Difference between revisions of "FILL THE HEART"
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'''Cost:''' Imbue 1 Divinity<br> | '''Cost:''' Imbue 1 Divinity<br> | ||
− | '''Description:''' | + | '''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. | ||
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Latest revision as of 20:45, 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.