Post by Ebon on Mar 20, 2015 5:41:43 GMT -8
I1/Animate Image: This is a specialized form of Illusion-casting that enables the hero to apparently bring any flat image to life. Whatever the original nature of the image—drawing, painting, photograph, print—the image gains three-dimensionality and independent movement. A blank white area now fills the area formerly occupied by the newly solidified Image.
In actuality, the hero has created two Illusions. The obvious one is the Animated Image that has peeled itself away from its flat background and filled out into three dimensions. The second, more subtle Illusion is the "blank white area." The hero automatically casts this Illusion to mask out the still-existing original picture; this secondary Illusion lasts for 10-20 turns or until the primary Illusion ceases to exist, whichever comes first.
The initial range at which the hero can Animate an Image is line-of-sight for one area. This is also the maximum range at which the hero can normally maintain the "realism" of the Image. Simply put, the hero has to be able to clearly see both the Image and its surroundings. When either is beyond his vision, the believability of the Image drops drastically. When the Image gets beyond the hero's field of clear vision, he can no longer make it realistically conform to the surroundings.
Example: Kinescope Animates a lion off of a circus poster and sends it after some muggers. The muggers flee around a corner, the lion in pursuit. Unbeknownst to Kinescope, the alley is full of trash cans, which the lion blithely passes through. The muggers see this and realize they've been had. Kinescope gets a surprise when he comes around the corner.
The Image can exist for as long as the hero concentrates on maintaining it (the Judge is free to determine how easily this can be done given the circumstances the hero finds himself in). Although the Image can only be realistically controlled within one area of the hero's location, the Image can be projected up to the full range for this Power. Once beyond the one area limit, the Image is easily perceived by others as a holographic projection. The hero can overcome this limit by extending the range of his own senses, either through artificial means (telescopes, remote TV camera, etcetera) or by using sense extending Powers. In such cases, the hero can extend realistic control of the Image up to the range limits for this Power and whatever means he employs to extend his vision.
Example: Kinescope has an Excellent rank for this Power and can project an Image up to 25 areas (3300 feet) away. He also has Good Clairvoyance with a maximum range of 2500 miles. By using both Powers, he can maintain the realism of his Images up to the maximum range of 25 areas even through any vision-blocking barriers.
The Image possesses whatever abilities or characteristics the original model possessed. At least, it possesses those abilities or characteristics the hero believes the model possessed. This is after all an Illusion that the hero has created. As such, it conforms to his expectations. What traits the Image has are determined by the hero's imagination and memory for detail. The accuracy of the Image is determined by the hero's Reason. A green FEAT creates an Image that is somehow flawed; it might move the wrong way, lack a shadow, have no surface detail, and so on. A yellow FEAT creates an Image that are nearly exact; a close visual examination is required to distinguish the Image from reality. A red FEAT creates a perfect Illusion. The typical Animated Image is an intangible holographic projection. Since most people rely 'exclusively on their vision as the means of sensing their environment, the Animated Image is easily accepted as reality. Only when other senses are used does the Image get exposed as Illusion. Such Images are mechanically detectable and recordable by such means as photography and television. Images can also deceive the artificial senses of mechanical beings. The Animated Image is initially strictly composed of light. It lacks the other sensory details of a real object, most notably the sounds and smells of the original. These can be simulated to give the Animated Image greater reality. The Talent of Ventriloquism or such Powers as Speechthrowing or Vocal Control can add speech and incidental noises to the image. Sensory Manipulation can create, deceptions of smell, temperature difference, and even tactile sensations. The coherent light of the Image blocks normal light and creates normal shadows.
Since the Image is intangible, it cannot directly do physical damage to a target. If the Image incorporates bright light, it has the potential of blinding the target. How ever, if the hero possesses certain other Powers that can be combined with the Image then it can do actual damage. If the hero also uses Energy Solidification or any of the Matter Creation Powers, the Image gains temporary solidity. This lasts for 1 -10 turns, regardless of the normal duration of effect for the supplementing Power. Note: this is determined by the Judge, not the player. Any of the Energy Emission Powers can be apparently redirected through the Image. For example, if the hero possessed both Animate Image and Fire Generation, he could create a hazardous simulation of the Human Torch.
