Illusion

## Known Powers

### Aspirant Powers

**Spook [5 points]-** *Allows the Aspirant to create a extremly short lived illusion regarding a single sense of a chosen target within line of sight. This must be an positive illusion (additive). Afflicted and most mortals while quickly realise that the displayed effect was not real while only animals are fully tricked.*

Active: The Aspirant may create any illusion only visible for their chosen target. This requires a contested Charisma + Manipulation Roll against the chosen targets Perception + Inner Eye while the target may gain additional dice on their roll depending on how believable the illusion is. Illusions created with this power are extremly short lived, allowing for the simulation of gunshots, screams or rapid movements around corners. When applying an upgrade to Spook the Aspirant must make an Evocation Roll.

**Drown the Echo [5 points]-** *Allows the Aspirant to remove an impression regarding a single sense from the mind of a person of choice.*

Active: The target must be visible and the power might be used to insantly revoke a single sensual impression like an undesirable sound or a movement at the corner of their eye. This requires a contested Charisma + Manipulation Roll against the chosen targets Perception + Inner Eye.

**Hypnos [5 points]-** *Allows the Aspirant to enter and manipulate the dreams of a target through touching them in their sleep.*

Active: After touching their sleeping target they must make a successful Evocation Roll. When succeeding they may freely form their dreams while they will be caught in a deep slumber as long as the Aspirant continues to touch them. When failing their target will wake up immedeatly. This requires Absolute Focus.

**Swing the Mood [Upgrades Spook / Drown the Echo | 5 points]-** *Allows the Aspirant to subtly influence a targets emotions with their illusions.*

Passive: The Aspirant may also target a characters emotions as an additional sense, allowing them to instill or enhance specific feelings. Applying together with other senses requires them to spend a point of Essence.

**Mirage [Upgrades Spook | 10 points]-** *Allows the Aspirant to create a long lived illusion instead. This power cannot be used whilst another illusion made by the Aspirant is already active.*

Passive: Illusions created by the Aspirant may last as long as they uphold their focus. Doing so requires Intense Focus and spending a point of Essence.

**Trick the Herd [Upgrades Spook / Drown the Echo | 10 points]-** Allows the Aspirant to target multiple victims with their illusions at once.

Passive: The Aspirant may target all that would be able to sense their illusion. Making use of this requires them to spend a point of Essence.

**Shadow in the Mind** **[Requires Drown the Echo | 10 points]-** *Allows the Aspirant to erase themselves from the minds of others regarding a single sense, practically making themselves either invisible, inaudible or unsmellable. Should they loose too much of their focus (for instance through an attack) the illusion breaks.*

Active: This requires two successful Evocation Rolls and makes the Aspirant invisible as long as they invest Intense Focus. Should others activly look out for the Aspirant they need to make a contested Charisma Roll against the chosen targets Perception. This ability can not be activated under direct observation.

**Mind-Web [10 points]-** *Allows the Aspirant to cast their illusions from afar if their target drank their Essence*.

Passive: The Aspirant can cast all of their Illusion powers on targets that consumed their Essence within the last day. If the Aspirant allows so the target may cast Illusions back.

**Invisible Torments** **[Upgrades Spook | 10 points]-** *Allows the Aspirant to cause intense pain with their Illusions. This can either be combined with a real illusion or just cast on a target directly.*

Active: The Aspirant may cause pain through their illusions. Doing so requires them to spend a point Essence. For every margin success of their Illusion Roll they cause a point of *Mental Damage*.

### Master Powers

**Purge the Seed of Doubt** **[Upgrades Spook | 10 points]-** *Allows the Mentalist to make their illusions seem more believable, even to other Afflicted.*

Passive: Targets no langer gain boni depending on how believable the illusion is.

**Cipher [10 points]-** *The Mentalist may choose a target within eye contact. It understands them no matter the language they speak.*

Active: This requires Intense Focus. The Mentalist will be understood by their target even when speaking a different language.

**Assault on Reality [Requires Spook | Upgrades Shadow in the Mind | 20 points]-** *Allows the Mentalist to create negative illusions (substractive).*

Active: The Mentalist may also use **Drown the Echo** to remove features of reality for their targets. Making use of this requires an additional Evocation Roll.

**Architect of the Mind [Upgrades Spook and Drown the Echo | 25 points]-** *Allows the Mentalist to rewrite memories of a sentient being.*

Active: Allows the Mentalist to cast their illusions permanently on specific memories of a sleeping or paralysed target. This usually requires Mind Theft to know of the chosen memories.

## References

* **Changing Apperance**- It is possible to weave an illusionary cloak around oneself to assume a different appereance. Before the required Charisma Roll the caster needs to make an Intellect + Disguise Roll, assuming a different generic apperance this way has a difficulty of 3, assuming the voice, gesture and apperance of a specific person has a difficulty of 6.
* **Impersonations**- It is possible to create illusions of living or unliving people through illusions. Before the required Charisma Roll the caster needs to make an Intellect + Empathy Roll. Creating a generic looking person (like a street seller or a policemen) convincingly has a difficulty of 3. Creating a convincing copy of a specific Person has a difficulty of 6.
* **Obstructing Vision-** It is possible to blind or obstruct a targets sight. When doing so they may reduce their dicepools for Dexterity or Perception Rolls by 1 for every the margin successes from their previous contested Charisma roll (as long as the illusion is kept active).
* **Causing Fear-** Through particularly scary illusions the caster may easily terrify a target. When doing so they may add the margin successes from their contested Charisma roll onto befitting Intimidation Rolls. Should the target be instilled with fear through Swing the mood the margin successes are added as automatis succesess instead.