Commanding Voice
Source book: Stolen Souls
This power channels the adept’s magic into his voice to enhance the modulation and pitch, subliminally influencing the actions of any listeners. The adept takes a Complex Action to give a simple but forceful command (five words or less) to the target, making an Opposed Test with Leadership + Charisma against the target(s) Willpower + Intuition. If the adept succeeds in the test, the target uses his next action to either carry out the command or stands confused (gamemaster’s choice, but the more net hits achieved the more likely it is for the target to obey the adept’s command). Such commands carry no weight beyond the immediate impetus, and the affected characters will quickly reassert their wits, returning to their original course of action. If multiple individuals are targeted, use the largest dice pool among the defenders and add 1 die per additional target (to a maximum of six individuals). Commanding Voice may only be used on metahumans who can directly hear and understand the adept’s words. It has no effect when the voice is amplified or broadcast via technological means (e.g., wireless transmission or loudspeaker). It is also less effective on subsequent uses against the same target. Apply a cumulative –2 dice pool penalty for each use within the preceding 24 hours.