This Power can be combined with certain Psionic Powers to create Images that do psychosomatic damage to a target. These Psionics, include Telepathy, Mental Domination, Hypnotic Control, and Neural Manipulation. Psychosomatic damage occurs because the target believes in the reality of the Image and thus the. -reality of any damage the Image is inflicting upon him. For example, Kinescope combines his Powers of Animate Image and Neural Manipulation to create an Image of a boa constrictor. The boa enwraps Kinescope's opponent, who believes he is being crushed and passes out from his imagined loss of breath.
Psychosomatic damage can be resisted by any target who becomes aware of the Image's lack of reality. Be warned that psychosomatic damage can lead to fatal results if the target succumbs to a heart attack or stroke. Note also that psychosomatic damage cannot affect non-sentient minds. Animated Images can be of any nature, but are generally used to simulate moveable objects and lifeforms. In all cases, the hero must have an actual image to work from. The Animated Image that results is the same size as the original image. Not all of the model has to be present in the original image; the hero can fill in the rest from his imagination. As he brings the Animated Image to life, it climbs out of the frame, revealing previously unshown parts. For example, Kinescope Animates a head-and-shoulders portrait of Lincoln. The visible parts immediately spring out; the rest of Abe's body is revealed as he climbs out of the frame. Animate Image can be used to alter images within the plane of the original picture. The hero can alter the placement of sections of the picture or give them flat animation, even making sections of the picture apparently withdraw from the depicted scene.
While the previous commentary has spoken of this Power in terms of translating two dimensional images to three-dimensional objects, it can also be used to simulate animation for already three-dimensional objects, like statues or stuffed animals. This can be developed as a Power Stunt. The hero uses an existing object for a model to base his Illusions on. The primary Illusion is the statue or whatever coming to life; the secondary Illusion renders Illusory Invisibility around the original. The characteristics for the Image are a combination of the statue's material composition and those traits the hero imagines the model for the statue possessed.
Example: Kinescope encounters thieves outside the Cleveland Art Museum. He casts his Power on Rodin's bronze, "The Thinker," that sits in front of the museum. The Image that results is a 15-foot-tall man made entirely of bronze and consequently extremely strong and heavy. By using his Power in this way, the hero can simulate any of the Matter Animation, Control, and Conversion Powers. Optional Powers include either Telescopic Vision or Clairvoyance, Energy Solidification, and either Elemental or Molecular Creation.The Nemesis Powers are either Sonar or Radar, combined with temporary blindness.
I2/Illusion-Casting: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero can create realistic holographic images that have apparent solidity. These Illusions can be mechanically detected and recorded by such means as photography or television. That separates this Power from the psionic, image-generating Power called Hallucinations, which produces images directly in the target's mind and cannot affect mechanical senses.
The Illusion can take any size or appearance the hero desires and is limited only by his imagination. The Illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The hero is playing with light itself and can create anything that is visible. Since most people depend. on vision to gain information on their surroundings, this Power presents the awesome ability to apparently alter the nature of reality.
The hero can cast his Illusions anywhere within his Power rank range, though he must be able to clearly see the area where the Illusion is forming if he wants to make it at all realistic. The normal limit for unaided vision is one area (132 feet). Beyond that range the hero can no longer clearly see his Illusion's surroundings and thus cannot alter the Illusion to reflect things going on around the Illusion. For example, an Illusionary tree cast two areas away might seem to be floating a discreet two inches above the ground. If the hero is unconcerned about maintaining the reality of his Illusions, this limit can be ignored. The hero does not even need to be able to see the Illusion as it forms. Such uncontrolled Illusions appear as transparent, free-floating apparitions. If the Illusion takes the form of a living being, viewers might see it as a ghost or other phantom form. If the hero possesses a means of extending the range of his senses, he can maintain the realism m of his Illusion at up to full range of both this Power and that of whatever means he uses to extend his vision. Ways of increasing the senses' range include mechanical means such as binoculars and remote TV cameras and sense-extending Powers, most notably Telescopic Vision and Clairvoyance.
