Description
Your natural aptitude for reading the emotions of others makes you a master of persuasion. You may make an opposed check to shift your targets' mood a degree in your favor: for 1 MP, you affect a single target; for 2 MP, all targets in a melee space; for 3 MP, all targets in an encounter space. A violent drunk becomes grumpy; a suicidal one, blue. The attribute you use depends on the way in which you shift your target's mood, with the GM's discretion. As long as you have MP, you are immune to any effect, magical or mundane, that would alter your emotional state or reveal your true intentions.