Illusion Disguise

Copyright © 2000 by Christopher A. Goodwin.

All Rights Reserved

New Advantage:  Illusion Disguise

This Advantage is applied to Mental Illusions, and allows the character to use the power as a super-disguise ability.  At the time the illusion is created, the creator must roll against 11 plus his ECV; the amount by which this roll is made is the maximum ECV the illusion will affect.  The character creates the illusion as normal; the Advantage allows him to "attach" it to a character or object, and it will follow the disguised entity as long as that entity is within line of sight of the illusion's creator.  Anyone within range to perceive the entity being disguised is subject to the illusion.  Roll the Mental Illusions dice at the time the disguise is created; this value is applied to anyone perceiving the illusion.

If the character or object to be disguised is unwilling or in combat, the user must roll to hit the character: 11 + OCV or ECV (user's choice) - target's DCV.

For a +1/2 Advantage, the character can create one single illusion disguise.  For +3/4, the character can create a small group of illusion disguises.  For +1, the character can create any illusion as a disguise.

The disguised character or object must remain within the creator's line of sight unless an additional +1/2 Advantage is purchased.

For an additional +1/2 Advantage, the user of the power may change the disguise at will, though another Mental Illusions roll is required.  Without this advantage, the user must re-target the illusion, including a new roll against 11 + ECV.

You may not take an "Only for disguise" limitation on Mental Illusions when using this power; any cost reduction for that is already built into the cost of the Advantage.
 

  • Illusion Disguise.  +1/2 Advantage for a single disguise; +3/4 for a small group of disguises; +1 for any disguise.  +1/2 to remain disguised out of line of sight of creator.  +1/2 to change disguise at will.
  • Some examples of Illusion Disguise in action:

    The Phantasmal Disguise Spell.

    This spell was created by an unknown member of the College of Illusionists, for a thief with some magical ability (who was paying the Illusionist's commission).  This spell turned out to be very useful for the thief, until he tried to steal from a high-ranking member of the College of Fire Magic...

    6D6 Mental Illusions

    Base Cost:  30 points

    Advantages:

    Active Cost:  82.5 points.

    Limitations:

    Real Cost:  24 points
    END Cost:  8, paid once at time spell is cast.

    Vampire:

    This is yet another Hero System variant of a vampire.  This vampire is more related to those in a certain Other Game than the one in the Hero System Bestiary (though that one was used as a model).  All of the vampire's powers (except the Bite) are powered off of the Endurance Reserve.  Note that the vampire is Invisible, Always On, and that the only way he can be seen is by using his Illusion Disguise.  He can disguise himself as any humanoid form, a wolf, rat, bat, or cloud of mist.  He also doesn't show up on mirrors or to machines.

    VAMPIRE (greater)
     
    Value Characteristic Points
    0 STR -10
    25 DEX 45
    20 CON 20
    15 BODY 10
    18 INT 8
    18 EGO 16
    25 PRE 15
    20 COM 5
    4 PD 4
    4 ED 0
    4 SPD 5
    4 REC 0
    40 END 0
    45 STUN 20
      Total 138
    Points Powers END
    17 Blood Pool   
    (12) END Reserve (120 END, 0 REC/turn); Recovery Rate: turn   
    (5) END Reserve (0 END, 12 REC/turn); Recovery Rate: turn; Linked (to Bite): -½; Limited Power: Limited to maximum rolled on Drain: -1   
    15 +1 HKA: bite (Total +1); Range: 0; Versus: PD; Affects Solids: +2  1
    23 2d6 Drain: BODY (Return/turn); Range: 0; Affects: Single Power, +0; Limited Power: Requires successful Bite: -½; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½; Concentrate: Throughout & 0 DCV, -1; Reduced END: Zero, ½; Affects Solids: +2   
    23 2d6 Transform: humanoid int Lesser Vampire (Major, Single Object); Range: 0; Cumulative: Yes, +½; No Range: -½; Concentrate: Throughout & 0 DCV, -1; Limited Power: takes 1 Minute: -½; Limited Power: only once per day per victim: -1; Limited Power: only after successful Drain: -½; Affects Solids: +2  10
    110 Telekinesis (STR 30); Range: 0; Manipulation: Fine, +10; No Range: -½; Affects Solids: +2  16
    60 12d6 Mental Illusions; Extra Victim Effect: None, +0; No Range: -½; Limited Power: Self Only: -½; Illusion Disguise: Into small group (wolf, bat, rat, mist): +¾; Reduced END: Half, ¼  5
    93 Invisibility (Spatial Awareness, Sight, Hearing, Radio, Smell/Taste); Sense: N-Ray Vision, 5; Sense: Detect, 5; Sense Group: Hearing, 10; Sense Group: Radio, 10; Sense Group: Smell/Taste, 10; Always On: -½; Reduced END: Zero & Persistent, 1  0
    53 Desolidification; Immune to Mental Powers: No, +0; Vulnerability: Wood; Always On: -½; Reduced END: Zero & Persistent, 1  0
    20 10" Flight (NC: 20"); Non-Combat Multiplier: ×2, +0  2
    20 10d6 Mind Control; Communication: Verbal, +0; Limited Power: must establish eye contact: -1; Extra Time: full phase, -½  5
    10 Mind Link: Lesser Vampire; Minds: Related Group, +10; Number of Minds: 1, +0; Distance: Line of Sight, +0; Dimension: Current, +0; Link with: Anyone, +0   
    30 Life Support: Afterlife Support   
    5 Detect: life (+0 to PER); Time Required: Instant, +2; Range: Touch, +0   
    5 Range (Detect)   
    5 Discriminatory Sense (Detect)   
       
