Difference between revisions of "FILL THE HEART"

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== <span style="font-size:large"></span> -- ''FILL THE HEART'' ==
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== <span style="font-size:large">●●</span> -- ''FILL THE HEART'' ==
'''Dice Pool:'''  
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'''Dice Pool:''' Manipulation + Empathy <br>
  
'''Cost:'''  
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'''Cost:''' Imbue 1 Divinity<br>
 
 
'''Description:'''
 
  
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'''Description:''' You fill a character’s heart with an emotion of your
 +
choice. They enter a powerful state based on that emotion
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— ''Mad as Hell'', ''Lovestruck'', ''Too Sad to Function'', or
 +
something similar. The exact effect of the emotion state
 +
may vary based on the chosen emotion, but as a
 +
generic effect, the target suffers +3 difficulty when they
 +
take an action that the Storyteller deems is directly
 +
contrary to the emotion — it’s hard to treat someone
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politely while you are ''Mad as Hell'', or to commit to a fist fight
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while ''Lovestruck.'' Other characters gain a bonus
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three dice (3) on rolls to detect the inflamed emotion. This
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emotional condition can be resolved by taking a significant
 +
action with the potential for consequences that is motivated by the emotion — starting a bar fight, asking
 +
someone out, or skipping work would count. It also
 +
ends if you reclaim the Divinity imbued in this Power.
 
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Latest revision as of 21:45, 5 December 2019

PASSION

●● -- FILL THE HEART

Dice Pool: Manipulation + Empathy

Cost: Imbue 1 Divinity

Description: You fill a character’s heart with an emotion of your choice. They enter a powerful state based on that emotion — Mad as Hell, Lovestruck, Too Sad to Function, or something similar. The exact effect of the emotion state may vary based on the chosen emotion, but as a generic effect, the target suffers +3 difficulty when they take an action that the Storyteller deems is directly contrary to the emotion — it’s hard to treat someone politely while you are Mad as Hell, or to commit to a fist fight while Lovestruck. Other characters gain a bonus three dice (3) on rolls to detect the inflamed emotion. This emotional condition can be resolved by taking a significant action with the potential for consequences that is motivated by the emotion — starting a bar fight, asking someone out, or skipping work would count. It also ends if you reclaim the Divinity imbued in this Power.