FILL THE HEART: Difference between revisions
(Created page with ";PASSION == <span style="font-size:large">●</span> -- ''FILL THE HEART'' == '''Dice Pool:''' '''Cost:''' '''Description:''' ---- <br> <br> ----") |
No edit summary |
||
(2 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
;[[PASSION]] | ;[[PASSION]] | ||
== <span style="font-size:large"> | == <span style="font-size:large">●●</span> -- ''FILL THE HEART'' == | ||
'''Dice Pool:''' | '''Dice Pool:''' Manipulation + Empathy <br> | ||
'''Cost:''' | '''Cost:''' Imbue 1 Divinity<br> | ||
'''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. | |||
---- | ---- | ||
<br> | <br> | ||
<br> | <br> | ||
---- | ---- |
Latest revision as of 21:45, 5 December 2019
●● -- 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.