -4 to a target’s Will for that attack. | |
| Servitor (greater) | Major action: Specify a command and a trigger, then create a malignant thoughtform to burrow into a target’s mind, dormant for 24 hours or until activated by the trigger. When active, thoughtform is capable of selectively blotting out, falsifying, and distorting that target’s sensory inputs. It can only work when the target is at ease, not in a strife or some stressful situation, and the thoughtform can only work towards the command subtly, unable to take overt, obvious actions. The thoughtform disintegrates after being active for 1 hour. Perceptive or psionically sensitive creatures, at the SM’s discretion, might notice something is off; any corresponding checks would be made against your DC. | |
| False Memory (at-will) | Channeled action: Weave together a false memory in your mind that can be implanted elsewhere, channeling as long as the memory needs to play out. | |
| False Memory (greater) | Major action: Implant a false memory into a creature within range. The false memory can overwrite preexisting memories, but only if they were woven to be identical except for small details, at the SM’s discretion. Otherwise, the false memory sits with all their other memories as if they always had it. Eidetic or psionically sensitive creatures, at the SM’s discretion, might notice something is off; any corresponding checks would be made against your DC. | |
| Dominate (greater) | Major action: Supercharge your mind to mentally take control of another being for 1 minute. Make an attack against a target’s Will resistance. If you break resistance, you assume direct control of them for the duration of this supercharged mental state. The target cannot be compelled to take suicidal or impossible actions. If you fail to break resistance, the target has double disadvantage for 2 rounds. You must channel in subsequent rounds to maintain this supercharged mental state. The effect also ends if the target goes out of range. Major action: If you fail to take control over a creature the first time, or it ends prematurely, you can repeat the attack at the cost of a lesser slot to reassert control for the remaining duration of your mental state. If you fail to break resistance, the target has disadvantage for 2 rounds, but the mental state is lost. | |
| Notes: Certain Dominating Mind Control subpowers use a DC equal to your total psionic skill bonus plus 15, or your psionic attack bonus plus 15, whichever is higher. This DC should also be used if DMC ever creates an uncertain situation not provided for in the subpower and a DC needs to be provided. Mind control is a dangerous power to have. If using on other players, you must have consent from the player out of character first, or the power automatically fails. |
