When Sketch needs something, it's easy for them to get it. Direct eye contact for a moment, a glow about their eyes, and poof. Their target is in love. For an hour, at least.
Sketch has never wanted anything more than their parent's love. Or, well, any type of love, really. So, now that they can do nearly anything? Don't they deserve a little love?
Exert your Mind and spend an Action to activate. Select a Living target within arm's reach. Roll Charisma + Influence (6 dice) 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.
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 Effect is not obvious, and the only sign you are using an Effect is An intense period of eye contact, along with slightly glowing eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Lilith is able to manipulate the emotions of other people with a conversation, calling upon their divine influence.
Exert your Mind and spend one minute. Select a Living target within 45 feet as well as a specific emotion. Roll Charisma + Alertness (7 dice) 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.
This Effect is not obvious, and the only sign you are using an Effect is your eyes flash a brief divine gold. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
Esmerelda can control the emotions of others and can make people feel in various different ways
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. This Effect cannot be used unless Esmerelda is active. Roll Charisma + Occult (5 dice) at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next hour, 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Slime oozing from Boe.
Shelby's food has an ever-so-slightly unearthly aroma, nudging the enjoyer's mind and soul towards Shelby's ends.
Exert your Mind and spend 30 seconds to turn food into a trap. This trap lasts one day or until triggered or disarmed. Roll Charisma + Drive (4 dice) at Difficulty 6.
The trap looks like food and can only be discovered as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.
Any Living target within within 45 feet that uses the trap as food will trigger it. 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 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.
Between Nate's Charming personality, and a little bit of cash, money truly can buy happiness, at least for a little while.
Spend an Action. Select a Living target within arm's reach. This Effect cannot be used unless the target accepts the money. Roll Charisma + Influence (6 dice) at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next three hours, your target will do things they otherwise wouldn’t have done, inspired by peaceful happiness. 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 handing over money. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
If any affected target takes or deals Damage, this Effect ends.
As Ava pulls the Boomerang out of her pocket, it whooshes fast into the air towards the intended target and causes damage. Before anyone can see anything, the boomerang is back in Ava's hands and the target on is knocked on their ass.
Ava was given her Boomerang by her Grandfather. She has used it most often to attack poachers but always for good intentions.
This Artifact can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
You also gain the following effects:
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 (6 dice) 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.
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 (6 dice) 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.