Difference between revisions of "Emote Illusion (Action Powers)"

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(Phantasms)
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If you want complete control of the target's world, you have to concentrate, but you can then cause him to act upon the false images, making him strike the wrong people and so on. He never has an effective Action Value for any skill higher than your powers skill when striking out in this manner.
 
If you want complete control of the target's world, you have to concentrate, but you can then cause him to act upon the false images, making him strike the wrong people and so on. He never has an effective Action Value for any skill higher than your powers skill when striking out in this manner.
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===Phantasms===
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Basic Action and Stance
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You can send false sensory signals to a subject's mind. The subject sees, hears, smells, feels or tastes something that isn't there. The nature of the phantasm is entirely up to you, but a believable phantasm is generally more effective. The target, and only the target, can interact with the phantasm, and it behaves as an unnamed character or normal object would.
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Use the rules for [[Interaction Stunts (Action)|Interaction Stunts]], nothing that anything is possible, but not everything is believable. Maintaining it for more than the initial round counts as a Stance; if not maintained it fades into nothing.

Revision as of 10:36, 26 December 2007

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Main article: Powers (Action)

Consensual Reality

Limit Break

You can transfer control of an illusion to the collective subconscious of those present. This means you no longer have to concentrate or maintain a stance to control the illusion, and it will behave as everybody present and believing in it expects it to act. Thus, an illusion of a guard will continue his duties, but could be relived by other guards or even play a simple game of dice with them. The illusion's effective power skill rating is equal to the number of people who are currently sensing and believing in it, which can make consensual reality very hard to disbelieve. However, it doesn't make the illusory creature any more powerful, not does it grant abilities the original power did not grant.

Fata Morgana

Trigger Action (Finisher)

The most powerful form of illusion, the Fata Morgana is a complete takeover of the target's senses. Everything he perceives is controlled by you, effectively he is in a dream world of your making. This is more of a plot device than a practical spell.

If you want complete control of the target's world, you have to concentrate, but you can then cause him to act upon the false images, making him strike the wrong people and so on. He never has an effective Action Value for any skill higher than your powers skill when striking out in this manner.

Phantasms

Basic Action and Stance

You can send false sensory signals to a subject's mind. The subject sees, hears, smells, feels or tastes something that isn't there. The nature of the phantasm is entirely up to you, but a believable phantasm is generally more effective. The target, and only the target, can interact with the phantasm, and it behaves as an unnamed character or normal object would.

Use the rules for Interaction Stunts, nothing that anything is possible, but not everything is believable. Maintaining it for more than the initial round counts as a Stance; if not maintained it fades into nothing.