Viewing Effect - Emotion Control
Manipulate the emotions of others

Create a Emotion Control Power

Description

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.

Eratta

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.

System

Spend an Action, Exert your Mind, and choose an emotion and a 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)

Enhancements

Switch (You may turn this Power on and off at will during its duration)

Group Therapy (You may target a number of individuals equal to your Charisma rating.)

Chain of Screaming (Your target passes the effect on to the next person they interact with, so long as that person meets any casting requirements. That person passes it on as well, and so on, with the duration decreasing by 1 level until the chain stops at 0 duration.)

Your Feelings Betray You (The target will now clearly and outwardly display their emotions in some way.)

Strong Emotion (If the target fails their roll, the action inspired is extreme and often out of character for the target.)

Overwhelm (The defensive Mind roll is Difficulty 8.)

Cantrip (This Power has no Exertion cost, but its level is capped at 2 Gifts, and it cannot be upgraded further)

Conditionally Costless (This Power does not require Exertion in certain circumstances. The condition should be balanced such that the Power has an activation cost the majority of the time you are able to use it.)
If you take this enhancement, you must occasionally be able to use the power at full cost and other times at no cost. This cannot be the same condition as the drawback "Conditional" as that would imply that the power is costless any time you can cast it.

Battery-operated (This power has its own 3-point Source pool that is the only way to activate it. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is immediately made aware that they have been truly cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Any creature that has been "awakened" to supernatural phenomena will know that they have been truly cursed, while more naive targets may believe that you are lying. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.

Breakdown (The defensive Mind roll is Difficulty 9.)

Formative Experience (If the target fails or botches their Mind roll, they gain a Trauma. Generally this takes the form of a condition that, when triggered, causes a sudden surge of the relevant emotion.)
This Trauma does not cause Mind damage. As normal, the target gets a Mind roll to resist being affected by their Trauma when the condition occurs.

Willful End (You may end this Power before its duration has elapsed. This occurs as a Free Action and must be done on your initiative.)
Why take this when Switch is available? It's because the goal is to create the most flavorful Powers, not the strongest ones. . . OR HAVE YOU FORGOTTEN? D:

Triggered (You cannot manually activate this Power. Instead, choose a triggering event, always outside your control, that activates this Power without requiring an Action or Exertion cost from you.)
Cannot be taken with the "Conditional" Drawback. The triggering event must be outside of your control, and balance must be strictly enforced by Cell Leaders. Suitable events may include: suffering an Injury Severity two or higher, being grappled, falling unconscious, being tied up and bound, being angrily screamed at, etc.

Conduit (You may use this Power at any range, but doing so requires using a particular token of your target. You may use this Power once per token. Tokens must be of a particular type such as a track of the target, a body part of the target, etc.)
Token types examples: a track of the target, a body part of the target, a mirror that has reflected the target, an object of sentimental value to the target, a sample of the target's handwriting, etc.

Concealed (This Power is not obvious. Bystanders must roll Perception + Alertness, Difficulty 7 to determine the Power's Source and Target. You must still exhibit some tell that you are using it such as a small gesture, an intense stare, or a bloody nose.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Tunnel Vision (While this power is active, you are at -2 dice to all Actions.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Consensual (Can only be used on consenting targets.)
Long Cast (This Power takes one minute to activate.)
Double-Edged Sword (You are affected by this Power to the same extent as your target.)
Cannot be taken on Powers that provide buffs of any kind.
Elemental (Instead of choosing an emotion, you may only inspire a single emotion or narrow band of emotions.)
Exhausting (All Actions are -1 die after this Power ends. Lasts for either 24 hours, or the duration of this Power, whichever is greater.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Sacrifice (Activating requires you to Exert your Body instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your Cell's setting. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.
Consumable (Instead of using this Power directly on a target, you must prepare it as a consumable material. Anyone who drinks or eats a full dose is fully affected by the Power and cannot make any resistance rolls. Prepared doses expire in 24 hours.)
Preparing a Consumable dose takes one hour, but any number of doses may be prepared in that time. Any activation-restricting Parameters must be at their default level (e.g. range), and few if any cast-restricting Drawbacks (e.g. long cast) can be taken. This does not reduce Power activation costs, so if you prepare a dose before a Game, you will be Exerted as normal. Any activation roll for this Power is made when the dose is consumed, not when it is prepared. Minimum dose size is a thimble’s worth of fluid. Any decisions about the Power’s behavior that you would normally make at cast time are made when the dose is prepared instead. A prepared dose is a physical object that must be carried and may be lost, stolen, or given away. Drawbacks around activating this Power (ritual, long cast time, etc) are restricted or apply to the dosing of the Power instead of its preparation. If a partial dose is taken, the Power may be partially effective at GM’s discretion.

Parameter - Duration

Default Level: 0

Seasoned Threshold: 3

Veteran Threshold: 4

  1. 1 Minute
  2. 1 Hour
  3. 3 Hours
  4. 1 Day
  5. Indefinite

Parameter - Range

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.

  1. Arm's Reach
  2. 45 feet
  3. 300 feet
  4. 1000 feet
  5. 1 mile
  6. 10 miles
  7. Unlimited

Example Powers