River takes a drag of something smokable and-- demonstrating incredible breathwork skills-- blows the smoke toward a group of targets. The smoke is imbued with his instinct, and brings forth the strong emotions that allow our inner demons to run rampant.
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. You must use up something smokable in order to activate this Effect. Roll Charisma + Influence 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 outwardly display their emotions in an obvious and visible way.
Actions they take may be extreme and out of character for them. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If any affected target takes or deals Damage, this 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 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.
The spores on your breath allow for manipulation of the mortal mind... and even sometimes the immortal one.
Exert your Mind and spend an Action. Select a Living target within arm's reach as well as a specific emotion. 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 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.
If you choose to use Chain of Screaming, 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.
This Effect is not obvious, and the only sign you are using an Effect is heavy breathing. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.
If any affected target takes or deals Damage, this Effect ends.
....
Use up this novella (unless you succeed on 1d10, Difficulty 7) and spend 30 seconds to arm this consumable as a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.
The trap looks like english words with odd font. 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 or Animate target within within arm's reach that uses the trap as english words with odd font will trigger it. 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 bloodthirsty excitement. 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.
If you choose to use Chain of Screaming, 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.
You may end this Effect prematurely as a Free Action.
You take a drag on the joint, as the end begins to smoke without use of a light. As the thick smoke fills the air, tendrils begin to flow into the airways of the targets, filling them with a comfortable sensation of peace and non hostility.
(Can use a drugs secondary skill in place of influence)
Exert your Mind and spend an Action to activate. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by Calm. 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.
Both attacking someone and being attacked will end the Effect.
the user pulls out a blank id card. It would contain an image of something that would cause the instinctual reaction in the target that the target immediately reacts to. this can only cause instinctual reactions that exist in or are influenced by the ID.
Spend an Action and use up this id card (unless you succeed on 1d10, Difficulty 7). Select a Living target within 45 feet as well as a specific emotion. Roll 7 dice Difficulty 6, dice penalties do not apply. 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.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
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.