Illusions last as long as the hero concentrates on maintaining their existence. The Judge is free to determine how long the hero can maintain his concentration in a given circumstance. Breaking the hero's concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). The Illusion's effect on a viewer varies. A viewer must make an Intuition FEAT against the Power rank of the Illusion-caster; success means the viewer now recognizes the Illusion's true nature. Players running characters viewing an Illusion are only allowed to make a FEAT if they suspect the Illusion. This can occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. ("Congratulations, Les. So far this morning you have attempted to disbelieve the existence of a flying saucer, Galactus, two muggers, and your breakfast."). Since Illusion-Casting includes the Power of Light Control, Illusions can provide a measure of protection against light-based attacks. An Illusory tent would provide protection against both infrared and ultraviolet light, thus keeping the hero cool and safe from sunburn. Treat this Power as +2CS Resistance to Light-based attacks. It does not provide protection against any of the other ways Mother Nature has of affecting us. That Illusory tent would be drafty, cold, and flimsy. Illusion Casting can be combined with other Powers to give 1he Illusion enhanced realism; this can also create Illusions that do real physical damage. If the Illusion-caster has any of the Energy Emission Powers, these can be redirected to apparently originate from the Illusion rather than from the hero. For example, combining this Power with Plasma Generation would simulate the Phoenix-force and fry any electronics in the area.
More commonly, the power is used to disguise the true nature of anything the hero or her companions might be doing.
Example: Deetee and her buddy Jayboy have to break into a certain building that they know is under surveillance. Deetee doesn't care about subtlety, only About distraction, and casts an Illusion of a,.Large elephant that comes lumbering around a corner and lies down in front of the door. Inside the elephantine Illusion, Jayboy is free to use his Kinetic Bolt Power to smash open the door. He also uses his K-bolts to simulate the effect the elephant's legs have when they kick against a target. The main drawback to Illusion-Casting is that the hero must keep his Power's true nature a secret from his adversaries. It must be presented as if it were another Power entirely. For example, although she is an Illusion-caster, Deetee often presents herself as a Demon-Summoner.
Even if the Power's nature is public knowledge, the Power is still effective. The Powers of Light Emission and Light Control are innate factors of Illusion Casting. As such, the hero has the ability to generate any intensity and frequency of light. He can warp light, alter its frequency, and change its degree of coherency. The hero can do -2CS rank level damage using light-based attacks. As noted earlier, the Power includes -2CS Resistance to Light-based attacks; the hero simply casts an Illusion of something opaque between herself and the offending light. The hero can simulate other visual Powers or Talents with some effectiveness as well; the -2CS limit is used as a guide for determining how well the hero can do these things.
Example: Once inside the building, Deetee and Jay-boy discover a guard. Deetee casts an Illusion of Ringmaster and tries to hypnotize the guard. Her Incredible rank is reduced to merely Excellent when she tries simulate Hypnotic Control. Fortunately that is enough; the guard falls under the spurious Ringmaster's control. Powers that are a part of or can be simulated by Illusion-Casting include:
D4/Force Field vs. Energy
D12/Resistance to Energy
DT3/Energy Detection (Light)
EC14/Light Control
EC18/Shadowshaping
EE5/Hard Radiation Emission (UV Light)
EE6/Heat (infrared Light)
EE8/Light Emission
EE12/Shadowcasting
I1/Animate Image
I3/Illusory Invisibility
I4/Illusory Duplication
L9/Hypnotic Control
MCo1/Coloration
M13/Hallucinations
S6/Blending
S12/Energy Sheath (Light)
S20/Self-Vegetation
S21/Shapeshifting
A drawback in characters who have this Power is that they tend to become philosophical about the relationship between Reality and Illusion. Companions find themselves drawn into interminable arguments about what is real and what is not. Illusion-Casters may even begin to feel that they themselves are an Illusion being cast by some unknown being.
