Emote Illusion (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
A Thousand Faces
You assume an illusory appearance. This can be anything of the same basic form and from half to twice as big as you are. Mask is an Acting. You can mimic a specific person if you are familiar with their looks and mannerisms or have used Capture Scene on them.
You can use Mask on another, but they must use their own Charm to keep it up and you must renew the Mask every hour or so.
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Spectres.
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 skill 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 illusion did not have.
You describe an object to your target and change the appearance an object you take out or present so that it matches the expectations of observers. The illusion will conform to the general description you gave, but gets its exact details from each observer's mind. This means that each observer sees a slightly different object. People discussing the details of the object can make Create rolls against your Charm to discover they are not seeing the same thing. A creature immune or resistant to mind reading cannot affect the appearance of the Glamored Gift, instead seeing a mix of what others see. The illusion affect all senses.
The Body of the imitated object is the difficulty, and the illusion remains until the end of the session. If the object has a Body higher than your Mind you suffer a -5 penalty. With an opposed Charm roll the illusion will pass inspection. Extremely valuable or intricate objects count as having a high Body when calculating the difficulty, at the GMs discretion.
Illusion of Normality
Basic Action or Limit Break
Win an opposed Charm check to convince others that a situation is in fact perfectly normal; that there is no need to act on it or protest against it. The target turns a blind eye and acts that would normally cause alarm or consternation. Nor will targets report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Direct threat or harm to the target or its friends breaks the illusion. It otherwise lasts for a scene.
As a Basic Action, this affects one target. As a Limit Break this affects all targets in a radius equal to your Charm. Unnamed bystanders and other uninvolved parties are generally automatically affected with no need for a roll.
Mask of Normality
You disguise yourself as perfectly normal, unworthy of special attention, with no need to act on or protest against you. Observers turn a blind eye towards actions and appearance that would normally cause alarm or consternation. Nor will they report the event afterward on their own initiative, tough they will remember it in a detached way if asked or reminded. Actions that bring immediate harm to the target, his friends, or his or interests breaks the power on that target, as will actions that would cause alarm even when performed by an ordinary person, such as moving past a guard at a check point.
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 appearance 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. To maintain a Phantasm you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears. Sometimes, the GM might demand further Charm rolls to see how believable the phantasm is.
This is an illusion of one or more creatures, designed to fool or create an artistic effect. To maintain a Skit you need to spend a Basic Action on it each round, at the end of a round in which you did not spend an a Basic Action on it, it disappears. You can make up to Mind creatures, with no more than Charm meters between any two creatures that are part of the same skit.
Skit are effectively interaction stunts, using opposed Charm skill rolls to try and trick onlookers into believing in them. A well thought out Skit can often get a hefty situation bonus, and all who see the Skit can be fooled by a single use; make a separate roll against each potential target. What the Skit is trying to achieve might not be relevant to all onlookers, some may simply not be interested and the Charm skill roll penalized accordingly or simply skipped as irrelevant.
In combat, a Skit can fool people, making them waste shots or suffer setbacks, but it does not create a target or attacker. A Setback might make targets may believe they are being attacked or attacking a target and act appropriately, but that is the setback, not of the skit power.
Steal the Stars
You fool the the target into thinking you stole something from the environment that is not absolutely essential, but that the target treasures. Examples include the sun, the color blue, stars, moon, a landmark, a creature, or other thing significant to the target.
Make an opposed Charm (selecting an appropriate thing to steal is part of this). On a success, you have stolen this precious phenomenon from the target. The stolen thing becomes a palm-sized object in your hand. Until the target recovers the stolen object, it cannot spend Fortune points. This is a Curse, but anyone holding the object created can end it by giving it to the target or restoring it to its place in the target's perception. Anyone holding the object can use it as an Advantage against the target, which ends the power. Otherwise the object can be dispelled or physically destroyed to end the effect.