You can temporarily inspire an emotional shift in a target, often leading to some action they otherwise wouldn't have taken. This Power works best on the weak-minded.
The exact way in which the emotional shift plays out is up to the GM (or to the other player if cast on a player character), and as such there is a lot of variation in outcome for this power. GM's, integrity is crucial when a player uses this power. Your NPCs do not get an inherent resistance to this power just because they're stoic. They don't need to outwardly show that fear has been induced in them, but their behavior will certainly change based on the sense of fear they now have.
Spend an Action, Exert your Mind, and choose an emotion and an Animate target within [[range]]. Make a contested roll against the target, rolling [[attack-roll]] vs their [[resistance]]. If you win, the target must do something they otherwise wouldn't have done, inspired by the chosen emotion. The action they take will be in keeping with their character and the way they tend to deal with strong emotions. The emotion shift lasts [[duration]], and during that time, they are very unlikely to change their mind about their action.
Combat ends the effect, even if the target started it. If attempting to calm during combat, effect ends if target is attacked.
Example emotions (and example potential actions):
Anger (attacking, losing temper)
Pity (adopting a puppy, stopping an attack, killing you painlessly)
Happiness (stopping a despair-driven action)
Jealousy (stealing a gem, buying something)
Anxiety (run, attack brutally)
Sadness (find solitude, openly cry)
Default Level: 1
Seasoned Threshold: 3
Veteran Threshold: 5
Eratta: Unlimited range still requires you to aim in some way, whether it be through a scrying pool, a mark on your target, or gps coordinates.
Default Level: 0
Seasoned Threshold: 3
Veteran Threshold: 4
Default Level: 1
Seasoned Threshold: 3
Veteran Threshold: 4
Default Level: 0
Seasoned Threshold: 3
Veteran Threshold: 4
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 to activate. 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.
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.