With a growl, meep, gibber, or similar; Edgar makes it clear what happens to those who get in his way.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear - Horror. They will outwardly display their emotions in an obvious and visible way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
If the target fails or botches their defensive roll, they gain a Trauma, which must be related to the chosen emotion in some way.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a display of Monstrous nature (Cannabalism, Shredding out of a Disguise, or similar).
As Ava pulls the Boomerang out of her pocket, it whooshes fast into the air towards the intended target and causes damage. Before anyone can see anything, the boomerang is back in Ava's hands and the target on is knocked on their ass.
Ava was given her Boomerang by her Grandfather. She has used it most often to attack poachers but always for good intentions.
This Artifact can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
You also gain the following effects:
Shelby's food has an ever-so-slightly unearthly aroma, nudging the enjoyer's mind and soul towards Shelby's ends.
Exert your Mind and spend 30 seconds to turn food into a trap. This trap lasts one day or until triggered or disarmed. Roll Charisma + Drive at Difficulty 6.
The trap looks like food and can only be discovered as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within 45 feet that uses the trap as food will trigger it. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
The user sprays the target with the victim and they become infatuated with the user for an hour.
Spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless Target must have favorable feelings towards the user.. Roll Charisma + Culture at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by Infatuation. They will outwardly display their emotions in an obvious and visible way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
This Gift's Cost is capped at 2 and cannot be increased further.
A ring where I just have to show my victim my hand to activate.
When activated they will immediately be more inclined to listen and follow my words. This will also affect their emotions significantly making them more emotional
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Murphy's personality and passion is infectious. She has always been good making others feel with her, but Imbuement has taken it to the next level. It takes just a little bit of listening to their voice or virtuosic performance to start to feel with them. Their melodies pull tears and smiles out of people on a whim, but they just can't help but feel the same. Empathy is a powerful thing.
Exert your Mind and spend two Actions performing the following ritual: Murphy performs a particularly challenging riff while singing.. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must actively and obviously use A musical instrument that uses only hands and/or feet to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If any affected target takes or deals Damage, this Effect ends.
The creature's claws rip through the poor, defenseless doctor's coat, opening deep gashes in their gut. It bares its fangs to lunge for the killing blow, but the doctor looks up at the attacker. Their eyes filed not with utter terror at their imminent demise, only a look of disappointment and pity. Touched, the monster hesitates. . .
This Effect activates whenever you receive a Severity 2 or higher Injury from an attack. It does not require an Action or Exertion. Select a Living target within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by remorse for hurting such a pure soul. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
Through the use of clever rhetoric, the spy is able to inspire a surge of emotion in a target with whom they are speaking.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. This Effect cannot be used unless you are engaged in conversation with the target. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.