Psychic Illusions
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SS, p.61
causes the target to see something that isn’t there

This power represents a refinement of the Mind Control Merit. Instead of giving hypnotic commands to the target, a telepath causes the subject to see something that isn’t there, or to misapprehend some element of his surroundings. The telepath must be able to see the person to be affected, although clairvoyance can substitute for direct observation. Cameras and videotapes are never affected by a psychic illusion. The illusions created can affect any normal senses that the illusionist possesses. The illusionist cannot create an image capable of deceiving psychic powers, so a clairvoyant remotely viewing the scene is not deceived. Likewise, a psychic cannot create an illusion of something he cannot perceive, such as a deaf character creating an illusion that includes an auditory element.

The default use of this power assumes that only one sense is affected, and each additional sense affected imposes a –1 penalty to the roll. The player’s Manipulation + Persuasion roll is resisted by the Composure + Supernatural Advantage of any observers (roll the highest pool for a mob of onlookers) in a contested action. Theoretically, the illusionist can fool any number of people with a particular illusion, but the maximum number of people who can easily be affected at the same time equals the psychic’s Intelligence + Manipulation. Each additional person imposes a –1 penalty to the activation roll. Thus, the more people who are present, the greater the likelihood that some or all are able to see through the deception.

Normally, an illusion is static and cannot interact with beings. If the illusionist wishes his visions to interact with someone who is deceived by them (such as having a “phantom police officer” direct observers away from a crime scene), the player must roll Wits + Persuasion as an instant action. If this roll fails, onlookers see through the illusion, even if they had been previously fooled. Such follow-up rolls are only required when the illusion must be made to interact with an observer in a fairly direct manner. So, if the interactive police officer fools an observer, a reroll is required only if the observer actively tries to engage the police office somehow (whether through communication or an attack), or if the psychic wishes to have the police officer interact in some new and different way, such as writing a ticket.

Regardless of how convincing an illusion is, it is never solid, although it “feels” solid to a deceived observer if the illusionist incorporates tactile sensations into the creation. An illusory chair is not capable of supporting an observer’s weight, no matter how strongly she believes in it. An illusory wall does not prevent someone from passing through it if she leans against it, although both may feel perfectly solid to the casual touch. So, an illusionary item cannot be used as a weapon; any attack with an illusionary weapon fails.


Cost: 1 Willpower. Also, the character must maintain concentration for the duration of the illusion, meaning that he can take no action other than moving Speed per turn, and he loses his Defense.
Dice Pool: Manipulation + Persuasion versus the target’s Composure + Supernatural Advantage to create illusions (resistance is reflexive). Wits + Persuasion to manipulate existing illusions.
Action: Contested to activate; instant to manipulate


Roll Results
Dramatic Failure:
The character triggers psychic feedback, making every potential observer in the vicinity instinctively withdraw or distrust her. Also, the illusionist is unable to use this power again for the remainder of the scene.

Failure:
The psychic fails to create any illusion at all.

Success:
Any affected targets perceive whatever sensory effect the psychic desires.

Exceptional Success:
The illusions created are highly realistic. The psychic no longer needs to maintain concentration, although a Wits + Persuasion roll must still be made to cause the illusion to move or react in any way.