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 he is speaking.
Spend an Action, Exert your Mind, and choose an emotion and a target within arm's reach, with whom you are engaged in conversation. The target rolls Mind difficulty 8. Any defense roll with fewer than three successes causes a partial emotional shift but demands no unusual action. Failure forces the target to 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 1 hour, 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)
The cop keeps his gun trained on The Witch and nods to her cart. "Open it. Slowly"
Her wrinkled fingers pry open the door. Dozens of miniature glass bottles, each one unique in shape and color, tinkle against each other.
"I can be useful, you know," she croaks, lifting a cloudy pink flask no larger than her finger. "Are you looking for love? One sip of this will send even the most stone-hearted prospect into a fit of passion."
The officer snatches the vial and regards the faintly-glowing fluid swirling within. "Another charlatan," he grunts, tossing it over his shoulder. He grabs the old woman's waterskin and takes a swig. "Plain water's worth more than your lies you dirty--"
He freezes and blinks at the Witch. Where before he saw a vile con artist, now he sees an old woman finding her way though a harsh world. Was his own mother so different? He lowers his gun. "Don't let me catch you tricking folks around here again."
The Witch smiles and snaps her cart closed. "With pleasure."
Spend an Action to activate. Select a Living target within 45 feet as well as a specific emotion. You must actively and obviously use your potion brewing set to activate this Effect. 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.
Both attacking someone and being attacked will end the Effect.
This Gift's level is capped at 2 Gifts and cannot be increased further.