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Domination


You can overcome the wills of others and force them to do your bidding. You must be able to see the victim of the Domination in the eye, and he must be able to see you. (A two-way video link is acceptable for example). You spend two Magic points and make a Creature Power check against your victim's Willpower or Dodge. If you succeed then your victim makes a check with his highest Action Value, the difficulty is the Action Value of your Creature Powers. If your victim succeeds then your Domination attempt fails.

If you succeed your victim must follow your orders. These orders need not be voiced; the victim will intuitively understand what you want him to do and attempt to fulfill the spirit as well as letter of your commands. The victim will not engage in directly suicidal actions but will follow other commands that involve severe risks. It is possible to break this domination, but this requires a plot device.

In an intense situation, such as combat, the instruction only lasts one sequence per point of outcome. Otherwise, it lasts about ten minutes per point of outcome. You can spend extra Magic points on this, increase the duration by the number of Magic points you spend, from sequences to minutes, to tens of minutes, to hours, to days, to months, to years. Dominating mooks can last much longer, depending on their strength of purpose.

Your victim will recall being dominated but will not remember specific actions undertaken while dominated. These memories can be recovered through hypnotic regression or intensive use of Sorcery et al. You can spend extra schticks to cloud your victim's memories still further.

One extra schtick; Victim will have no memory of being dominated but will be aware of a chunk of "missing time" if he has reason to think about it. Two extra schticks; Victim's memories of the domination can't be recovered, period.

There is a special variant of the Domination schtick described under Corruption.


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