Mothman can use straight twigs and string to create a simple 'doll' left in the woods. (A la the triangle wood things in blair witch)
Creepy on its own, Mothman closes his hands around it. The air around the sculpture vibrates with a tense pressure and fevered pitch, before releasing.
Chain of screaming, reduces by half for each additional target inflicted, when they 'interact' with another valid target, and i imagine hearing affected yell at them to warn their allies etc count as interacting.
1 target: 1 hour
2 targets: 30 minutes
3 targets: 15 minutes
4 targets: 7.5 minutes
5 targets: 3 minutes
6 targets: 1.5 minutes (30 rounds)
7 targets (15 rounds)
8 targets (7 rounds)
9 (3 rounds)
10 (one round)
Exert your Mind and spend an Action to trap a region of any shape that contains your current location and fits entirely within 45 feet. This trap lasts until triggered or disarmed. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It effects him and anyone around as he sets the trap. You must use up a collection of straight sticks and rope in order to activate this Effect. Roll Charisma + Influence at Difficulty 6.
The trap looks like A bundle of sticks, tied into a shape like a stick figure. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target that enters the chosen region will trigger the trap. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear and Paranoia. 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.
When 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.
The target looks at the user and see's what the user demands (Such as Greed or Lust). Others may see the user attempting to use his own looks on a target or on them as well.
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. Roll Charisma + Performance at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, 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.
Jamey Bodacious looks the officer up and down before lowering his shades. Their eyes meet. A pink glint is reflected off both of their shades. Oh yeah. Love is in the air.
"Love knows no bounds, and there are no walls it can't break! The road to the soul lies in the eyes, yet the heart can be seen if you look for it."
Activation roll: Charisma + Bravado
Spend an Action. Select a Living or Animate target within 45 feet. You must actively and obviously use sunglasses to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, 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. 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 Gift's Cost is capped at 2 and cannot be increased further.
When Thumb’s eyes meets another’s, he can soothe their upset soul with his gentle and blissful vibe.
Exert your Mind and spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless Thumbs makes eye contact with the Target(s). Roll Charisma + Animals at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by Calmness. 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 longing stare. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
...
Spend two Actions performing the following ritual: a growling, loud howl. Select a number of Living targets equal to your Charisma within 45 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by cowering fear. 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.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift's Cost is capped at 2 and cannot be increased further.
Terrorizing their prey is a Bakenekos specialty. Perfectly crafting horrific scenarios, picking off those close to their target, and driving them to despair. Those that get too close are likely to have unfortunate "accidents" occur. It could be a loved one taking their life, sudden bouts of depression and hopelessness, or fear at your own reflection. If you're feeling particularly malicious, brief bursts of joy to keep them going throughout the darkest stretches of their life..
Exert your Mind and spend an Action. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Occult 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.
This Effect is not obvious, and the only sign you are using an Effect is your eyes glaze over. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
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.