    489 Total Powers  
    Points Skills, Talents, Perks Roll
    3 Conversation  14-
    3 High Society  14-
    3 Persuasion  14-
    3 Seduction  14-
    3 Professional Skill: Former occupation  12-
    2 Knowledge Skill: Hobby  11-
    3 Stealth  14-
    4 Weapon Familiarities   
    (2) Common Melee Weapons   
    (2) Common Missile Weapons   
    15 +3 level w/H-to-H combat   
    39 Total Skills, Talents, Perks  
    100+ Disadvantages
    10 Vulnerability: from PRE Attacks of Holy Men (2× Effect); Attack: Uncommon, +5 
    0 Dependence: blood (3d6/1 Day); Substance: Common, +10 
    20 Phys. Lim.: Cannot enter a dwelling unless invited (Frequently, Fully) 
    25 Susceptibility: direct sunlight (1d6 STUN/Phase); Condition: Very Common, +15 
    511 Villain Bonus 
    566 Total Disadvantages
    COSTS: Char.   Powers   Total Total   Disadv.   Base
      138 + 528 = 666 666 = 566 + 100
    OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
    8 8 6 0 4/0 4/0 3, 6, 9, 12

    Succubus:

    The succubus is not a demon; rather, she is an evil nymph who feeds off of men's souls.  As a nymph, she is subject to the same limitations that the faerie folk are, namely that she is extremely vulnerable to iron.  She is otherwise very difficult to kill.  Succubi do not eat normal food, but must "feed" off of a human male once per day.  All of the succubus's powers are geared toward drawing men to her so that she can feed.  The succubus has the power to appear as any man's ideal woman (Illusion Disguise); she must pick a target, and will appear as that target's ideal woman (if she does not pick a target, it will target the first man in range).  She can to some extent disguise herself to women as well (mainly so that descriptions match), but her illusion disguise is most effective against men.

    Succubi in their natural forms stand about 5'4" tall and weigh about 90 pounds.  Their features are almost exaggeratedly feminine.  Women tend to become very uneasy or angry around succubi, though they may not know why.  Succubi have demonic-looking bat wings, but can normally fold them up under any clothing they may be wearing; the wings also don't show up when the succubus is disguised.

    Succubus
     
    Value Characteristic Points
    10 STR 0
    18 DEX 24
    20 CON 20
    13 BODY 6
    10 INT 0
    23 EGO 26
    23 PRE 13
    30 COM 10
    2 PD 0
    4 ED 0
    2.8 SPD 0
    6 REC 0
    40 END 0
    28 STUN 0
      Total 99
    Points Powers END
    33 6d6 Mental Illusions; Extra Victim Effect: None, +0; No Range: -½; Limited Power: Self only: -½; Illusion Disguise: Any female humanoid: +¾; Reduced END: Zero, ½  0
    17 6d6 Mental Illusions; Extra Victim Effect: None, +0; No Range: -½; Limited Power: Self Only: -½; Limited Power: No control: Only to disguise self as target's ideal woman: -1; Limited Power: Only affects men: -1; Illusion Disguise: Small Group (any female humanoid): +¾; Reduced END: Zero, ½  0
    20 4d6 Mind Control; Communication: Telepathic, +¼; Limited Power: Only vs. men: -1; Invisible Power Effects (Sight, Hearing): +¾  4
    30 Life Support   
    15 2d6 Drain: Ego (Return/month); Range: 0; Affects: Single Power, +0; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Limited Power: Requires sexual contact: -1; Limited Power: Only vs. men: -1   
    10 5" Flight (NC: 10"); Non-Combat Multiplier: ×2, +0  1
    20 Damage Reduction (Physical, 50% Resistant); Limited Power: Not vs. Iron: -½   
    30 Damage Reduction (Energy, 50% Resistant)   
    7 Regeneration (1 BODY/Turn); Regenerate: Standard, +0; Limited Power: Not vs. damage caused by iron: -½   
    22 3d6 Absorption: to Body (Fade/5 min., Max. 18); Affects: Single Power, +0   
    15 3d6 Absorption: to Body (Fade/5 min., Max. 18); Affects: Single Power, +0; Versus: PD; Limited Power: Not vs. Iron: -½   
    11 Armor (18 PD/0 ED); Limited Power: Only up to amount rolled on Absorption: -1; Limited Power: Not vs. Iron: -½   
    13 Armor (0 PD/18 ED); Limited Power: Only up to amount rolled on Absorption: -1   
       
    243 Total Powers  
    Points Skills, Talents, Perks Roll
    7 Acrobatics  15-
    3 Acting  14-
    7 Contortionist  15-
    7 Conversation  16-
    7 Persuasion  16-
    15 Seduction  20-
    46 Total Skills, Talents, Perks  
    100+ Disadvantages
    10 Phys. Lim.: Must "eat" by draining EGO once per day (Infrequently, Greatly) 
    20 Distinctive Features: Incredibly beautiful; women feel uneasy/angry; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5 
    20 Susceptibility: from iron (1d6 STUN/Phase); Condition: Common, +10 
    20 Vulnerability: from iron attacks (2× BODY); Attack: Common, +10 
    20 Vulnerability: from iron attacks (2× STUN); Attack: Common, +10 
    198 Succubus Bonus 
    288 Total Disadvantages
    COSTS: Char.   Powers   Total Total   Disadv.   Base
      99 + 289 = 388 388 = 288 + 100
    OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
    6 6 8 0 20/18 22/18 6, 12