Unyielding: Your opponent's weaknesses requires +/-1 on dice rolls to pass, and the number of your opponent's turns you control increases +1.
Focus: Once per game, you can choose to turn a failed roll into a success for bondage or hypno.
Weak Will: If you are in hypnosis for 3 turns, your opponent may give you one rule for the remainder of the game. This can include IRL.
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