Empath

Empath is a magic support type class. They can influence the emotions of pawns around them for better or for worse.

## Traits

Empaths are mages that are able to feel and manipulate the emotions of those around them. Their abilities are tied to magic, but have affected them on a more innate level. However, with training, they can still become an adept magic user. For better or worse, empath's have a very strong presence and can easily read the presence of others; the effectiveness of their aptitude for overcoming another's defense.

* Psychic Sensitivity +100%
* Mental break threshold +10%
* Social impact +50.00%
* Negotiation ability +25.00%
* Trade price improvement +25.00%
* Global certainty loss factor +40%
* Conversion power +50.00

## Spells

**Empathy**

An empath has the ability to experience the emotions of those around them reverberate their emotions to better understand the feelings of others, or to convey their own emotions. these innate abilities have been augmented by arcane power, magnifying the effects of empathy. Pawns in proximity to the empath will occasionally experience the faded emotions of the empath, both good and bad. The more good emotions an empath is feeling, the more likely nearby pawns will gain positive empathic feelings. Mastery of empathic abilities can make it an effective mood management tool, but an untrained and stressed out empath can cause despair to an entire colony.

The following upgrades are available for Empathy

* Positive Thinking 0/5- Increases the willpower of the empath, decreasing the susceptibility of succumbing to their emotions and ' increasing the chance to transfer positive !emotions. Mental Break Resistance: [0,5,9,12,13,15]% I Positive Vibe Chance: [5,10,15,20,25]%
* Group therapy 0/5- Increases range of empathy by 3c and frequency of emotional vibes by 2s per skill level. Default frequency is once every 21s.
* Open book 0/5 -Increases spell penetration for all abilities by 10% per skill level.

**Mind Killer**

Releases an empathic wail that floods all nearby pawns with emotions. Reactions can vary, but most living organisms have difficulty dealing with the overwhelming surge of emotions. Can cause hostile pawns to go berserk. The higher an affected pawns mood, the more emotional energy is released. When untrained, this skill may affect nearby allies.

The following upgrades are available for Mind Killer

* Suffication 0/5 -Increases maximum targets by 2 and overall strength of effects by 20% per kill level. At ranks 1+, friendly pawns will of be affected. Base target maximum is 8.
* Steely Eyes 0/5- Reduces the amount of mood consumed for activation by 5% per skill level
* Storm control 0/5-Increases effect radius and success chance: Radius: [15,17,19,21]c Chance: [50,60,70,80]%

**Suppressive Aura**

Creates an aura around the empath that suppresses the emotions of other pawns, allowing them to feel only what the empath wishes them to feel. With training, the empath can allow positive emotions and suppress negative emotions. Side effects of the aura may cause transference of the emotions of the empath. Emotionally suppressed pawns will not experience mental breaks.

The following upgrades are available for Supressive Aura

* Lingering Suppression 0/5 - Increases duration of emotion suppression by 20% and chance to allow positive emotions by 10% per skill level.
* Immese Aura 0/5 -Increases the radius of suppressive aura by 15% per skill level; at level 3, the effects apply to all members of a caravan.
* Blissful Lie 0/5 -Imitates feelings of joy and comfort to transfer to affected pawns; each skill level increases the amount of joy and comfort transferred.

**Harvest Passion**

Attempts to steal a work passion from the target pawn. The caster must sacrifice an active inspiration to activate this ability. Once all joy is removed from the target pawn, the effect attempts to transfer a passion to the caster. The joy of the caster is also consumed each iteration. If a passion is not transferred to the caster before their joy is depleted, then the ability ends. Both the caster and target will suffer shocking trauma while the effect is active. The passion harvested is always random.

The following upgrades are available for Harvest Passion

* Passion Hunter 0/5-Increases the chance of harvesting a passion by 6% once the target's joy is exhausted. Base chance is 30% every 1s. Also increases the chance to harvest additional passions (if able) by 20% per skill level, base chance 30%. The attempt will end once the casters joy is depleted.
* Bully 0/5 - Decreases the amount of the caster's joy is drained per iteration by 20% per skill level and increases the amount of the target's joy is drained per iteration by 15% per skill level.
* Despair 0/5- Increases chance to have a burst of inspiration by 1%. Base chance is 2% every in-game hour.

**Symbiosis**

Entwines the fate of the empath with the target. The empath will enter into a mentally vacant state, unable to control their own body as they project their will to reinforce the will of a target pawn. The empath will still maintain any pre-existing effects or aura's. The target will receive emotional fortitude and mental strength in return. The symbiote may experience physical after-effects of injuries taken by their host. If the host dies while the empath is a symbiote, the empath will also die. The symbiosis will only end when the empath's mood expires.

The following upgrades are available for Symbiosis

* Awareness 0/3 -Increases consciousness of the host pawn for each skill level
	+ Level 0: +70%
	+ Level 1: +100%
	+ Level 2: +125%
	+ Level 3: +150%

* Commune 0/3- Decreases mood cost to begin symbiosis by 35%
* Shell 0/3 -Increases the protective shell surrounding the host and decreases the percent of absorbed damage that is conferred to the symbiotes body. Level 0: 25% absorbed, 100% transferred
	+ Level 1: 30% absorbed, 80% transferred
	+ Level 2: 35% absorbed, 60% transferred
	+ Level 3: 40% absorbed, 50% transferred

## Learnable Spells

Fade Emotions

Reduces mood of the empath and the target to rid the target of negative memories. After the first memory, each additional negative memory will consume 30 mood from the target to be removed. The effect ends with the target has less than 30 mood or no remaining negative memories. The first memory always consumes 30 mood from the target. This ability has no affect on situational mood modifiers.

* Cooldown: 60 seconds
* Type:Targets Other
* Base mood Cost: 0.20
* Adjusted mood Cost: 0.20