Optional Powers include Energy Solidification, Telescopic Vision, and Clairvoyance. Nemesis Powers include Shadow-casting, Shadowshaping, Sonar, Radar, and closing your eyes.
In actuality, the hero has created two Illusions. The obvious one is the Animated Image that has peeled itself away from its flat background and filled out into three dimensions. The second, more subtle Illusion is the "blank white area." The hero automatically casts this Illusion to mask out the still-existing original picture; this secondary Illusion lasts for 10-20 turns or until the primary Illusion ceases to exist, whichever comes first.
The initial range at which the hero can Animate an Image is line-of-sight for one area. This is also the maximum range at which the hero can normally maintain the "realism" of the Image. Simply put, the hero has to be able to clearly see both the Image and its surroundings. When either is beyond his vision, the believability of the Image drops drastically. When the Image gets beyond the hero's field of clear vision, he can no longer make it realistically conform to the surroundings.
Example: Kinescope Animates a lion off of a circus poster and sends it after some muggers. The muggers flee around a corner, the lion in pursuit. Unbeknownst to Kinescope, the alley is full of trash cans, which the lion blithely passes through. The muggers see this and realize they've been had. Kinescope gets a surprise when he comes around the corner.
The Image can exist for as long as the hero concentrates on maintaining it (the Judge is free to determine how easily this can be done given the circumstances the hero finds himself in). Although the Image can only be realistically controlled within one area of the hero's location, the Image can be projected up to the full range for this Power. Once beyond the one area limit, the Image is easily perceived by others as a holographic projection. The hero can overcome this limit by extending the range of his own senses, either through artificial means (telescopes, remote TV camera, etcetera) or by using sense extending Powers. In such cases, the hero can extend realistic control of the Image up to the range limits for this Power and whatever means he employs to extend his vision.
Example: Kinescope has an Excellent rank for this Power and can project an Image up to 25 areas (3300 feet) away. He also has Good Clairvoyance with a maximum range of 2500 miles. By using both Powers, he can maintain the realism of his Images up to the maximum range of 25 areas even through any vision-blocking barriers.
The Image possesses whatever abilities or characteristics the original model possessed. At least, it possesses those abilities or characteristics the hero believes the model possessed. This is after all an Illusion that the hero has created. As such, it conforms to his expectations. What traits the Image has are determined by the hero's imagination and memory for detail. The accuracy of the Image is determined by the hero's Reason. A green FEAT creates an Image that is somehow flawed; it might move the wrong way, lack a shadow, have no surface detail, and so on. A yellow FEAT creates an Image that are nearly exact; a close visual examination is required to distinguish the Image from reality. A red FEAT creates a perfect Illusion. The typical Animated Image is an intangible holographic projection. Since most people rely 'exclusively on their vision as the means of sensing their environment, the Animated Image is easily accepted as reality. Only when other senses are used does the Image get exposed as Illusion. Such Images are mechanically detectable and recordable by such means as photography and television. Images can also deceive the artificial senses of mechanical beings. The Animated Image is initially strictly composed of light. It lacks the other sensory details of a real object, most notably the sounds and smells of the original. These can be simulated to give the Animated Image greater reality. The Talent of Ventriloquism or such Powers as Speechthrowing or Vocal Control can add speech and incidental noises to the image. Sensory Manipulation can create, deceptions of smell, temperature difference, and even tactile sensations. The coherent light of the Image blocks normal light and creates normal shadows.
Since the Image is intangible, it cannot directly do physical damage to a target. If the Image incorporates bright light, it has the potential of blinding the target. How ever, if the hero possesses certain other Powers that can be combined with the Image then it can do actual damage. If the hero also uses Energy Solidification or any of the Matter Creation Powers, the Image gains temporary solidity. This lasts for 1 -10 turns, regardless of the normal duration of effect for the supplementing Power. Note: this is determined by the Judge, not the player. Any of the Energy Emission Powers can be apparently redirected through the Image. For example, if the hero possessed both Animate Image and Fire Generation, he could create a hazardous simulation of the Human Torch.
