The power to induce actions. Sub-power of Action Manipulation. Variation of Mental Inducement.
Also Called[]
- Act Inducement
- Behavior Inducement
- Doing Inducement
- Verb Inducement
Capabilities[]
The user can induce actions onto others, causing individuals to do those actions, such as attacking, tasking and so on.
Applications[]
- Chaos Inducement
- Command Inducement
- Constancy Inducement
- Control Inducement
- Confession Inducement
- Concord Inducement
- Cooperation Inducement
- Cough Inducement
- Crying Inducement
- Dance Inducement
- Defeat Inducement
- Discord Inducement
- Endeavor Inducement
- Extrovertism Inducement
- Failure Inducement
- Fanaticism Inducement
- Instinct Inducement
- Introvertism Inducement
- Laughter Inducement
- Mimicry Inducement
- Order Inducement
- Party Inducement
- Peace Inducement
- Politeness Inducement
- Rudeness Inducement
- Self-Damage Inducement
- Sneeze Inducement
- Speaking Inducement
- Success Inducement
- Vice Inducement
- Violence Inducement
- Victory Inducement
- Virtue Inducement
Variations[]
Association[]
- Action Manipulation
- Destiny Manipulation
- Event Manipulation
- Karma Manipulation
- Propriety Inducement
- Punishment
- Reward Granting
- Thought Manipulation
Limitations[]
- May be limited to certain types of actions.
- May be limited to a certain number of people.
- Some targets may be immune.
Known Users[]
- Martha/Verb Dog (Martha Speaks)
- Problem Blob (Numberjacks)
- Dorry Jem (Psyche Matashitemo)
- Wil McBride (Sparkstone)
Known Objects[]
- Wands (Adventure Time)
- Doofenshmirtz's Dance-inator/Dance Ray (Phineas and Ferb)
- Bring-Out-Dessert-Inator (Phineas and Ferb)
- Go-Go Ray (The Simpsons)