Emotions

Emotions are the States of Mind that each character can be in during Encounters. They may give a benefit or penalty to the character, and can influence how certain Abilities interact with the character. A character can only have one Emotion at a time, and gaining a new Emotion will generally override the previous one.

State of Mind
A character's State of Mind describes that character's current outlook on the Encounter. It is either Positive, Negative, or Neutral.

Aggressive or Devious abilities will usually have a Negative effect on their target's State of Mind, while Friendly abilities will usually have a Positive effect.

Three states of mind describe a character that's not currently under the influence of an Emotion:
 * characters are Negative.
 * characters are neither Positive nor Negative.
 * characters are Positive.
 * This usually only happens if an enemy uses a Friendly ability with no associated Emotion on one of your characters.

Devious Emotions
Devious abilities can usually only inflict an Emotion on their target if that target is Negative after the abilities' damage is dealt. Devious Emotions are: Devious emotions are all a detriment to the character. It can be lost by making the character Positive again (most likely through healing them with a Friendly ability). This will most likely give that character a Friendly Emotion depending on the ability used to heal them. Caution is advised against using abilities for healing though, since this will turn the characters Impressed, which is also a detrimental emotion.
 * characters lose 25% of their Armor, increasing the damage they take from Attacks.
 * characters lose 25% of their Speech Power, decreasing the damage they deal with Speeches.
 * characters lose 25% of their Attack Power, decreasing the damage they deal with Attacks.

Friendly Emotions
Friendly abilities can usually only inflict an Emotion on their target if that target is Positive after the abilties' damage is dealt. Friendly Emotions are: Two of the friendly emotions are a bonus to the character. If enemies are Confident or Excited, the emotion can be removed by making the character Negative again (most likely through damaging them with Aggressive or Devious attacks), and then using a Devious ability to give them a Devious Emotion. Another option is to use an ability on the character, which will immediately change their Emotion to Impressed. The downside to this, is that Impressed can be easily converted to Confident or Excited again through use of a Friendly ability. Similarly, if crew members are Confident or Excited, they can easily be Impressed by their enemies. However, should crew members become Impressed, this can easily be changed to Confident or Excited through use of crew members' Friendly abilities again.
 * characters gain 25% extra Attack Power, increasing the damage they deal with Attacks.
 * characters gain 25% extra Speech Power, increasing the damage they deal with Speeches.
 * characters lose 25% of their Speech Defense, increasing the damage they take from Speeches.

Resistances, Weaknesses and Immunities
Many enemies have innate Resistances or Weaknesses to certain emotions. A character with Resistance to a certain emotion will take 50% less damage from Abilities associated with that emotion. This also means their State of Mind is influenced less easily by these abilities. A character with Weakness to a certain emotion will take 50% extra damage from Abilities associated with that emotion. This also increases the effect those abilities have on their State of Mind. Finally, a character with Immunity to an emotion won't be affected by Abilities associated with these emotions at all. They will take no damage from these abilities, and even though they may be in the right State of Mind to receive an Emotion from these abilities, they will not. The Ability will still have an effect on the Mood of the Encounter, even though it is ineffective.