| This is an altered Contracted from Changeling 2E that we have altered for 1E and are currently Play Testing
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The True Fae are creatures of trickery and deception, capable of all sorts of chicanery, and nothing is ever as it seems with them. This Contract allows a changeling to tap into these abilities, letting them create and manipulate illusions. These false images are simple at first, but grow in detail and complexity as the changeling masters the magic.
Roll Results
- Dramatic Failure: The attempt to fool the eyes backfires so badly, the changeling is blinded for a number of turns equal to the dots in this contract.
- Failure: Nothing happens.
- Success: The character successfully creates an illusion. It is strictly visual, cannot move and has no substance. The image can be up to Size 5, and is generally realistic in appearance. Disbelief of the illusion (a contested Wits + Wyrd roll against the caster's activation successes), requires a reason for the character to doubt the image is real. Successful disbelief allows the character to safely ignore the illusion, and they cannot be fooled by the same image (or a similar one) during the same scene again.
- Exceptional Success: The illusion is so convincing, attempts to disbelieve it suffer a die penalty equal to the caster's Wyrd.
Contract Levels
Figment (•)
The character creatures a basic illusion of Size 5 or smaller. It is strictly visual and immobile, but is as fully detailed and realistic as the creator desires. The image can mimic a specific person, but lacking movement (including the illusion of breathing), it is limited in it's ability to fool anyone.
- Catch: The changeling uses a source of artificial light, such as flipping a light switch or using a smartphone.
- Prerequisites: None
- Cost: 1 Glamour
- Dice Roll: Wyrd + Crafts (vs. Wits + Wyrd, if doubt is cast on whether the illusion is genuine)
- Action: Instant
- Duration: One Scene
Layered Image (••)
Illusions can be cast over existing people or objects, disguising or enhancing their appearance. The most common use for this clause is to create illusory clothing to quickly "change outfits." If cast upon a person, the layered image adjusts with the person's movements.
- Catch: The changeling possesses a picture of the layered image they wish to create, such as a photo of a particular outfit.
- Prerequisites: None
- Cost: 2 Glamour
- Dice Roll: Wyrd + Crafts (vs. Wits + Wyrd, if doubt is cast on whether the illusion is genuine)
- Action: Instant
- Duration: One Scene
Motion Picture (•••)
The image is now fully animated and can move on it's own about the immediate area as directed by the creator. The movements appear smooth and natural for the subject. The illusion stops moving if it exits the caster's line of sight, like a marionette with it's strings cut.
- Catch: The changeling burns a piece of celluloid film.
- Prerequisites: None
- Cost: 2 Glamour
- Dice Roll: Wyrd + Crafts (vs. Wits + Wyrd, if doubt is cast on whether the illusion is genuine)
- Action: Instant
- Duration: One Scene
Mass Hallucination (••••)
False images of grander size are now possible. Add the character's Wyrd score to the illusion's Size rating. This is the new maximum Size of the illusion. A character with a sufficiently high Wyrd could create, for instance, illusory vehicles.
- Catch: The changeling is standing completely in natural darkness, at least heavy shade.
- Prerequisites: None
- Cost: 3 Glamour
- Dice Roll: Wyrd + Crafts (vs. Wits + Wyrd, if doubt is cast on whether the illusion is genuine)
- Action: Instant
- Duration: One Scene
Phantasm (•••••)
Hearing, smell, touch and even taste can now be included in the illusion, potentially covering all five senses. Note that the sense of touch is just a trick. It does not give the illusion any real solidity, and it is not capable of causing physical harm or manipulating it's environment. If the illusion is used to fake an attack, the target is not harmed and automatically gains a chance to disbelieve the illusion. Sound allows for speech, if the illusion is of something capable of talking (such as a human or changeling), but the caster must devote their full attention to forming the words and cannot do anything else.
- Catch: The changeling uses this clause during the twilight hours of dusk or dawn.