The power to manipulate societies and their beliefs. Advanced version of Mental Manipulation. Opposite to Wilderness Manipulation.
Contents
Also Called
- Belief System Manipulation
- Community Control
- Culture Manipulation
- Koinoníakinesis
- Society Control
Capabilities
The user of this power can control different kinds of societies and their belief systems and cultures. When powerful enough, the user can affect entire countries, though they can also control smaller groups such as fan clubs, organizations, etc.
Applications
- Can affect how societies treat people within them.
- Can affect what a society sees as right or wrong.
- Can cause friendly societies to fight each other.
- Can change interactions within a society.
- Can manipulate belief systems.
- Can manipulate cultures.
- Can manipulate hierarchy.
- Mass Mind Control.
Associations
- Authority Manipulation
- Ancient World Manipulation
- Behavior Manipulation
- Belief Manipulation
- Civilization Manipulation
- Media Manipulation
- Mental Manipulation
- Modern World Manipulation
- Normalcy Manipulation
- Government Manipulation
- Self Perception
- Status Manipulation
- Social Interplay Manipulation
- Society Adaptation
- Subconscious Manipulation
- Thought Manipulation
- Tradition Manipulation
- Trend Manipulation
- Wilderness Manipulation
- World Manipulation
Limitations
- If the user does not have enough strength or willpower, they may tire from using this power.
Known Users
- Imperium (Anima: Beyond Fantasy); via Auspice
- Beyonder (Marvel Comics)
- Landru (Star Trek)
- John Clay (Wildstorm Comics)
Known Objects
- Croce di Pietro (A Certain Magical Index)
Known Locations
- Genome Colony (Star Trek: TNG)
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