TEXT: Calling
  Adventurer
  You may collect up to seven Mood Markers, 
  but your Mood bonus can never exceed +3.
  Risk: If something bad happens, you may 
  throw a coin. One side means luck, the other 
  doubles the consequences you have to face.
  Fate: Sometimes Bara Bara sends a helpful 
  vision to guide your paw.
  More Mood Markers
  Calling
  Artist
  Leech Mood: Spend an Action and roll Emo-
  tion d6 against Emotion d6 of the victim. You 
  steal one Mood Marker for every hit.
  Give Mood: Spend an Action to distribute 
  your Mood Markers among friends.
  Phantasm: You can summon visual illusions 
  that can distract, disguise or decorate visu-
  ally.
  Transfer Mood Markers
  Calling
  Bard
  Perform: You spend an Action performing a 
  song of the appropriate Emotion. Roll Emotion 
  d6 to make allies within earshot gain 1 Mood 
  Marker. Set aside d6 to make allies gain more 
  Mood Markers.
  Charisma: Your social pull is quite alluring. 
  ������������������������������������������
  call.
  Buff Friends
  Calling
  Cook
  Calling
  Calling
  Prepare: Set aside any number of d6 from 
  your chosen Emotion. You prepare a booth 
  with food, which others may use including 
  relevant talents. Allies spend an Action to 
  get one serving. Add the Cook dice to the 
  relevant roll. May create healing brews that 
  ������������������������������������������
  �����������������������������������������
  running a successful business. Go open a 
  �����������
  Grant Bonus Dice
  Calling
  Courtier
  Gaze: You may affect the Mood of foes in 
  ������������������������������������������������
  Roll Emotion d6 to make foes gain 1 Mood 
  Marker. Set aside d6 to make foes gain more 
  Mood Markers. This causes Distraction if they 
  act against their Mood.
  Joy > Anger > Fear > Grief > Love > Joy
  Manipulation: Your words are well placed 
  and your command over the social game is 
  stunning.
  Debuff Foes
  Calling
  Cybertooth
  You no longer suffer Distraction on Emotion rolls.
  ������� Spend 1 Mood Marker. You may use 
  �����������������������
  ��������������������������������������������
  you resistant against attempts to woo you 
  socially.
  Extra Actions
  Michtim: Fluffy Adventures (c) Georg Mir, 2013
  
  Calling
  Daredevil
  Any time you suffer a Wound, you may gain a 
  Mood Marker of your choice. You can volun-
  tarily take a Wound. Multiple applications of 
  this ability aggravate that voluntary Wound.
  Intercept: You divert an Attack to yourself. 
  Recuperation: You have exceptional stamina 
  ����������������������������������������������
  ����������������
  Calling
  Frostpaw
  Freeze: Spend one Mood Marker and touch 
  a foe. The foe has to spend an Action freeing 
  itself before it is able to use the associated 
  Action. This effect lasts until the end of scene 
  or until removed. Subsequent applications of 
  this power require an extra Mood Marker.
  Joy > Grief > Anger > Love > Fear > Joy
  Winterborn: You resist freezing temperatures.
  Disable Actions
  Calling
  Machinist
  Tinker: Set aside d6 from your chosen Emo-
  tion. Your machine may use these dice includ-
  ing all relevant Calling talents. The machine 
  acts on your initiative. If you do not control the 
  machine, it does not act on its own.
  Engineering: You may interface with com-
  plicated machinery and build technological 
  wonders.
  Companion
  Calling
  Sorcerer
  For every d6 you set aside, you can cover 
  ������������������������������������������
  the target.
  Focus: Spend an Action every round to add 
  1d6 to a roll, up to the rating of the focused 
  Emotion.
  ������������������������������������������
  the forbidden Symbolaya and the Turnayan 
  elements.
  Ranged Actions
  Calling
  Tactician
  Set aside d6 to affect additional targets with 
  Actions. Every d6 buys another target. Sec-
  �����������������������������������������������
  the primary target.
  You gain a Mood Marker on 1s in addition to 
  6s when rolling an Emotion.
  ����������������������������������������
  missions and resources. Logistics and 
  ����������
  Extra Targets
  Calling
  Witch
  �����Describe a trigger condition that will 
  activate the relevant Action. The Action will be 
  delayed up to one day per Emotional rating. If 
  triggered, the roll is made as usual. Distance 
  has to be covered upon planting the delayed 
  Action.
  Familiar: You have a magical companion 
  ���������������������������������������������
  ������������������������������
  Delay Actions
  Michtim: Fluffy Adventures (c) Georg Mir, 2013
  
SOURCE: textdata/thevault/Deduped  Shit/Michtim/Illustrated Calling Cards.pdf