“Usually when people are sad, they don’t do anything. They just cry over their condition. But when they get angry, they bring about a change.” – Malcolm X
Through the use of clever rhetoric, Bill is able to inspire a surge of emotion in a target with whom he is speaking. He must have his passport on him, as his power depends on maintaining the illusion that he belongs here and is just another member of society.
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)