Illusion Trapping

House trappings available for various power types.
Post Reply
User avatar
High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Illusion Trapping

Post by High Command »

Illusion Trapping
Illusions, phantasms and holograms, are constructs existing primarily in the mind of the targets, with only a small amount of energy existing in the physical world, lacking the actual mass and force of other more overt spells. However when used by skilled illusionist these images can be as believable as reality itself. Illusions can be seen through by the perceptive; any spell with an Illusion Trapping may be disbelieved with a reflexive Notice roll at -2, or -4 if the spell was cast with a Raise. The target gets any applicable bonuses to their Notice check. In addition, if the target has a sense the illusionist does not share (such as infravision, a Power Armor suits sensor array or the radar sense of the Altara), the target gains a +2 to their Notice roll, or +4 if the illusionist did not realize they needed to account for that sense in the first place. Realizing a spell is an illusion prevents its effects, but does not dispel it; as such, simply disbelieving does not reveal the truth behind the illusion, if that is obscured.
  • A Matter of Perception: The entire effect of the spell with a Perception Trapping exists in the mind of the target(s). As such, the spell uses Smarts in place of any normal resistance roll (including Soaking damaging effects). Powers with this Trapping cost +1 PPE to cast; in addition, they have no effect on mindless creatures and inanimate objects).
  • A Matter of Aesthetics: The Aesthetics Illusion makes a spell appear as something else--either another spell, or even as a mundane action. For instance, a Bolt Power could be disguised as a revolver, or a Zombie could be made to appear as merely a soldier called up by Summon Ally. This is a popular Trapping for spellcasters who are operating in CS territory.
  • Psychosomatic: Wounds inflicted by a spell with the Psychosomatic are converted into Fatigue levels that fade after one hour. Furthermore, the spell cannot push someone past Incapacitated on the Fatigue chart.
  • Splendor: While under a beneficial power's effect, the target (exception: for telepathy, the benefit is applied to the caster) is infused with an almost palpable presence. This gives a +2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to either Persuasion, Streetwise or Intimidation (this is chosen at the time the Trapping is assigned to the Power, and remains fixed). This adds +1 ISP/PPE to the cost of the Power.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Post Reply

Return to “Custom Trappings”