
EMOTION CONTROL
Effect: Mental
Action: Standard
Range: Will
Duration: Sustained (Lasting)
Cost: 2 points per rank
You can instill different emotions in your target, who makes a Will save to
resist. You choose the object of the emotion and decide what the target loves,
hates, fears, and so forth. You can produce the following emotional effects:
• Calm: The subject adopts an indifferent attitude and does not feel
any strong emotion. Calm can counter any of the other emotion
effects, and they may also counter Calm (see Countering Powers,
page 70).
• Despair: The subject is shaken, suffering a –2 on attack rolls, defense,
and checks. Failure by 10 or more means the target is overcome with
hopelessness, helpless and unable to take any actions.
• Fear: The subject is shaken, suffering a –2 on attack rolls, defense,
and checks. Failure by 5 or more means the subject is frightened and
flees from the source of the fear (specified by the user) as quickly as
possible. Failure by 10 or more means the subject is panicked, dropping
any held items and fleeing blindly from the source of the fear.
A panicked subject unable to flee cowers and does not attack (most
likely using total defense instead, see page 159).
• Hate: The subject immediately becomes unfriendly. If the save fails
by 5 or more, the subject’s attitude becomes hostile. Hate counters
and is countered by love.
• Hope: The subject feels no fear or despair. Hope counters those emotions
and similar effects and is countered by them in return.
• Love: The subject’s attitude becomes friendly. If the save fails by 5 or
more, the subject’s attitude becomes helpful. If it fails by 10 or more,
the subject becomes fanatical. Love can counter despair, fear, and
hate and they may counter it.
POWER FEATS
• Mind Blank: Targets don’t remember time under your Emotion
Control; their memory of that time is blank.
FLAWS
• Limited—one emotion (–1): You can only cause one of the listed
emotional effects, not any of them.
• Sense-Dependent (–1): Your Emotion Control works through a target’s
senses. Examples include eye contact (visual), music (auditory),
or pcharactermones (olfactory). See the Sense-Dependent flaw, page
115, for details.