This Power can be combined with certain Psionic Powers to create Images that do psychosomatic damage to a target. These Psionics, include Telepathy, Mental Domination, Hypnotic Control, and Neural Manipulation. Psychosomatic damage occurs because the target believes in the reality of the Image and thus the. -reality of any damage the Image is inflicting upon him. For example, Kinescope combines his Powers of Animate Image and Neural Manipulation to create an Image of a boa constrictor. The boa enwraps Kinescope's opponent, who believes he is being crushed and passes out from his imagined loss of breath.
Psychosomatic damage can be resisted by any target who becomes aware of the Image's lack of reality. Be warned that psychosomatic damage can lead to fatal results if the target succumbs to a heart attack or stroke. Note also that psychosomatic damage cannot affect non-sentient minds. Animated Images can be of any nature, but are generally used to simulate moveable objects and lifeforms. In all cases, the hero must have an actual image to work from. The Animated Image that results is the same size as the original image. Not all of the model has to be present in the original image; the hero can fill in the rest from his imagination. As he brings the Animated Image to life, it climbs out of the frame, revealing previously unshown parts. For example, Kinescope Animates a head-and-shoulders portrait of Lincoln. The visible parts immediately spring out; the rest of Abe's body is revealed as he climbs out of the frame. Animate Image can be used to alter images within the plane of the original picture. The hero can alter the placement of sections of the picture or give them flat animation, even making sections of the picture apparently withdraw from the depicted scene.
While the previous commentary has spoken of this Power in terms of translating two dimensional images to three-dimensional objects, it can also be used to simulate animation for already three-dimensional objects, like statues or stuffed animals. This can be developed as a Power Stunt. The hero uses an existing object for a model to base his Illusions on. The primary Illusion is the statue or whatever coming to life; the secondary Illusion renders Illusory Invisibility around the original. The characteristics for the Image are a combination of the statue's material composition and those traits the hero imagines the model for the statue possessed.
Example: Kinescope encounters thieves outside the Cleveland Art Museum. He casts his Power on Rodin's bronze, "The Thinker," that sits in front of the museum. The Image that results is a 15-foot-tall man made entirely of bronze and consequently extremely strong and heavy. By using his Power in this way, the hero can simulate any of the Matter Animation, Control, and Conversion Powers. Optional Powers include either Telescopic Vision or Clairvoyance, Energy Solidification, and either Elemental or Molecular Creation.The Nemesis Powers are either Sonar or Radar, combined with temporary blindness.
I2/Illusion-Casting: (*): This power is so powerful that it costs twice as many character power options as other 'normal' powers. Whereas a normal PC might start off with four character options, this power would eat up two of those slots.
The hero can create realistic holographic images that have apparent solidity. These Illusions can be mechanically detected and recorded by such means as photography or television. That separates this Power from the psionic, image-generating Power called Hallucinations, which produces images directly in the target's mind and cannot affect mechanical senses.
The Illusion can take any size or appearance the hero desires and is limited only by his imagination. The Illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The hero is playing with light itself and can create anything that is visible. Since most people depend. on vision to gain information on their surroundings, this Power presents the awesome ability to apparently alter the nature of reality.
The hero can cast his Illusions anywhere within his Power rank range, though he must be able to clearly see the area where the Illusion is forming if he wants to make it at all realistic. The normal limit for unaided vision is one area (132 feet). Beyond that range the hero can no longer clearly see his Illusion's surroundings and thus cannot alter the Illusion to reflect things going on around the Illusion. For example, an Illusionary tree cast two areas away might seem to be floating a discreet two inches above the ground. If the hero is unconcerned about maintaining the reality of his Illusions, this limit can be ignored. The hero does not even need to be able to see the Illusion as it forms. Such uncontrolled Illusions appear as transparent, free-floating apparitions. If the Illusion takes the form of a living being, viewers might see it as a ghost or other phantom form. If the hero possesses a means of extending the range of his senses, he can maintain the realism m of his Illusion at up to full range of both this Power and that of whatever means he uses to extend his vision. Ways of increasing the senses' range include mechanical means such as binoculars and remote TV cameras and sense-extending Powers, most notably Telescopic Vision and Clairvoyance.
