Joey has recently watched a little too much naruto... this has indirectly influenced the way he speaks and now, even his own gifts, as he looks at someone, fully believing they're just someone that's a little pitiful.
Exert your Mind and spend an Action. Select a Living or Animate target within 45 feet. 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, your target will do things they otherwise wouldn’t have done, inspired by Trust. They will not necessarily display their emotions in an obvious way. Your own emotions are also shifted in the same 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.
This Effect is not obvious, and the only sign you are using an Effect is conversing with the talk, but asking about their problems a little too much. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If any affected target takes or deals Damage, this Effect ends.
Esmerelda can control the emotions of others and can make people feel in various different ways
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. This Effect cannot be used unless Esmerelda is active. Roll Charisma + Occult 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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Slime oozing from Boe.
When Selma activates Doctor’s Orders, she closes the distance with an eerie calm. As she speaks, her golden glasses catch the light unnaturally, gleaming with a brilliance that no earthly material should possess.
The air between her and the target seems to ripple faintly, as though reality itself is bending to listen.
For just a heartbeat, the target sees their own reflection in the lenses — warped by emotion, intensified into something impossible to ignore.
Observers will instantly know something unnatural is happening, even if they can’t quite explain what.
Doctor’s Orders is not simply persuasion.
It is the clinical weaponization of human emotion — the perfect merging of Selma’s medical mastery and her supernatural Gifts.
The glasses she wears are relics of another reality, tuned to the human soul rather than the human mind. Through whispered words and flashes of hypnotic gold, she can peel back the careful rationalizations people build around themselves, leaving only raw, unfiltered emotion.
Most never realize they've been tampered with. They just act — as if the choices were their own all along.
The legend of Doctor Whispers is whispered in fear and awe because of this: not that she controls minds, but that she convinces you to destroy yourself — gladly.
Exert your Mind and spend one minute. Select a number of Living or Animate targets equal to your Charisma within arm's reach as well as a specific emotion. Roll Charisma + Medicine 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 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 you choose to use Chain of Screaming, 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 any affected target takes or deals Damage, this Effect ends.
A red arrow with a beautiful heart on the end, with carvings into it going down to a point that glows red win about to be fired
Spend an Action and use up this red arrow. Make a ranged weapon Attack at a Living target within normal Attack range. The target may roll to dodge or Defend, as normal for ranged weapon Attacks. The Attack itself does not deal any Damage beyond the Effect.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Love. 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.
It looks like natural rizz but I'm like IN your mind you know? Like it's not even funny I am manipulating your head.
Gaslight. Gatekeep. Girlboss.
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Alertness 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 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.
People don't get wiser when they grow up, just more cynical. They stop putting all of themselves into everything they do because they become afraid of failing, of letting themselves get hurt.
The mere sight of a Princess reminds them, deep in their heart, the dreams they had when they were young. And to hold onto them.
This Effect activates whenever a Living target looks at the Princess for at least two rounds. It does not require an Action or Exertion. Select a Living target within 300 feet. Your target should be intuitively based on the triggering event. This Effect cannot be used unless you are in alternate form. 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 hope. 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.
This Effect is not obvious, and the only sign you are using an Effect is wind blowing though your hair a little. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Possession of this Power grants the following Trauma at all times: Pushing back the Darkness: If you see a civilian in danger, you must roll self-control to not immedately go to their aid.
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 6 -3 dice.
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.
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. Your target should be intuitively based on the triggering event. 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.