Illusions last as long as the hero concentrates on maintaining their existence. The Judge is free to determine how long the hero can maintain his concentration in a given circumstance. Breaking the hero's concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). The Illusion's effect on a viewer varies. A viewer must make an Intuition FEAT against the Power rank of the Illusion-caster; success means the viewer now recognizes the Illusion's true nature. Players running characters viewing an Illusion are only allowed to make a FEAT if they suspect the Illusion. This can occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. ("Congratulations, Les. So far this morning you have attempted to disbelieve the existence of a flying saucer, Galactus, two muggers, and your breakfast."). Since Illusion-Casting includes the Power of Light Control, Illusions can provide a measure of protection against light-based attacks. An Illusory tent would provide protection against both infrared and ultraviolet light, thus keeping the hero cool and safe from sunburn. Treat this Power as +2CS Resistance to Light-based attacks. It does not provide protection against any of the other ways Mother Nature has of affecting us. That Illusory tent would be drafty, cold, and flimsy. Illusion Casting can be combined with other Powers to give 1he Illusion enhanced realism; this can also create Illusions that do real physical damage. If the Illusion-caster has any of the Energy Emission Powers, these can be redirected to apparently originate from the Illusion rather than from the hero. For example, combining this Power with Plasma Generation would simulate the Phoenix-force and fry any electronics in the area.
More commonly, the power is used to disguise the true nature of anything the hero or her companions might be doing.
Example: Deetee and her buddy Jayboy have to break into a certain building that they know is under surveillance. Deetee doesn't care about subtlety, only About distraction, and casts an Illusion of a,.Large elephant that comes lumbering around a corner and lies down in front of the door. Inside the elephantine Illusion, Jayboy is free to use his Kinetic Bolt Power to smash open the door. He also uses his K-bolts to simulate the effect the elephant's legs have when they kick against a target. The main drawback to Illusion-Casting is that the hero must keep his Power's true nature a secret from his adversaries. It must be presented as if it were another Power entirely. For example, although she is an Illusion-caster, Deetee often presents herself as a Demon-Summoner.
Even if the Power's nature is public knowledge, the Power is still effective. The Powers of Light Emission and Light Control are innate factors of Illusion Casting. As such, the hero has the ability to generate any intensity and frequency of light. He can warp light, alter its frequency, and change its degree of coherency. The hero can do -2CS rank level damage using light-based attacks. As noted earlier, the Power includes -2CS Resistance to Light-based attacks; the hero simply casts an Illusion of something opaque between herself and the offending light. The hero can simulate other visual Powers or Talents with some effectiveness as well; the -2CS limit is used as a guide for determining how well the hero can do these things.
Example: Once inside the building, Deetee and Jay-boy discover a guard. Deetee casts an Illusion of Ringmaster and tries to hypnotize the guard. Her Incredible rank is reduced to merely Excellent when she tries simulate Hypnotic Control. Fortunately that is enough; the guard falls under the spurious Ringmaster's control. Powers that are a part of or can be simulated by Illusion-Casting include:
D4/Force Field vs. Energy
D12/Resistance to Energy
DT3/Energy Detection (Light)
EC14/Light Control
EC18/Shadowshaping
EE5/Hard Radiation Emission (UV Light)
EE6/Heat (infrared Light)
EE8/Light Emission
EE12/Shadowcasting
I1/Animate Image
I3/Illusory Invisibility
I4/Illusory Duplication
L9/Hypnotic Control
MCo1/Coloration
M13/Hallucinations
S6/Blending
S12/Energy Sheath (Light)
S20/Self-Vegetation
S21/Shapeshifting
A drawback in characters who have this Power is that they tend to become philosophical about the relationship between Reality and Illusion. Companions find themselves drawn into interminable arguments about what is real and what is not. Illusion-Casters may even begin to feel that they themselves are an Illusion being cast by some unknown being.
Optional Powers include Energy Solidification, Telescopic Vision, and Clairvoyance. Nemesis Powers include Shadow-casting, Shadowshaping, Sonar, Radar, and closing your eyes.